How to Say Things with Actions I: a Theory of Discourse for Video Games for Change
DOI:
https://doi.org/10.26503/dl.v2011i1.534Keywords:
procedural rhetoric, argumentation, serious games, games for change, argumentAbstract
This paper proposes the interpretation of video games as discourse (in the explanation of discourse commonly used in linguistics and studies of natural language, not as understood in semiotics or cultural studies) to explore further the dynamics through which video games can propose structured meaning and articulate an argument. Such topic is especially relevant for video games with an agenda, whose goal is not just to produce an engaging game experience, but also to convey a message and have some control over the desired outcome (persuasion, information, expression, aesthetic experience). The notion of discourse can help classify serious games according to their specific aim, and can help understand how meaning production in procedural rhetoric takes place.Downloads
Published
2011-01-01
Bibtex
@Conference{digra534, title ="How to Say Things with Actions I: a Theory of Discourse for Video Games for Change", year = "2011", author = "Rao, Valentina", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://doi.org/10.26503/dl.v2011i1.534}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
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