Persuasive Games: The Expressive Power of Videogames (Hardcover)
暫譯: 說服遊戲:電子遊戲的表達力 (精裝版)

Ian Bogost

  • 出版商: MIT
  • 出版日期: 2007-06-22
  • 售價: $1,080
  • 語言: 英文
  • 頁數: 464
  • 裝訂: Hardcover
  • ISBN: 0262026147
  • ISBN-13: 9780262026147
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存=1)

買這商品的人也買了...

商品描述

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.

商品描述(中文翻譯)

**描述**

電子遊戲既是一種表達媒介,也是一種說服媒介;它們展示了現實與想像系統的運作方式,並邀請玩家與這些系統互動並形成對它們的判斷。在這項創新的分析中,伊恩·博戈斯特(Ian Bogost)探討了電子遊戲如何提出論點並影響玩家。博戈斯特借鑒了2500年的修辭學歷史,這是研究說服性表達的學科,他分析了修辭在軟體中的獨特功能,特別是在電子遊戲中。媒體研究領域已經分析了視覺修辭,即使用影像和視覺表現進行說服的藝術。博戈斯特認為,電子遊戲由於其基本的程序性表現模式(基於規則的表現和互動),開啟了一個新的說服領域;它們實現了一種新的修辭形式。

博戈斯特稱這種新形式為「程序性修辭」(procedural rhetoric),這是一種與計算機的核心功能相關的修辭類型:運行過程和執行基於規則的符號操作。他進一步主張,電子遊戲擁有超越其他計算說服形式的獨特說服力。電子遊戲不僅可以支持現有的社會和文化立場,還可以顛覆和改變這些立場,從而導致潛在的重大長期社會變革。博戈斯特考察了電子遊戲說服力已經形成並顯示出相當潛力的三個領域:政治、廣告和教育。博戈斯特既是一位學術研究者,也是電子遊戲設計師,《說服遊戲》(Persuasive Games)反映了理論和遊戲設計的雙重目標。