Persuasive Games Persuasive Games The Expressive Power of Videogames Ian Bogost The MIT Press Cambridge, Massachusetts London, England © 2007 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales pro- motional use. For information, please email
[email protected] or write to Special Sales Department, The MIT Press, 55 Hayward Street, Cambridge, MA 02142. This book was set in Bell Gothic and Garamond by SNP Best-set Typesetter Ltd., Hong Kong, and was printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Bogost, Ian. Persuasive games: the expressive power of videogames / Ian Bogost. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-262-02614-7 (hardcover: alk. paper) 1. Video games—Social aspects. 2. Persuasion (Rhetoric). I. Title. GV1469.34.S52B64 2007 794.8—dc22 2006032621 10 9 8 7 6 5 4 3 2 1 Contents preface vii 1 procedural rhetoric 1 Politics 65 2 political processes 67 3 ideological frames 99 4 digital democracy 121 Advertising 145 5 advertising logic 147 6 licensing and product placement 173 7 advergames 199 Learning 231 8 procedural literacy 233 9 values and aspirations 261 10 exercise 293 11 purposes of persuasion 317 notes 341 bibliography 401 index 437 Preface Videogames are an expressive medium. They represent how real and imagined systems work.