Playful Persuasion. The Rhetorical Potential of Advergames
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Date
2009-11
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Nordic Council of Ministers, Nordicom
Abstract
The use of video games for advertising purposes is persuasive communication which directly involves the recipient in the construction of an argument. This form is becoming increasingly common, and the present article explores the phenomenon of game-based advertising. We begin by discussing the increased reliance on participatory and digital rhetoric.
We then proceed to examine game-based persuasion in light of rhetorical theory, and we
propose an analytical model for such games which is applied to three sample games. The
analytical model takes into account the degree to which the game makes a self-contained
argument, the degree to which the product or service is integrated into the game, and
whether the game goal and learning goal overlap. Finally, we discuss perspectives for the
integration of communication studies and game studies.
Description
Keywords
video games, rhetoric, advertisingpersuasion, persuasion
Citation
Nordicom Review 30 (2009) 2, pp. 53-68