ISBN-13: 9783639074246 / Angielski / Miękka / 2009 / 160 str.
Computer games are one of the most popularentertainment forms of our time. But these games canalso be used for overt military propaganda - as inthe case of the US Armys vastly popular recruitmentgame Americas Army. This book examines how computergames can serve as representations of ideas. Lookingat three fundamental aspects of computer games - thegameworlds, the rules and the player roles - threerhetorical strategies are identified: authenticity,legitimization and identification. These strategieshave one thing in common: an emphasis on disciplineand constraints on player behavior within the game.Together, they contribute to a subtly formed ethoswhich lends credibility and authority to the game -and by extension, to the US Army. This book suggestsa model for rhetorical analysis of persuasivecomputer games which focuses on the games balance offreedom and constraints in each of the fundamentalaspects of the game: In the gameworld (authenticityand autonomy), the player roles (identification andidentity play), and the game rules (legitimizationand opposition).