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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…
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Editions
5 editions- Hardcover · English · 2007The MIT Press · 432 pages · 9780262026147
- Other · English · 2010MIT Press · 464 pages · 9780262261944
- Other · English · 2010MIT Press · 464 pages · 9780262254786
- Other · English · 2010MIT Press · 464 pages · 9780262514880
- Other · English · 2010MIT Press · 464 pages · 9780262268912
SoziologieOverredingSocial aspectsVideo gamesComputerspielSociale aspectenComputerspellenPersuasion (Rhetoric)