Based on cognitive linguist George Lakoff’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.
Read this article in PDF format (204kb)
I also discuss this topic in much greater detail in my book Persuasive Games.
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