2007
DOI: 10.7551/mitpress/5334.001.0001
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Persuasive Games

Abstract: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are 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. Drawin… Show more

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Cited by 1,329 publications
(381 citation statements)
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“…This study measured learning in the game, but previous studies about PeaceMaker have already indicated that by taking the role of either the Israeli prime minister or the Palestinian president the game aims to teach about the situation beyond the game play experience itself after acquiring sufficient levels of information about the situation (Cuhadar & Kampf, 2014). In fact, previous studies have indicated that playing a game eliciting role-taking resulted in greater knowledge acquisition and greater attitude change than reading a text conveying the same information (Bogost, 2007;Peng et al, 2010).…”
Section: Discussionmentioning
confidence: 99%
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“…This study measured learning in the game, but previous studies about PeaceMaker have already indicated that by taking the role of either the Israeli prime minister or the Palestinian president the game aims to teach about the situation beyond the game play experience itself after acquiring sufficient levels of information about the situation (Cuhadar & Kampf, 2014). In fact, previous studies have indicated that playing a game eliciting role-taking resulted in greater knowledge acquisition and greater attitude change than reading a text conveying the same information (Bogost, 2007;Peng et al, 2010).…”
Section: Discussionmentioning
confidence: 99%
“…Empirical evidence has already indicated that these two dimensionsinteractivity and multimodalityare more effective than other presentation modes (e.g. non-interactive presentation modes) in influencing people's levels of knowledge about sociopolitical issues (Bogost, 2007;Gee, 2008).…”
Section: Discussionmentioning
confidence: 99%
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“…Bogost argues that the unique meaning-making strategy of games is "procedural rhetoric," the act of making an expression or argument through a game's processes or rules [2]. In this vein, Rod Humble's The Marriage has been much discussed since its release in 2007 for being a prime example as a work that has its "primary medium of expression something unique to games" -the rules [6].…”
Section: Procedural Rhetoricmentioning
confidence: 99%
“…A common failing of political games, according to Bogost, is that they "apply a political skin to existing procedural mechanics, without attempting to transfer those mechanics into rhetoric supporting a political argument" [2]. Existing games have been politically skinned with differing degrees of success depending on the coupling between the process being addressed and the mechanics of the source game.…”
Section: Skinningmentioning
confidence: 99%