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Media education : literacy, learning, and contemporary culture
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ISBN: 074562829X 0745628303 9780745628301 9780745628295 Year: 2003 Publisher: Cambridge : Malden : Polity Press ; Distributed in the USA by Blackwell Pub.,


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Les jeunes dans les médias en Europe : de 1968 à nos jours

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Abstract

Histoire des représentations sociales et culturelle de la jeunesse dans les médias de masse et des jeunes, acteurs des secteurs du divertissement, de la culture et de l'information.

Persuasive games : the expressive power of videogames
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ISBN: 1282100785 9786612100789 0262268914 1429480289 9780262268912 9781429480284 0262026147 9780262026147 6612100788 9780262514880 0262261944 0262514885 Year: 2007 Publisher: Cambridge, Mass. MIT Press

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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are 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 these positions themselves, 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 learning.

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