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.
The essay aims to show the possibility of using intertextuality as a methodological tool in the field of ludology. It shows some concepts of intertextuality, elaborated by literary theorists, and some of already existing modes of using this category in surveying Computer Role-Playing Games (cf. Consalvo, Mortensen, Konzack). Cathegory of intertextuality has been placed in ludological discourse by using Lars Konzack’s videogame analysis project.
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