Persuasive Games The Expressive Power of Videogames

"Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and i...

Full description

Saved in:
Bibliographic Details
Main Author: Bogost, Ian (Author)
Format: Book
Language:English
Published: Cambridge, Massachusetts MIT Press 2007
Subjects:
Online Access:Click Here to View Status and Holdings.
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000cam a2200000#i 4501
001 wils-457448
005 2018030164823
008 190313s20072007MAU ag# ##001 ##eng#D
020 # # |a 9780262514880  |q paperback 
020 # # |a 0262514885  |q paperback 
020 # # |a 9780262026147  |q hardcover 
020 # # |a 0262026147  |q hardcover 
040 # # |a OSU  |b eng  |c OSU  |d UiTM  |e rda 
041 0 # |a eng 
090 0 0 |a GV1469.34.S52  |b B64 2007 
100 1 # |a Bogost, Ian  |e author 
245 1 0 |a Persuasive Games  |b The Expressive Power of Videogames  |c Ian Bogost 
264 # 1 |a Cambridge, Massachusetts  |b MIT Press  |c 2007 
264 # 4 |c ©2007 
300 # # |a xii, 450 pages  |b illustrations  |c 23 cm 
336 # # |a text  |b txt  |2 rdacontent 
337 # # |a unmediated  |b n  |2 rdamedia 
338 # # |a volume  |b nc  |2 rdacarrier 
504 # # |a Includes bibliographical references (pages [341]-436) and index 
520 1 # |a "Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric."-- Book jacket 
650 # 0 |a Video games  |x Social aspects 
650 # 0 |a Persuasion (Rhetoric) 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=457448 
964 # # |c BOK  |d AD 
998 # # |a 00130##a006.2.2||00250##a002.5.2||00250##b002.5.3||00255##a007.25.3||00260##a002.8.2||00260##b002.8.4||00260##c002.7.6||00264#1a002.8.2||00264#1b002.8.4||00300##a003.4.1||00300##b003.6.1||00300##c003.5.1||00500##a002.17.2||00502##a007.9.2||00538##a003.16.9||00546##a006.11||00730##a006.2.2||00730##d006.4||00730##f006.10||00730##n006.2.2||00730##p006.2.2||