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劝服式游戏:电子游戏的表现力

劝服式游戏:电子游戏的表现力

作者 伊恩·博格斯特 2007 450
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核心要点

1. 程序修辞:通过规则系统实现说服

程序修辞,即是利用过程来进行有说服力的表达。

程序修辞的定义。 这种新型说服方式依托计算系统的独特能力,尤其是执行规则和模拟过程的能力。与通过语言或图像进行说服的传统修辞不同,程序修辞通过互动模型展示系统的运作方式,以规则的逻辑和行为来说服受众。

计算机擅长处理过程。 计算机本质上是运行过程、执行计算和基于规则操作符号的机器,这使其特别适合表现按照特定逻辑运作的真实或虚构系统。程序修辞正是利用这一核心优势,将论点直接嵌入软件的操作机制中。

超越传统修辞。 传统修辞多聚焦于口头、书面或视觉媒介,而程序修辞则拓展了说服的领域,涵盖了基于规则的互动系统的说服力。它既是用软件创造论证的技巧,也是分析他人软件中隐含论点的方法。

2. 电子游戏:程序表达的独特媒介

电子游戏作为计算产物,承载着作为计算产物的文化意义。

过程密集且富有表现力。 电子游戏是程序修辞的典型代表,因为它们高度依赖复杂代码运行,生成动态行为。更重要的是,电子游戏被有意识地打造为表达性作品,追求类似文学或电影的表现目标,而非仅仅是文字处理器那样的工具性用途。

互动式论证。 许多电子游戏需要玩家参与互动,推动程序表现的展开。这种互动性创造了一种独特的修辞参与形式,玩家通过行动完成游戏规则中嵌入的论证,强化了玩家行为与游戏信息之间的联系。

选择性再现。 电子游戏并非简单复制现实,而是有选择地模拟现实或虚构系统的特定方面。正是这种选择性再现赋予了其表现力,突出特定过程或关系。规则中包含与排除的抉择,构成了程序论证的核心。

3. 政治游戏:揭示意识形态框架

政治电子游戏利用程序修辞揭示政治结构如何运作、失效,或应当如何运作。

政治逻辑的操作化。 游戏能够编码政治系统的底层逻辑,使那些常被隐藏的规则显现出来。通过游戏,我们得以超然地观察塑造政治局势的意识形态,见证其如何通过规则互动发挥作用。

框架的具体呈现。 借鉴乔治·莱考夫的“框架”概念,政治游戏将抽象的政治隐喻(如“征税即盗窃”)转化为具体可玩的机制。比如《税务入侵者》不仅谈论反税,更让玩家亲自“演绎”反税行为,通过程序化体现强化意识形态框架。

超越言语论证。 传统政治话语依赖口头或书面修辞构建议题框架,而政治游戏则提供了直接体验这些框架的方式。玩家得以置身于政治逻辑之中,通过游戏过程见证其后果,形成独特的政治评论与批判。

4. 失败的修辞:展示系统的失效

如果程序修辞通过操作化事物如何运作来表达主张,那么电子游戏也能表达事物如何不运作。

程序化的失效。 游戏通过设计规则,使得在特定策略下成功变得不可能或不理想,从而有效论证系统或策略的缺陷。这种“失败的修辞”在批判失效政治实践的游戏中尤为有力。

超越无解游戏。 与依赖玩家能力不足的无解游戏不同,失败修辞的游戏表明“系统本身”存在问题。例如《九月十二日》展示了用导弹打击恐怖分子必然伤及无辜,论证该反恐策略本质上有缺陷,而非仅仅难以执行。

危机与反思。 在游戏中体验系统失败,能引发玩家的危机感,促使其反思为何系统未能如预期运作。这种体验比单纯告知系统缺陷更深刻,激发玩家对现实世界类似问题的批判性思考。

5. 广告游戏:超越形象,聚焦产品功能

广告游戏是对产品和服务的模拟。

模拟产品互动。 有效设计的广告游戏不仅仅展示品牌标识或将品牌与生活方式关联,而是通过程序修辞模拟产品或服务的实际功能,让玩家在游戏世界中直接体验其特点和优势。

演示式广告的游戏化。 这种方式契合“演示式广告”,强调产品的实用价值。诸如《牙齿保护者》或《斧头剪刀赢》通过操作化特定产品的使用,向玩家展示产品如何工作及其必要性。

超越联想式品牌塑造。 许多广告游戏依赖“联想式广告”,将品牌与理想生活方式或活动挂钩(如山露滑板),而最具说服力的游戏则利用程序性展示功能价值,将关注点从品牌识别转向理解其实际应用。

6. 授权游戏:文化产权的操作化

授权游戏基于电影、体育或其他文化产权,需将原作转化为可玩的规则和机制。

将产权转化为规则。 这一操作过程能揭示原作中潜藏的逻辑或张力,这些在线性媒介中可能不易察觉。

质询潜在价值观。 例如《哈利·波特》改编游戏通过程序化团队合作或魁地奇规则,凸显个人主义与协作、技巧与超凡力量之间的主题,促使玩家反思系列中的价值观。

超越简单品牌推广。 虽然授权常作为联想式广告,游戏却能利用程序修辞对授权内容本身提出主张。比如《海洋世界冒险公园大亨》模拟主题公园经营的商业逻辑,揭示品牌“魔法”背后的运营现实。

7. 教育游戏:培养程序素养

程序素养指的是理解和重构概念与规则以掌握过程的能力,不仅限于计算机领域。

通过规则系统学习。 教育游戏不仅传授内容(如事实或日期)或抽象技能(如问题解决),更培养程序素养——理解、解释和操控基于规则的系统。它们通过让玩家与过程模型互动,教会事物的运作方式。

超越行为主义与建构主义。 程序素养突破了行为主义的内容传递和建构主义的抽象技能培养,聚焦于通过与特定主题的规则表现互动获得的具体且可推广的洞见,理解系统中蕴含的逻辑。

具身理解。 游戏提供了程序系统的具身体验,让玩家在模拟环境中“做中学”。如《模拟城市》或《欧陆风云》操作化城市动态或历史理论,使玩家探索不同规则和条件的后果。

8. 价值观与愿景:游戏揭示消费逻辑

《动物之森》通过程序修辞展现债务与消费,成功模拟了“富裕病”的状态。

社会动态的操作化。 游戏能模拟驱动社会经济行为的程序逻辑,如消费与债务。通过置身于这些模拟系统,玩家体验不同选择的后果,反思自身价值观与愿景。

批判消费主义。 《动物之森》不仅模拟消费,还通过物质获取与社区或环境福祉的价值冲突进行批判。游戏规则揭示了消费文化中常被忽视的成本与荒谬。

超越简单强化。 与传统教育或培训强化既有制度价值不同,教育游戏能揭露这些系统背后的逻辑。通过程序化债务、工作或社会地位等概念,游戏促使玩家质询现实结构中蕴含的价值观。

9. 职场游戏:理解商业模式

当培训游戏不再将流程视为组织服务的任意规则,而是呈现员工所处商业模式的程序修辞时,它们才真正具备教育意义。

模拟企业流程。 游戏能操作化企业的具体流程和商业模式,为员工提供模拟体验,理解其工作如何融入更大的组织逻辑。这超越了机械任务训练,帮助理解“为何如此做”。

揭示商业逻辑。 如《冷石冰淇淋:石城》模拟分配冰淇淋的任务,同时将这些行为与店铺盈利和客户留存联系起来。此程序修辞揭示个人表现与公司利润的直接关联,使商业模式具体可感。

赋能员工。 通过呈现商业模式,培训游戏使员工理解其所处系统,促使对职场价值体系进行批判性反思,激发超越单纯服从的能动性。

10. 运动游戏:操作化身体活动

运动游戏通过训练的程序修辞,操作化训练者的核心属性——推动连续、高质量身体动作的代理,而非训练者的身体形态。

程序化锻炼。 运动游戏利用游戏机制和物理输入设备激励并结构化身体活动,将跑步、跳跃、踏步等动作转化为游戏内行为,建立身体付出与游戏进展的直接联系。

超越简单反射。 虽然部分运动游戏依赖反射机制(如击中目标),更复杂的游戏采用训练修辞。如《舞力全开》或《你的健身教练》操作化私人教练角色,提供渐进反馈和激励,鼓励持续、有节奏的身体活动。

通过游戏激励。 这些游戏将锻炼嵌入引人入胜的游戏循环,利用得分、连击、解锁内容和即时反馈激励持续运动,旨在使锻炼成为游戏自然产生的结果,而非独立且常被忽视的活动。

11. 说服力的衡量:超越数字,关注思辨

与传统说服不同,训诂式说教施加一套约束——可称为规则——旨在结构化受众的思考与行动。

超越量化指标。 程序修辞的成效衡量不仅限于销售数据、考试成绩或游戏次数等数字指标,这些往往服务于赞助机构利益,难以全面反映游戏信息的影响力。

促发思辨。 有说服力的游戏旨在激发思辨,而非即时的同意或反对。它们揭示情境逻辑,制造“模拟热”或危机,促使玩家质疑并反思所呈现系统及其现实对应。

随时间展开的转变。 如宗教训诂或艺术表达,程序修辞的说服力随时间展开。其成功不在于立刻改变行为或观点,而在于激发持续的反思、对话及潜在的认知与行动转变。

12. 程序修辞:人文实践

正如其名,人文学科帮助我们理解作为人的意义,无论职业、经济或时事如何变迁。

理解人类系统。 作为程序素养的一种形式,程序修辞帮助我们理解构成人类文化、社会与经验的规则系统。它为分析驱动世界的逻辑提供新视角,从政治过程到消费习惯无所不包。

超越技术掌握。 程序素养不仅关乎编程或算法理解,更在于解读规则系统中蕴含的文化意义。它是“读写”通过过程表达的论点的能力,将技术结构与人类价值和经验连接起来。

新型话语形式。 如文学、艺术与哲学,程序修辞丰富了人文话语。通过互动模型对世界运作方式提出主张,游戏邀请玩家参与批判性反思与对话,最终塑造对人类意义的理解,尤其在日益被复杂且隐秘的程序系统主导的世界中。

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读者评价

3.84 满分 5
基于 360 来自 GoodreadsAmazon 的评分.

《说服性游戏》由伊恩·博戈斯特撰写,探讨了电子游戏中的程序修辞概念。评论者们赞赏其对这一新颖理念的引入,但也指出书中所举例子较为陈旧,且学术写作风格有时显得枯燥。书中对游戏机制如何传达信息的分析被认为颇具洞见,尽管部分读者觉得其聚焦于“严肃游戏”有所局限。尽管存在不足,许多读者仍然认可博戈斯特在游戏批评领域的贡献,并从他对游戏作为政治、广告及教育中说服工具的探讨中获得了启发。

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常见问题

1. What is Persuasive Games: The Expressive Power of Videogames by Ian Bogost about?

  • Exploration of videogames as rhetoric: The book argues that videogames are a powerful expressive medium capable of making arguments and representing real and imagined systems through interactive rules and mechanics.
  • Procedural rhetoric as central theme: Bogost introduces and develops the concept of procedural rhetoric, which is the art of persuasion through rule-based processes rather than traditional media like text or images.
  • Domains of application: The book examines how videogames influence and persuade in politics, advertising, and education, showing their cultural and social significance.
  • Critical engagement: It encourages readers to see games as more than entertainment, highlighting their potential to provoke critical thought and shape cultural discourse.

2. Why should I read Persuasive Games by Ian Bogost?

  • Framework for understanding games: The book provides a unique lens to analyze videogames as persuasive and expressive cultural artifacts, not just as entertainment.
  • Critical media literacy: Readers gain tools to critically assess how games shape attitudes about politics, consumerism, morality, and learning through their procedural systems.
  • Guidance for creators and players: Both game designers and players can benefit from understanding the values and logics embedded in games and their broader social impact.
  • Broader cultural relevance: The book is essential for anyone interested in media studies, digital culture, or the intersection of technology and society.

3. What are the key takeaways from Persuasive Games by Ian Bogost?

  • Videogames as persuasive media: Games can mount arguments and influence players by simulating systems and inviting interaction.
  • Procedural rhetoric’s importance: Understanding how rules and processes persuade is crucial for interpreting and designing meaningful games.
  • Cultural legitimacy of games: Videogames deserve recognition as serious cultural artifacts capable of expressing complex ideas and ideologies.
  • Critical reflection through play: Engaging with games can foster critical thinking about the systems and values they represent.

4. What is “procedural rhetoric” as defined by Ian Bogost in Persuasive Games?

  • Definition: Procedural rhetoric is the practice of persuading through computational processes—authoring rules and dynamic models that embody arguments.
  • Contrast with other rhetorics: Unlike verbal or visual rhetoric, procedural rhetoric uses interactive systems to make claims and invite player judgment.
  • Examples in games: Titles like Tenure or Balance of the Planet use procedural rhetoric to simulate complex social or political systems, letting players experience and critique them.
  • Unique to videogames: This form of rhetoric leverages the computer’s ability to execute rule-based symbolic manipulations, making it distinct from other media.

5. How does Ian Bogost’s concept of procedural rhetoric differ from persuasive technology or “captology”?

  • Focus on argument vs. behavior: While captology studies computers as tools to change attitudes or behaviors, procedural rhetoric emphasizes constructing arguments through computational processes.
  • Depth of engagement: Procedural rhetoric involves engaging users in dialectical argument, not just behavior modification or persuasion tactics.
  • Critique of captology: Bogost argues that persuasive technology often serves existing power structures and misses the unique expressive potential of videogames.
  • Procedural affordances: The book highlights how games can challenge, support, or disrupt ideologies through their rule-based systems.

6. How does Persuasive Games by Ian Bogost address the cultural legitimacy of videogames?

  • Perception as trivial: The book discusses how videogames are often dismissed as children’s entertainment or low art, lacking the credibility of traditional media.
  • Historical parallels: Bogost draws comparisons to comics, television, and film, which also struggled for legitimacy before being critically understood.
  • Need for deeper understanding: He argues that time alone won’t legitimize games; instead, a deeper knowledge of their expressive power is necessary.
  • Role of procedural rhetoric: Recognizing how games make arguments and represent systems is key to establishing their cultural significance.

7. How does Persuasive Games relate videogames to politics and ideology?

  • Political procedural rhetorics: The book explores how games represent political ideologies and processes through rule-based systems, exposing underlying “frames.”
  • Examples of political games: Titles like America’s Army, A Force More Powerful, and Take Back Illinois embody and critique political positions via gameplay.
  • Ideology as procedural system: Games can reveal or challenge the hidden rules and logics that govern social and political behavior.
  • Critical interrogation: Videogames can both reinforce and disrupt existing ideologies by making their logic visible and open to critique.

8. What are some notable examples of persuasive or political videogames discussed by Ian Bogost?

  • Howard Dean for Iowa Game: Simulates grassroots campaigning, teaching political participation but struggling to convey unique political stances.
  • JFK Reloaded: Challenges players to replicate the JFK assassination, prompting reflection on historical narratives and the performative nature of political violence.
  • Take Back Illinois: Models interconnected public policy issues, helping players grasp legislative complexity and social impacts.
  • Antiwargame and Vigilance 1.0: Use procedural rhetoric to critique war as business and surveillance as social control.

9. How does Persuasive Games analyze advertising and advergames in videogames?

  • Advergames as procedural ads: These games simulate and promote products or services, embodying features or lifestyles through gameplay rather than just branding.
  • Types of advertising: The book distinguishes between demonstrative, illustrative, and associative advertising, with most advergames focusing on associative branding.
  • Product placement vs. dynamic ads: Effective product placement integrates products into gameplay meaningfully, while dynamic ads are often superficial and disrupt immersion.
  • Critique of advergames: Many prioritize brand exposure over meaningful procedural representation, missing opportunities for deeper engagement.

10. What is procedural literacy, and how does Ian Bogost relate it to videogame learning in Persuasive Games?

  • Beyond programming skills: Procedural literacy is the ability to interpret and create arguments and meanings expressed through rules and interactions, not just coding.
  • Critical engagement with systems: It enables players to interrogate how games represent social, political, or cultural systems, fostering deeper understanding.
  • Educational theories: The book relates procedural literacy to both behaviorist and constructivist perspectives, advocating for games as tools for active knowledge construction.
  • Simulation gap and reflection: Games create a space for players to reflect on the difference between simulated systems and real-world experiences, promoting critical thought.

11. How does Persuasive Games address morality, ethics, and religion in videogames?

  • Moral systems in games: The book examines how games implement procedural models of morality, from simple good/evil scales to complex ethical dilemmas.
  • Limitations and sophistication: Many games reduce morality to binary choices, while others like Deus Ex portray moral uncertainty and nuanced decision-making.
  • Religious games critique: Most religious-themed games fail to proceduralize faith or ethics, relying on trivia or symbolism, with few exceptions that integrate ritual into gameplay.
  • Ethical reflection: The book encourages designers to create games that foster genuine ethical deliberation through procedural systems.

12. What is the significance of simulation gaps and “simulation fever” in Persuasive Games by Ian Bogost?

  • Simulation gap defined: This is the space between a game’s procedural rhetoric and the player’s subjective interpretation, where meaning is negotiated.
  • Simulation fever: Players experience cognitive dissonance when a game’s rules conflict with their values, prompting deeper engagement and reflection.
  • Educational and rhetorical potential: These phenomena enable games to challenge assumptions and encourage critical thinking about represented systems.
  • Critical contemplation through play: The book highlights how these gaps and tensions are essential for fostering deliberation and understanding in players.

关于作者

伊恩·博戈斯特是电子游戏设计、批评与研究领域的杰出人物。他现任佐治亚理工学院的特聘教授,专攻媒体研究与互动计算。博戈斯特著有多部影响深远的电子游戏批评与理论著作,如《单元操作》和《劝导游戏》。他的工作不仅限于学术界,还包括游戏设计,代表作有讽刺社交网络游戏的《牛点击者》以及荣获2010年IndieCade奖项的《缓慢的一年》。博戈斯特的多元化职业生涯涵盖了游戏设计、学术研究与游戏产业的批判分析。

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