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Encyclopedias The Subtle Body: An Encyclopedia of Your Energetic Anatomy
Nonfiction Advanced Fluid Dynamics by Hyoung Woo Oh
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Encyclopedias Encyclopedia of India (4 Volume Set) [Repost]
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Nonfiction An Introduction to Nonlinearity in Control Systems
Encyclopedias Skew Fields - Theory of General Division Rings (Encyclopedia of Mathematics and its Applications) by P. M. Cohn
Encyclopedias Books and Beyond - The Greenwood Encyclopedia of New American Reading
Nonfiction Advanced Fluid Dynamics by Hyoung Woo Oh
Nonfiction Consolation of Philosophy by Boethius
Nonfiction Overview of Bohmian Mechanics
Nonfiction Digital Systems Design by Ramaswamy Palaniappan
Nonfiction Modern Geography by Marion I. Newbigin
Encyclopedias Encyclopedia of Microfluidics and Nanofluidics [Repost]
Encyclopedias Encyclopedia of Complexity and Systems Science [Repost]
Encyclopedias The Encyclopedia of Applied Animal Behaviour and Welfare
Encyclopedias Space - A Visual Encyclopedia
Abnormal Psychology - An Integrative Approach, 6th Edition
Advanced Social Psychology - The State of the Science
Nonfiction Lectures on Stochastic Control and Nonlinear Filtering
Nonfiction Physics by Cope, Smith, Tower, Turton
Encyclopedias Encyclopedia of Knowledge Management, Second Edition
Encyclopedias Encyclopedia of India (4 Volume Set) [Repost]
Encyclopedias The MMA Encyclopedia (repost)
Nonfiction An Introduction to Nonlinearity in Control Systems
Encyclopedias Skew Fields - Theory of General Division Rings (Encyclopedia of Mathematics and its Applications) by P. M. Cohn
Encyclopedias Books and Beyond - The Greenwood Encyclopedia of New American Reading
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Nonfiction Ian Bogost - Persuasive Games: The Expressive Power of Videogames
Posted on 2010-04-14
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More Ian Bogost - Persuasive Games: The Expressive Power of Videogames 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. Thanks to original uploader!
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