IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

The Persuasive Language of Action: Interaction in the Digital Age

The Persuasive Language of Action: Interaction in the Digital Age
View Sample PDF
Author(s): Martin van Velsen (Carnegie Mellon University, USA)
Copyright: 2014
Pages: 17
Source title: Digital Rhetoric and Global Literacies: Communication Modes and Digital Practices in the Networked World
Source Author(s)/Editor(s): Gustav Verhulsdonck (University of Texas at El Paso, USA)and Marohang Limbu (Michigan State University, USA)
DOI: 10.4018/978-1-4666-4916-3.ch006

Purchase

View The Persuasive Language of Action: Interaction in the Digital Age on the publisher's website for pricing and purchasing information.

Abstract

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.

Related Content

Emre Meriç, Zindan Çakıcı. © 2024. 23 pages.
Nemanja Milošević. © 2024. 22 pages.
Övünç Ege. © 2024. 13 pages.
Serkan Karatay, Başak Gezmen. © 2024. 19 pages.
Ceren Saran. © 2024. 31 pages.
Maria Roberta Novielli. © 2024. 13 pages.
Hasan Gürkan, Aslı Güngör-Eral. © 2024. 17 pages.
Body Bottom