Ian Bogost
In “The Rhetoric of Video Games,” Ian Bogost explores the impact of video games on our culture and thinking. One game that exemplifies this influence is “Animal Crossing,” a seemingly simple game that offers players valuable insights into the world around them.
At first glance, “Animal Crossing” appears to be a lighthearted game about managing a virtual town, interacting with animal villagers, and engaging in different activities. However, beneath its exterior, “Animal Crossing” subtly addresses issues such as community building, environmental stewardship, and the value of time and labor.
By playing “Animal Crossing,” one can learn about the importance of community and the impact of individual actions on a larger ecosystem. The game encourages players to think about resource management, economic principles, and the consequences of unchecked consumption. Additionally, “Animal Crossing” introduces players to concepts of social responsibility and the value of maintaining relationships with others.
Bogost, drawing on Salen and Zimmerman, defines “play” as “the free space of movement within a rigid structure in order to draw connections between the rhetoric of video games and other forms of art.” In other words, it is a voluntary activity removed from ordinary life and governed by rules defining the experience. This definition differs from common-sense understandings of play, which often emphasize leisure and amusement. Bogost connects playing video games to other forms of “playful” culture, such as the literary experiments of the OULIPO group, highlighting how both involve structured and rule-based activities that generate creative outcomes.
Bogost introduces the concept of “procedural rhetoric,” which combines the terms “procedure” and “rhetoric” to describe how video games use rules and systems to make arguments and influence players’ thinking and behavior. By manipulating game mechanics, developers can create experiences that convey specific messages or perspectives, shaping players’ understanding of complex issues.
Video games are ideological in that they reflect and reinforce certain beliefs and values. Bogost argues that video games can serve as both expressions of ideology and sites for critique of ideology. For example, games like “The McDonald’s Videogame” and “America’s Army” explicitly engage with political and social issues, offering players opportunities to explore and challenge dominant ideologies.
Bogost emphasizes the importance of “procedural literacy” in the 21st century, as digital technologies increasingly shape our lives. He calls for educators, parents, and students to understand and critically engage with the procedural aspects of media and technology. A more procedurally literate society can better navigate and critique the complex systems that govern our world.
In conclusion, “The Rhetoric of Video Games” offers a very different understanding of the power and influence of video games. By examining games like “Animal Crossing” through Bogost’s text, we can appreciate how even simple games can provoke deep reflections on the world around us


