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Procedural Rhetoric
Procedural rhetoric or simulation rhetoric Frasca, Gonzalo (2003). "Simulation versus Narrative: Introduction to Ludology." In ''The Video Game Theory Reader''. Ed. by Mark J. P. Wolf and Bernard Perron. New York: Routledge. 221–37 is a rhetorical concept that explains how people learn through the authorship of rules and processes. The theory argues that games can make strong claims about how the world works—not simply through words or visuals but through the processes they embody and models they construct. The term was first coined by Ian Bogost in his 2007 book ''Persuasive Games: The Expressive Power of Videogames''. Bogost, Ian (2008). "The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning'. Ed. by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press. 117–40. Bogost is the Barbara and David Thomas Distinguished Professor in Arts & Sciences, Director of Film & ...
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Gonzalo Frasca
Gonzalo Frasca (born 1972) is a game designer and academic researcher focusing on serious and political videogames. His blog, Ludology.org, was cited by NBC News as a popular designation for academic researchers studying video games (see ludology for more information). For many years, Frasca also co-published Watercoolergames with Ian Bogost, a blog about serious games. Frasca was born in Montevideo, Uruguay, where he established Powerful Robot Games, a video game studio. He is Chief Design Officer at DragonBox, a Norwegian pedagogy studio which produces math-learning videogames. Frasca is also a professor at Universidad ORT Uruguay. In video game theory, Frasca belongs to the group of "ludologists" who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production. Frasca's game studies are influenced by the work of Norwegian game academic Espen J. Aarse ...
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Advergames
An advergame is a form of advertising in video games, in which the video game is developed by or in close collaboration with a corporate entity for purposes of advertising a brand-name product. While other video games may use in-game advertising (such as an advertisement on a virtual billboard or branding on an in-game object), an advergame is differentiated by the Interactive Advertising Bureau as a "game specifically designed around [the] product or service being advertised". An advergame is considered a type of advertainment. Advergames are commonly targeted to minors, who tend to be more responsive to persuasive messages that can be embedded in such games. Concerns have been raised by parents and advocates for children that such advergames can influence children's habits, particularly food-based products. History Advergames (a portmanteau of "advertisement" and "video games") appeared early in the history of the video game industry. One of the first known attempts was a polo, p ...
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Simulated Reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality, which is easily distinguished from the experience of actuality. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Arguments Simulation argument A version of the simulation hypothesis was first theorized as a part of a philosophical argument on the part of René Descartes, and later by Hans Moravec. The philosopher Nick Bostrom developed an expanded argument examining the probability of our reality being a simulation. His argument states that at least one of t ...
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Digital Rhetoric
Digital rhetoric can be generally defined as communication that exists in the digital sphere. As such, digital rhetoric can be expressed in many different forms —including but not limited to text, images, videos, and software. Due to the increasingly mediated nature of our contemporary society, there are no longer clear distinctions between digital and non-digital environments. This has led to an expansion of the scope of digital rhetoric to account for the increased fluidity with which humans interact with technology. Due to evolving study, digital rhetoric has held various meanings to different scholars over time.Eyman, Douglas (2015). Digital Rhetoric: Theory, Method, Practice. University of Michigan Press. Similarly, digital rhetoric can take on a variety of meanings based on what is being analyzed—which depends on the concept, forms or objects of study, or rhetorical approach. Digital rhetoric can also be analyzed through many lenses reflecting different social moveme ...
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Digital Media
Digital media is any communication media that operate in conjunction with various encoded machine-readable data formats. Digital media can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device. ''Digital'' defines as any data represented by a series of digits, and ''media'' refers to methods of broadcasting or communicating this information. Together, ''digital media'' refers to mediums of digitized information broadcast through a screen and/or a speaker. This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet. Digital media platforms, such as YouTube, Vimeo, and Twitch, accounted for viewership rates of 27.9 billion hours in 2020. A contributing factor to its part in what is commonly referred to as ''the digital revolution'' can be attributed to the use of interconnectivity. Digital media Examples of digital media include software, digital images, d ...
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Cybertext
Cybertext is the organization of text in order to analyze the influence of the medium as an integral part of the literary dynamic, as defined by Espen Aarseth in 1997. Aarseth defined it as a type of ergodic literature where user traverses the text by doing non-trivial work. Definition Cybertexts are pieces of literature where the medium matters. Each user obtains a different outcome based on the choices they make. According to Aarseth, "information is here understood as a string of signs, which may (but does not have to) make sense to a given observer." Cybertexts may be equated to the transition between a linear piece of literature, such as a novel, and a game. In a novel, the reader has no choice, the plot and the characters are all chosen by the author, there is no 'user', just a 'reader', this is important because it entails that the person working their way through the novel is not an active participant. Cybertext is based on the idea that getting to the message is just as i ...
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Explorable Explanation
An explorable explanation (often shortened to ''explorable'') is a form of informative media where an interactive computer simulation of a given concept is presented, along with some form of guidance (usually prose) that suggests ways that the audience can learn from the simulation. Explorable explanations encourage users to discover things about the concept for themselves, and test their expectations of its behaviour against its actual behaviour, promoting a more active form of learning than reading or listening. Definition The term "explorable explanation" was first used in passing by Peter Brusilovsky in a 1994 paper, but did not enter into common use until 2011, when Bret Victor published an eponymous essay (the essay included an explorable explanation of a digital filter). Victor distinguishes explorable explanations from isolated interactive widgets and visualizations by the fact that they deliberately guide the attention of their audience towards particular phenomena ...
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The Sims
''The Sims'' is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The games in the ''Sims'' series are largely sandbox games, in that they lack any defined goals (except for some later expansion packs and console versions which introduced this gameplay style). The player creates virtual people called "Sims", places them in houses, and helps direct their moods and satisfy their desires. Players can either place their Sims in pre-constructed homes or build them themselves. Each successive expansion pack and game in the series augmented what the player could do with their Sims. ''The Sims'' series is part of the larger ''Sim'' series, started by ''SimCity'' in 1989. Development Game designer Will Wright was inspired to create a "virtual doll house" after losing his home during the Oakland firestorm of 1991 and ...
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SimCity
''SimCity'' is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, ''SimCity'', was published by Maxis in 1989 and were followed by several sequels and many other spin-off "''Sim''" titles, including 2000's ''The Sims'', which itself became a best-selling computer game and franchise. Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise. Gameplay ''SimCity'' titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budg ...
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SeaWorld Adventure Parks Tycoon
''SeaWorld Adventure Parks Tycoon'' is a business simulation Windows game based on the SeaWorld parks that was released in 2003. It was published by Activision Value and developed by Deep Red Games. It had a sequel, ''SeaWorld Adventure Parks Tycoon 2'', released in 2005 (2006 in Europe). Overview The game puts the player in the position of managing SeaWorld parks from a 2.5D (isometric) perspective. (The San Diego, San Antonio, and Orlando Orlando () is a city in the U.S. state of Florida and is the county seat of Orange County. In Central Florida, it is the center of the Orlando metropolitan area, which had a population of 2,509,831, according to U.S. Census Bureau figures re ... parks.) It features two different modes of play. One is a mode where the player must complete certain tasks in the park (often pre-built) before moving on. The second is a sandbox mode where the player starts building their own park out of the given barren land and a certain budget. In this ...
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Animal Crossing
is a social simulation video game series developed and published by Nintendo. The series was conceptualized and created by Katsuya Eguchi and Hisashi Nogami. In ''Animal Crossing'', the player character is a human who lives in a village inhabited by various anthropomorphic animals and can do various activities like fishing, bug catching, and fossil hunting. The series is notable for its open-ended gameplay and use of the video game console's internal clock and calendar to simulate real passage of time. Since its initial release in 2001, five ''Animal Crossing'' games have been released worldwide, one each for the Nintendo 64/iQue Player (enhanced and reissued for the GameCube), Nintendo DS, Wii, Nintendo 3DS and Nintendo Switch. The series has been both critically and commercially successful and has sold over 72 million units worldwide. Three spin-off games have also been released: '' Animal Crossing: Happy Home Designer'' for Nintendo 3DS, '' Animal Crossing: Amiibo Festiva ...
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Ian Bogost
Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and the McKelvey School of Engineering. He previously held a joint professorship in the School of Literature, Media, and Communication and in Interactive Computing in the College of Computing at the Georgia Institute of Technology, where he was the Ivan Allen College of Liberal Arts Distinguished Chair in Media Studies. He is the author of ''Alien Phenomenology or What It's Like to be a Thing'' and ''Unit Operations: An Approach to Videogame Criticism'' and ''Persuasive Games: The Expressive Power of Videogames'' and the co-author of '' Racing the Beam: The Atari Video Computer System'' and ''Newsgames: Journalism at Play''. His Atari 2600 game, ''A Slow Year'', won two awards, Vanguard and Virtuoso, at IndieCade 2010. Bogost has released ma ...
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