The Rhetoric of Video Games

Contributing Organization(s): MacArthur Foundation Digital Media and Learning Initiative, The


Author(s)/Creator(s): Ian Bogost

Publishing Date: 2008-01-01

Issue Areas: Children and Youth; Media; Education and Literacy

Ownership/Rights Info: Copyright 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license.

Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning

Bogost's chapter offers an introduction to rhetoric in games. First he looks at the way games and their rules embody cultural values, following the work of Brian Sutton-Smith and looking in particular at a few examples from international sports. Then he discusses the relationship between games and ideology, showing how game play can unpack and expose deeply engrained social, cultural, and political assumptions. Finally he discusses the ways videogames make arguments. Drawing on the history of rhetoric, Bogost introduces a notion he calls "procedural rhetoric," the art of persuasion through rule-based representations and interactions.

Access this research:

Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.117


Intended Audience: Advocates; College/University Professors; General Public; Researchers; Teachers-middle school; Teachers-high school

Type/Format: Whitepaper

Language code: English

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