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Procedural rhetoric
Game design concept / From Wikipedia, the free encyclopedia
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Procedural rhetoric or simulation rhetoric[1] 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.[2]
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Bogost argues that games make strong claims about how the world works by the processes they embody. Procedural rhetoric analyzes the art of persuasion by rule based representations and interactions rather than spoken or written word. Procedural rhetoric focuses on how game makers craft laws and rules within a game to convey a particular ideology.[2]