Analyser et qualifier la persuasivité des discours contenus dans un jeu vidéo.
Le cas de la récession de Possum Springs
DOI:
https://doi.org/10.14428/emulations.030.07Keywords:
subprime crisis, discourse analysis, game design, persuasiveness, persuasive continuum, expressive gamesAbstract
In order to go beyond the concepts of expressive games and persuasive games, we propose a semio-pragmatic framework by mobilizing educational sciences tools to qualify the persuasiveness of a game design. We conclude that we need to consider the persuasiveness of a video game in the form of a continuum. Discourses are then the product of controversies between the machine and the operator through situations of communication more or less persuasive, more or less expressive. In order to develop our thinking, we mobilize the game Night In The Woods which proposes to its player to browse Possum Springs, a fictional city of the Rust Belt whose deindustrialization was aggravated by the subprime crisis. Bearer of many discourses about households after the crisis, the game is expressive on this issue even though it can be persuasive on other topics it addresses.
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