Based on cognitive linguist George Lakoffâ??s notions of metaphor and frame as the principle organizers of political discourse, this article offers an approach to analyzing

political rhetoric in videogames intended to carry ideological bias. I then argue for three

ways games function in relation to ideological frames — reinforcement, contestation,

and exposition — through examples of political games (Tax Invaders), art games

(Vigilance 1.0), and commercial games (Grand Theft Auto: San Andreas). I also offer

thoughts on issues likely to arise from the hypothetical adoption of political frame

and metaphor as design principles.


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I also discuss this topic in much greater detail in my book Persuasive Games.

published October 15, 2006