
Persuasive games
by Ian Bogost · first published 2007
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3HN commenters
2011–2023first – last mentioned
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"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 representatio
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…That it "works" is an unfortunate product of our psychological wiring, and is thus more aptly described as "exploitationware." It's important to note that Bogost has worked for many years on serious/persuasive games as a means of exposing systems. Allowing users to interact with those systems as a means of persuasion or education is, as far as he's concerned, a more enlightening experience. [1] http://www.gamasutra.com/view/feature/6366/persuasive_games_...
on “Gamification is bullshit” ↗…world—they are simply figments of the author's imagination." The concepts of Procedural Rhetoric[1] argues against this view of games. "The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or…
on “The Antagonism of Human and Nature in Factorio” ↗…Version 666 (motb) [No Shit!] Copyright (C) 1997, Maxis. Project X was designed by Will Wright, and programmed by Jamie Doornbos, Eric Bowman, Jim Mackraz, and Don Hopkins. ---- Ian Bogost, Persuasive Games: The Expressive Power of Videogames. Procedural rhetoric. https://en.wikipedia.org/wiki/Procedural_rhetoric Procedural rhetoric or simulation rhetoric[1] is a rhetorical concept that explains how people…
on “Game developers share what they're most proud of making” ↗>In “Persuasive Games,” published in 2007, the video-game designer and professor Ian Bogost coined the term “procedural rhetoric” to describe the use of mechanics for persuasion, which he’d seen in video games going back to…
on “The personal, political art of board-game design” ↗