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Konsten att skapa frustration : En procedurell och visuell retorisk analys av ”Riskprofilen” – en interaktiv film från Myndigheten för Samhällsskydd och BeredskapEkholm, Christer January 2012 (has links)
A rhetorical analysis of the educational interactive film “Riskprofilen”, produced by the Swedish Civil Contingencies Agency (Swedish: Myndigheten för Samhällsskydd och Beredskap). This essay uses the theories and methods of Procedural Rhetoric, as described by Professor Ian Bogost, and Visual Rhetoric, as described by Professor Brigitte Mral to analyse the interactive and visual component parts of the artefact, and compares them to the intended purposes of the artefact as stated by documents pertaining to its creation, found to be those of educating the public; marketing the agency; and driving traffic to its webpage. The artefact is through analysis found to fulfil the purposes of marketing the Agency and of likely increasing traffic to the website upon which it is hosted. Regarding the primary, educational purpose this analysis finds that the artefact does not teach a user the accident-avoidance strategies it claims to do, but is dependent upon further materials.
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Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspelHaag, Nils January 2011 (has links)
This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality. By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from “ordinary” rhetorical arguments even if they just as other arguments work by establishing enthymems. However when I in my preliminary study tried this hypothesis, I seemed to distinguish several similarities with argumentation strategies used in political or juridical debate, such as Perelman and Olbrechts-Tyteca´s associative argumentation techniques. In this essay I examine if and how Perelman and Olbrechs-Tytecas associative argumentation techniques can be used to describe (and understand?) rulebased rhetorical procedures in persuasive games. This analysis is carried out on two recent Swedish persuasive games and proves the hypothesis fruitful. This result also points to the possibility to view rules as something that control all forms of argumentation. Despite this result, the investigation doesn´t contradict the presumption that computer games in many ways, have specific possibilities, beyond procedural rhetoric, such as the opportunity for interaction, receiver adaptation, and the capacity to process big amounts of data.
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A Hypnotic Digital ArtefactCederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.
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