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mechanics, messages,
meta-media
How Persuasive Games Persuade,
and What They Persuade Us of
Sebastian Deterding (@dingstweets)
Digital Creativity Labs, University of York
October 15, 2017
<1>
introduction
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us Of
“Procedural rhetoric is the practice of using processes
persuasively …. Each unit operation in a procedural
representation is a claim about how part of the system
it represents does, should, or could function.”
ian bogost, persuasive games, 2007, 28, 36
“Rules control the meaning of the game, and players, by
following rules, create the meaning that is already
predetermined by the designer(s). For the
proceduralists, a game means what the rules mean”
miguel sicart, against procedurality, 2011
“The disparity between the simulation and the player’s
understanding of the source system it models creates
a crisis in the player. I named this crisis simulation
fever, a madness through which an interrogation of the
rules that drive both systems begins.”
ian bogost, persuasive games, 2007, 332
“Rather than producing assent, ... the game [Howard
Dean for Iowa] produces deliberation, which implies
neither immediate assent nor dissent. Like literature,
poetry, and art, videogames cannot necessarily know
their effects on individual players.”
ian bogost, persuasive games, 2007, 329, 339
jfk reloaded, traffic games, 2004
How and why do different players
come to different understandings
of the same persuasive game?
question
<2>
case study
Blindly focusing on outcomes and
following rules (as in gameplay)
leads you to dehumanise and
ignore the people your actions
affect.
the (meta-)mechanical message
game no. 1: train, brenda brathwaite, 2009
game no. 1: train, brenda brathwaite, 2009
audience responses
media responses
game no. 2: playing history 2: slave trade, serious games interactive, 2013
game no. 2: playing history 2: slave trade, serious games interactive, 2013
game no. 2: playing history 2: slave trade, serious games interactive, 2013
audience responses
audience responses
WHY?
same rhetoric, opposite reaction
<3>
genres, framings, and
travelling meta-media
What is accepted and expected in …
education for
children
artworks
for adults
genre framing shapes understanding
entertainment
games
critiques by audience
controversial topics and subject position: challenging but not unknown … in art
train: carefully framed as art for adults
• Single physical copy
• Presented at art
galleries, universities
• Always accompanied by
author guiding follow-up
debate
carefully considered & controlled visual framing
how train is visually framed
how train travelled through the media
how train travelled through the media
how train travelled through the media
how train travelled through the media
ph2: edugame for 8-14 year olds in school
• Digital copies
• Distributed through
Danish schools
• Accompanied by
educational material for
teachers
how ph2 is visually framed
released & announced on steam/twitter outside educational context
educational framing didn’t appear there
in-game framing didn’t appear in screenshot
how ph2 travelled through twitter & the media
how ph2 travelled through twitter & the media
how ph2 travelled through twitter & the media
how ph2 travelled through twitter & the media
how ph2 travelled through twitter & the media
how ph2 travelled through twitter & the media
<4>
provocation
games work culturally as travelling meta-media
games travel culturally as meta-media
media as iconic tokens for ideas
demos
design fictions
big urban game, 2003
selling ideas.
selling themselves as a vehicle.
selling their creators and commissioners.
player
game
messagecreators
media
public
game
messagecreators
summary
1. Genre and visual framing shape how audiences perceive
intended authorial and reader stance toward a game.
2. Games circulate through culture as easily de- and re-framed
meta-media, making this framing crucial.
3. Persuasive games may be more impactful as meta-media
generating attention and credibility (for their message, their
makers, themselves) than as individual player-game
encounters.
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
thank you.

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