Magical Tome

The outer archives are busy
"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."--Jacket.
Create a free account to see Match Scores on books the community has marked — once you’ve set your preferences.
Create free accountMarks left by readers of this tome
No community marks yet — be the first to inscribe this tome.
Pacing
Horror / Dark Elements
Romance
Spice Level
LGBTQ+ Representation
Social & Political Themes in Stories