Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us Of
- 4. “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
- 5. “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
- 6. “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
- 7. “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
- 9. How and why do different players
come to different understandings
of the same persuasive game?
question
- 11. 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
- 16. game no. 2: playing history 2: slave trade, serious games interactive, 2013
- 17. game no. 2: playing history 2: slave trade, serious games interactive, 2013
- 18. game no. 2: playing history 2: slave trade, serious games interactive, 2013
- 23. What is accepted and expected in …
education for
children
artworks
for adults
genre framing shapes understanding
entertainment
games
- 26. train: carefully framed as art for adults
• Single physical copy
• Presented at art
galleries, universities
• Always accompanied by
author guiding follow-up
debate
- 33. ph2: edugame for 8-14 year olds in school
• Digital copies
• Distributed through
Danish schools
• Accompanied by
educational material for
teachers
- 56. 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.