The Persuasive Language of Action: Interaction in the Digital Age

The Persuasive Language of Action: Interaction in the Digital Age

Martin van Velsen
ISBN13: 9781466649163|ISBN10: 146664916X|EISBN13: 9781466649170
DOI: 10.4018/978-1-4666-4916-3.ch006
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MLA

van Velsen, Martin. "The Persuasive Language of Action: Interaction in the Digital Age." Digital Rhetoric and Global Literacies: Communication Modes and Digital Practices in the Networked World, edited by Gustav Verhulsdonck and Marohang Limbu, IGI Global, 2014, pp. 113-129. https://doi.org/10.4018/978-1-4666-4916-3.ch006

APA

van Velsen, M. (2014). The Persuasive Language of Action: Interaction in the Digital Age. In G. Verhulsdonck & M. Limbu (Eds.), Digital Rhetoric and Global Literacies: Communication Modes and Digital Practices in the Networked World (pp. 113-129). IGI Global. https://doi.org/10.4018/978-1-4666-4916-3.ch006

Chicago

van Velsen, Martin. "The Persuasive Language of Action: Interaction in the Digital Age." In Digital Rhetoric and Global Literacies: Communication Modes and Digital Practices in the Networked World, edited by Gustav Verhulsdonck and Marohang Limbu, 113-129. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-4916-3.ch006

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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.

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