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Read online Newsgames: Journalism at Play.pdf PDF, EPUB, MOBI, TXT, DOC Newsgames: Journalism at Play Journalism has embraced digital media in its struggle to survive But most online journalism just translates existing practices to the Web stories are written and edited as they are for print video and audio features are produced as they would be for television and radio The authors of i Newsgames i propose a new way of doing good journalism videogames Videogames are native to computers rather than a digitized form of prior media Games simulate how things work by constructing interactive models journalism as game involves more than just revisiting old forms of news production i Wired i magazine s game i Cutthroat Capitalism i for example explains the economics of Somali piracy by putting the player in command of a pirate ship offering choices for hostage negotiation strategies Videogames do not offer a panacea for the ills of contemporary news organizations But if the industry embraces them as a viable method of doing journalism not just an occasional treat for online readers newsgames can make a valuable contribution by Ian Bogost, Simon Ferrari, Bobby Schweizer

Books descriptionDetails
Newsgames: Journalism at Play
Title:Newsgames: Journalism at Play
Format Type:eBook PDF / e-Pub
Rating:
Author:
Published:
ISBN:0262014874
ISBN 13:
Number of Pages:235
Category:Games, Non fiction, Journalism, Game design, Gaming
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Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games, A Slow Year, How to Do Things with Videogames, Kako initi stvari videoigrama, Unit Operations: An Approach to Videogame Criticism, The Geek's Chihuahua: Living with Apple (Forerunners: Ideas First), Persuasive Games: The Expressive Power of Videogames, Alien Phenomenology, or What Its Like to Be a Thing, Newsgames: Journalism at Play, How to Talk about Videogames
No description available, Videogames are an expressive medium and a persuasive medium they represent how real and imagined systems work and they invite players to interact with those systems and form judgments about them In this innovative analysis Ian Bogost examines the way videogames mount arguments and influence players Drawing on the year history of rhetoric the study of persuasive expression Bogost analyzes rhetoric s unique function in software in general and videogames in particular The field of media studies already analyzes visual rhetoric the art of using imagery and visual representation persuasively Bogost argues that videogames thanks to their basic representational mode of procedurality rule based representations and interactions open a new domain for persuasion they realize a new form of rhetoric Bogost calls this new form procedural rhetoric a type of rhetoric tied to the core affordances of computers running processes and executing rule based symbolic manipulation He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion Not only can videogames support existing social and cultural positions but they can also disrupt and change these positions themselves leading to potentially significant long term social change Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential politics advertising and learning, Journalism has embraced digital media in its struggle to survive But most online journalism just translates existing practices to the Web stories are written and edited as they are for print video and audio features are produced as they would be for television and radio The authors of i Newsgames i propose a new way of doing good journalism videogames Videogames are native to computers rather than a digitized form of prior media Games simulate how things work by constructing interactive models journalism as game involves more than just revisiting old forms of news production i Wired i magazine s game i Cutthroat Capitalism i for example explains the economics of Somali piracy by putting the player in command of a pirate ship offering choices for hostage negotiation strategies Videogames do not offer a panacea for the ills of contemporary news organizations But if the industry embraces them as a viable method of doing journalism not just an occasional treat for online readers newsgames can make a valuable contribution, In recent years computer games have moved from the margins of popular culture to its center Reviews of new games and profiles of game designers now regularly appear in the i New York Times i and the i New Yorker i and sales figures for games are reported alongside those of books music and movies They are increasingly used for purposes other than entertainment yet debates about videogames still fork along one of two paths accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works In i How to Do Things with Videogames i Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium s ability to create complex simulated realities br br Bogost a leading scholar of videogames and an award winning game designer explores the many ways computer games are used today documenting important historical and cultural events educating both children and adults promoting commercial products and serving as platforms for art pornography exercise relaxation pranks and politics Examining these applications in a series of short inviting and provocative essays he argues that together they make the medium broader richer and more relevant to a wider audience br br Bogost concludes that as videogames become ever more enmeshed with contemporary life the idea of gamers as social identities will become obsolete giving rise to gaming by the masses But until games are understood to have valid applications across the cultural spectrum their true potential will remain unrealized i How to Do Things with Videogames i offers a fresh starting point to more fully consider games progress today and promise for the future br