skip to main content
Skip header Section
Persuasive Games: The Expressive Power of VideogamesSeptember 2010
Publisher:
  • The MIT Press
ISBN:978-0-262-51488-0
Published:30 September 2010
Pages:
464
Skip Bibliometrics Section
Bibliometrics
Skip Abstract Section
Abstract

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. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change those positions, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. Bogost is both an academic researcher and a videogame designer, and Persuasive Games reflects both theoretical and game-design goals.

Cited By

  1. Melhart D, Togelius J, Mikkelsen B, Holmgård C and Yannakakis G (2024). The Ethics of AI in Games, IEEE Transactions on Affective Computing, 15:1, (79-92), Online publication date: 1-Jan-2024.
  2. Davern S and Haahr M On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games Interactive Storytelling, (259-275)
  3. Martens C and Simmons R Inbox Games: Poetics and Authoring Support Interactive Storytelling, (94-106)
  4. ACM
    L. Holliday E Breaking the Magic Circle Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, (339-344)
  5. ACM
    Berge P Rotten and Possessed: Control and Hellblade: Senua's Sacrifice as Models of Outmersive Game Design Proceedings of the 32nd ACM Conference on Hypertext and Social Media, (35-44)
  6. ACM
    Stanfill M, Salter A and Sullivan A Orange is Sus: Among Us and Political Play Proceedings of the 16th International Conference on the Foundations of Digital Games, (1-9)
  7. ACM
    Folkins C, Read E, Mundee J, Birk M and Bateman S A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (484-498)
  8. ACM
    Schellekens J, Caselli S, Gualeni S and Rutter Giappone K Satirical Game Design: The Case of the Boardgame Construction BOOM! Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-12)
  9. ACM
    Caselli S, Bonello Rutter Giappone K, Schellekens J and Gualeni S Satire at Play Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-4)
  10. ACM
    Kretzschmar M and Salter A Party Ghosts and Queer Teen Wolves Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-8)
  11. ACM
    Cesário V, Petrelli D and Nisi V Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, (1-13)
  12. ACM
    Kors M Towards Design Strategies for the Persuasive Gameplay Experience Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (407-410)
  13. ACM
    Akbal M, Zehle S and Schmitz M From Technomania to the School of Things Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, (1-8)
  14. Fasce F Beyond Serious Games Revised Selected Papers from the Third International Conference on Games and Learning Alliance - Volume 9221, (1-4)
  15. ACM
    Grace L A topographical study of persuasive play in digital games Proceeding of the 16th International Academic MindTrek Conference, (77-82)
Contributors
  • Georgia Institute of Technology

Recommendations