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Computer games are one of the most popular§entertainment forms of our time. But these games can§also be used for overt military propaganda as in§the case of the US Army s vastly popular recruitment§game America s Army. This book examines how computer§games can serve as representations of ideas. Looking§at three fundamental aspects of computer games the§gameworlds, the rules and the player roles three§rhetorical strategies are identified: authenticity,§legitimization and identification. These strategies§have one thing in common: an emphasis on discipline§and constraints on player behavior within the game.§Together, they contribute to a subtly formed ethos§which lends credibility and authority to the game §and by extension, to the US Army. This book suggests§a model for rhetorical analysis of persuasive§computer games which focuses on the game s balance of§freedom and constraints in each of the fundamental§aspects of the game: In the gameworld (authenticity§and autonomy), the player roles (identification and§identity play), and the game rules (legitimization§and opposition).