@inproceedings{Lovlie2008, author = {L{\o}vlie, Anders Sundnes}, title = {The rhetoric of persuasive games : freedom and discipline in America's Army}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24616}, year = {2008}, abstract = {This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA'S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed.}, language = {en} } @inproceedings{MuellerCoppockLiebeetal.2008, author = {M{\"u}ller, Petra and Coppock, Patrick and Liebe, Michael and Mersch, Dieter and Bogost, Ian and Bartle, Richard and Juul, Jesper and L{\o}vlie, Anders Sundnes and Pohl, Kirsten and Schrape, Niklas and Hoffstadt, Christian and Nagenborg, Michael and Liboriussen, Bjarke and Meldgaard, Betty Li and G{\"u}nzel, Stephan and Ljungstr{\"o}m, Mattias and Jennett, Charlene and Cox, Anna L. and Cairns, Paul and Mukherjee, Souvik and Pinchbeck, Dan and Glash{\"u}ttner, Robert}, title = {Conference proceedings of The Philosophy of Computer Games 2008}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-940793-49-2}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-20072}, pages = {341}, year = {2008}, abstract = {This first volume of the DIGAREC Series holds the proceedings of the conference "The Philosophy of Computer Games", held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.}, language = {en} }