est une version électronique de l'ouvrage Persuasive games ( ISBN 978-0-262-02614-7) Notes bibliographiques. Bibliographie p. 401-436. Index
Résumé :Ian Bogost analyse et définit les procédés rhétoriques utilisés dans les jeux vidéo dont le but est de faire passer un message qu'il soit pédagogique, publicitaire ou politique. Il les appelle des jeux persuasifs.
Abstract :"A book about how videogames make arguments : rhetoric, computing, politics, advertising, learning. In Persuasive Games, I advance a theory of how videogames make arguments and influence players. Games represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. Drawing on the history of rhetoric, the study of persuasive expression, I analyze rhetoric's unique function in software in general and videogames in particular. The field of media studies already studies visual rhetoric, the art of using imagery and visual representation persuasively. Here I argue 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. I call this new form "procedural rhetoric", a type of rhetoric tied to the core affordances of computers : running processes and executing rule-based symbolic manipulation. Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential : politics, advertising, and education. The book reflects both theoretical and game-design goals."(From the editor)