Persuasive Games: The Expressive Power of Videogames (Hardcover)
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
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相關分類:
遊戲設計 Game-design
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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;它們代表了現實和想像系統的運作方式,並邀請玩家與這些系統互動並對其形成判斷。在這本創新的分析中,Ian Bogost探討了電子遊戲如何提出論點並影響玩家。借鑒2500年的修辭學歷史,即有關說服表達的研究,Bogost分析了修辭在軟體一般和電子遊戲特別中的獨特功能。媒體研究領域已經分析了視覺修辭,即使用圖像和視覺表達來說服的藝術。Bogost認為,由於電子遊戲的基本表現模式是程序性(基於規則的表現和互動),它們為說服開啟了一個新的領域;它們實現了一種新形式的修辭。
Bogost稱這種新形式為「程序性修辭」,一種與電腦的核心功能相關的修辭形式:運行過程和執行基於規則的符號操作。他進一步主張,電子遊戲具有超越其他形式的計算說服的獨特力量。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,從而引發潛在的重大長期社會變革。Bogost探討了電子遊戲說服已經出現並展示了相當大的潛力的三個領域:政治、廣告和教育。Bogost既是一位學術研究者,也是一位電子遊戲設計師,《說服遊戲》既反映了理論目標,也反映了遊戲設計目標。