This paper introduces the rhetorical methodology presented in the book "Persuasive Games: The Expressive Power of Video Games" by the game scholar Ian Bogost. The purpose of this study is to examine the possibility of the rhetoric of multimedia and the relation of literature research. Rhetoric does not only function in language-mediated communication, it creates meaning based on various media. Bogost argues that "games are rhetorically effective media to persuade gamers." At this point, rhetoric functions as a strategy to expand the connection between video games and other existing arts. If art such as painting or sculpture tries to persuade through visual rhetoric, video games can persuade the player of procedural rhetoric. Video games are structured spatially throughout the objects they want to express, so that the player can read the messages intended by the developer in the process of navigating spaces. It is his judgment that a video game is not just an entertainment medium, but a new expressive technique is needed in order to secure a new aspect of tension or contact with reality. This paper examines various examples of political games, advergames, and educational games to which such persuasive games are applied. In addition, through the analysis of the situations where rhetoric is applied in video games through these examples, we will examine the implications of rhetoric in a multimedia context.
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