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Journal

2013 | 1(5) | 23-36

Article title

Retoryka porażki. Semantyczne i perswazyjne funkcje przegranej w serious games, art games i grach głównego nurtu

Selected contents from this journal

Title variants

EN
RHETORIC OF FAILURE. SEMANTIC AND PERSUASIVE FUNCTIONS OF FAILURE IN SERIOUS GAMES, ART GAMES AND MAINSTREAM GAMES

Languages of publication

PL

Abstracts

EN
Procedural rhetoric is a methodological concept proposed by Ian Bogost. It allows to examine the ideology of a game considering both its mechanics and aesthetics. One of the means of procedural rhetoric is rhetoric of failure – using failure for persuasive purposes.The article elaborates on examples of using failure as a semantic and persuasive measure, especially in art games and serious games, and contrasts these means of expression with dominant tendencies in mainstream videogames.

Journal

Year

Issue

Pages

23-36

Physical description

Document type

article

Contributors

  • Piotr Sterczewski, Uniwersytet Jagielloński, Instytut Sztuk Audiowizualnych, ul. Łojasiewicza 4 (II piętro), 30-348 Kraków, Poland
  • Piotr Sterczewski, Uniwersytet Jagielloński, Instytut Sztuk Audiowizualnych, ul. Łojasiewicza 4 (II piętro), 30-348 Kraków, Poland

References

  • Bogost, I. (2007). Persuasive Games. The Expressive Power of Videogames. Cambridge – London: MIT Press.
  • Juul, J. (2009). Fear of Failing. The Many Means of Difficulty in Videogames. W: M.J.P. Wolf, B. Perron (red.), The Video Game Theory Reader 2 (s. 237–252). New York: Routledge. Online: <http://www.jesperjuul.net/text/fearoffailing/>.
  • Lausberg, H. (2002). Retoryka literacka. Podstawy wiedzy o literaturze (tłum. A. Gorzkowski). Bydgoszcz: Homini.
  • Lee, Sh.-Sh. (2003). “I Lose, Therefore I Think”. A Search for Contemplation amid Wars of Push-Button Glare. Game Studies, 3(2). Online: <http://www.gamestudies.org/0302/lee/>.
  • McGonigal, J. (2011). Reality is Broken. Why Games Make Us Better and How They Can Change the World. New York: Penguin Press HC.
  • Michael, D., Chen, S. (2006). Serious Games: Games That Educate, Train, and Inform. Boston: Thomson.
  • Sterczewski, P. (2012). Czytanie gry. O proceduralnej retoryce jako metodzie analizy gier komputerowych. Teksty Drugie, nr 6/2012 (publikacja w przygotowaniu).
  • Thompson, M. (2009). Game Over: Learning from Failure in Videogames. Online: <http://mattt.me/2009/game-over-learning-from-failure-in-videogames/>.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-91c11c80-85ab-4f06-846b-0d0c95a5a346
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