Review
"Bogost creates and writes about serious games, seemingly simple diversions that deliver educational political and advertising content alongside entertainment. In Persuasive Games, he offers an academic but accessible introduction to their potential, and it is very meaty reading for anybody interested in where the interactive arts meet real-world topics."
-- Scott Colbourne, The Globe and The Mail
"Videogames lack the cultural stature of 'legitimate' art forms because they are widely perceived to be trivial and meaningless. But Ian Bogost makes a powerful argument that they are capable of informing and persuading as well as entertaining; in short, that they possess the power of rhetoric. Backed by numerous examples from the fields of politics, advertising, and education, Persuasive Games is an important addition to the debate over what games are, do, and can be."
--Ernest W. Adams, game design consultant and educator
"Analyzing the power of video games to mount arguments and influence players, Ian Bogost does again what he always does so very well: thoroughly rethink and shake up a traditional academic field - rhetoric - while lucidly building the foundations of a new one - game studies."
--James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
Book Description
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.
發表於2024-12-29
Persuasive Games 2024 pdf epub mobi 電子書 下載
雖然遊戲化在11年纔流行起來,其前身嚴肅遊戲的曆史卻更早。Ian Bogost的這本書雖是建立在對嚴肅遊戲的瞭解上,卻完全可以看做是一本為遊戲化鋪路的理論著作。這本書最可貴的地方,是他沒有從商業或者積極心理學入手談遊戲化,而是從遊戲研究的理論齣發,將遊戲看做一種說服性...
評分雖然遊戲化在11年纔流行起來,其前身嚴肅遊戲的曆史卻更早。Ian Bogost的這本書雖是建立在對嚴肅遊戲的瞭解上,卻完全可以看做是一本為遊戲化鋪路的理論著作。這本書最可貴的地方,是他沒有從商業或者積極心理學入手談遊戲化,而是從遊戲研究的理論齣發,將遊戲看做一種說服性...
評分雖然遊戲化在11年纔流行起來,其前身嚴肅遊戲的曆史卻更早。Ian Bogost的這本書雖是建立在對嚴肅遊戲的瞭解上,卻完全可以看做是一本為遊戲化鋪路的理論著作。這本書最可貴的地方,是他沒有從商業或者積極心理學入手談遊戲化,而是從遊戲研究的理論齣發,將遊戲看做一種說服性...
評分雖然遊戲化在11年纔流行起來,其前身嚴肅遊戲的曆史卻更早。Ian Bogost的這本書雖是建立在對嚴肅遊戲的瞭解上,卻完全可以看做是一本為遊戲化鋪路的理論著作。這本書最可貴的地方,是他沒有從商業或者積極心理學入手談遊戲化,而是從遊戲研究的理論齣發,將遊戲看做一種說服性...
評分雖然遊戲化在11年纔流行起來,其前身嚴肅遊戲的曆史卻更早。Ian Bogost的這本書雖是建立在對嚴肅遊戲的瞭解上,卻完全可以看做是一本為遊戲化鋪路的理論著作。這本書最可貴的地方,是他沒有從商業或者積極心理學入手談遊戲化,而是從遊戲研究的理論齣發,將遊戲看做一種說服性...
圖書標籤: 遊戲 gameDesign 文化研究 設計 英文原版 遊戲重要 遊戲設計 遊戲研究
Bogost也是強人一隻
評分Bogost也是強人一隻
評分Bogost也是強人一隻
評分Bogost也是強人一隻
評分Bogost也是強人一隻
Persuasive Games 2024 pdf epub mobi 電子書 下載