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  2. Procedural rhetoric - Wikipedia

    en.wikipedia.org/wiki/Procedural_rhetoric

    The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. [3] Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures" [4] and "the art of using processes persuasively."

  3. Video games as an art form - Wikipedia

    en.wikipedia.org/wiki/Video_games_as_an_art_form

    The concept of video games as a form of art is a commonly debated topic within the entertainment industry.Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of art remains in question, even when considering the contribution of expressive elements such as acting, visuals ...

  4. Video game controversies - Wikipedia

    en.wikipedia.org/wiki/Video_game_controversies

    This is an accepted version of this page This is the latest accepted revision, reviewed on 9 January 2025. Video games Platforms Arcade video game Console game Game console Home console Handheld console Electronic game Audio game Electronic handheld Online game Browser game Social-network game Mobile game PC game Linux Mac Virtual reality game Genres Action Shooter Action-adventure Adventure ...

  5. Still wondering how video games are good for you? Have a ...

    www.aol.com/news/2012-04-10-video-games-good-for...

    Aptly titled "Why Video Games Are Good For You," the guide (available here in PDF) offers numerous findings, studies and pointers on the potential benefits of the ultimate interactive medium. And ...

  6. Gaming: Essays on Algorithmic Culture - Wikipedia

    en.wikipedia.org/wiki/Gaming:_Essays_on...

    These four modes of action can also be used to describe individual games: Galloway gives the examples of Tekken, Myst, Warcraft III, and Dance Dance Revolution, respectively. The fourth chapter, "Allegories of Control", uses video games, as "uniquely algorithmic cultural objects", to think through new possibilities for critical interpretation. [1]

  7. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  8. Everything Bad Is Good for You - Wikipedia

    en.wikipedia.org/wiki/Everything_Bad_Is_Good_for_You

    Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter is a non-fiction book written by Steven Johnson.Published in 2005, it details Johnson's theory that popular culture – in particular television programs and video games – has grown more complex and demanding over time and is making society as a whole more intelligent, contrary to the perception that ...

  9. Video essay - Wikipedia

    en.wikipedia.org/wiki/Video_essay

    A video essay is an essay presented in the format of a video recording or short film rather than a conventional piece of writing; the form often overlaps with other forms of video entertainment on online platforms such as YouTube.