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You are here: Home / Gaming / Understanding Procedural Rhetoric in Gaming

Understanding Procedural Rhetoric in Gaming

December 4, 2020 by Derrick Bornstein Leave a Comment

If you have ever taken part in the heated and long-standing argument whether video games are or aren’t art, then have we got something a little more profound for you.

In video games, players play by the laws of the game. For example, in Shadow of the Colossus, players adhere to the physics, environment, and gameplay mechanics of the game. Everything they do in that open world is subject to the game designer’s aims and goals.

Likewise, in Sid Meier’s Civilization series, the player chooses the ending of the game. Will they defeat foes through diplomacy or war? Will players stop the video game after the final tally? It’s up to the player, and the mechanics, functions, and software all contribute to finding meaning in a video game.

Overall, it’s all about finding meaning in various ways in games. We have a more concrete term to describe this concept: procedural rhetoric.

What is Procedural Rhetoric?

Table of Contents

  • 1 What is Procedural Rhetoric?
  • 2 Rhetorical Theory
  • 3 The Rhetoric of Gaming
  • 4 Implementation: Examples of Persuasive Games
    • 4.1 The Sims
    • 4.2 Roller Coaster Tycoon

In 2007, American game designer and alumnus of the University of California, Los Angeles Ian Bogost wrote a seminal work on games called Persuasive Games: The Expressive Power of Videogames. In it, Bogost first puts forth the term ‘procedural rhetoric’ and its place in the context of games.

Procedural rhetoric in games refers to how games and their creators form laws and functions through game development. Mechanics in games, procedures introduced during gameplay create meaning for the player.

While some have been critical of procedural rhetoric, arguing that its metaphors and perspectives are already ingrained into the final product, taking away interactivity from the player. However, proponents of procedural rhetoric have one common refrain:

Mechanics are the message, regardless of the different contexts.

Rhetorical Theory


What is the rhetorical theory?

Well, it’s very broad but mainly concerns itself with three significant points of persuasion: logos, pathos, and ethos. If you have never learned about these three concepts, logos refers to reasonable discourse, pathos is the emotional impact on others, and ethos is the guiding beliefs that envelop a particular culture at a specific period.

All of these combined create sound rhetorical theories and discourse. Bogost borrows these concepts from rhetoric to illustrate his idea more clearly.

The Rhetoric of Gaming


Ian Bogost’s procedural rhetoric theory contains three main aspects of persuasion: politics, advertisement, and education.

Regardless of impartiality, game designers have messages that they want to communicate through their form of game development. This could be a political message like in the realistic simulation game America’s Army.

While some people may be critical of the role of the American army in real life, within the game, the players are subject to the army’s rules and regulations. It leads the player towards unquestioning loyalty to more hostile foreign policy, never questioning the chain of command.

The notion of rebelling against a system of laws within the framework of a game is impossible: the concept of following orders trumps all individual choices.

Implementation: Examples of Persuasive Games


Procedural rhetoric in gaming can be somewhat of a heavy subject to mull over, so we’ll provide some stark examples of Bogost’s theory.

The Sims


Bogost overwhelmingly states that The Sims creator, Will Wright, was able to implement significant social progress by not only allowing same-sex relationships but completely normalizing them.

Through the game’s mechanics, players were allowed to have their Sims live any life they wanted.

Roller Coaster Tycoon


In this amusement park simulation franchise, the player is tasked with creating a successful park (roller coasters optional). Although players can play around and experiment as much as they want, they still need to become financially stable to continue the game.

With each subsequent success, the game communicates the ways players were and weren’t successful. This instills a clear concept of how gamers need to adapt and survive within the game’s frameworks.

Filed Under: Gaming

About Derrick Bornstein

Derrick Bornstein is a sports fanatic. Derrick Bornstein founded four indoor sports accessory companies over the last twenty-five years and is an active advisor and mentor to the basketball country team. It is a team effort that brought Sports Insightz into being, and it has grown to include other excellent gaming-related content. Insightz Sports offers top-quality products at competitive prices, backed by teammates with a passion for sports. Sports products for players are not easy to choose from the market because there are hundreds of models and types available. In truth, our team never wants to waste your money on low-quality products. Here, you can rely on the information. Based on your gaming experience, your budget, the kind of storage you want, space, and reference, you can pick your sports accessories. With our team, we will carefully select and review the best products available to you.

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