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The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. [3] Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures" [4] and "the art of using processes persuasively."
Theories of rhetoric and composition pedagogy encompass a wide range of interdisciplinary fields centered on the instruction of writing. Noteworthy to the discipline is the influence of classical Ancient Greece and its treatment of rhetoric as a persuasive tool. [1]
Rhetoric (c. 350 BC) Rhetoric to Alexander (c. 350 BC) De Sophisticis Elenchis (c. 350 BC) Topics (c. 350 BC) De Inventione (84 BC) Rhetorica ad Herennium (80 BC) De Oratore (55 BC) A Dialogue Concerning Oratorical Partitions (c. 50 BC) De Optimo Genere Oratorum (46 BC) Orator (46 BC) On the Sublime (c. 50) Institutio Oratoria (95) Panegyrici ...
Recognition of procedural rhetoric through course studies reflects how these mediums can augment politics, advertisement, and information. [120] To help address the rhetoric in video game code, scholar Collin Bjork makes a series of recommendations for integrating digital rhetoric with usability testing in online writing instruction. [117]
With historical origins in logic, dialectic, and rhetoric, argumentation theory includes the arts and sciences of civil debate, dialogue, conversation, and persuasion. It studies rules of inference, logic, and procedural rules in both artificial and real-world settings. [1] [2]
Rhetoric (/ ˈ r ɛ t ə r ɪ k /) [note 1] is the art of persuasion. It is one of the three ancient arts of discourse along with grammar and logic/dialectic. As an academic discipline within the humanities, rhetoric aims to study the techniques that speakers or writers use to inform, persuade, and motivate their audiences. [2]
Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, [2] but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, [3] and human-computer interaction. The design ...
Accumulatio – the emphasis or summary of previously made points or inferences by excessive praise or accusation.; Actio – canon #5 in Cicero's list of rhetorical canons; traditionally linked to oral rhetoric, referring to how a speech is given (including tone of voice and nonverbal gestures, among others).