the source system it models creates a crisis in the player. I named this crisis simulation fever, a madness through which an interrogation of the rules that drive both systems begins.” ian bogost, persuasive games, 2007, 332
Iowa] produces deliberation, which implies neither immediate assent nor dissent. Like literature, poetry, and art, videogames cannot necessarily know their effects on individual players.” ian bogost, persuasive games, 2007, 329, 339
intended authorial and reader stance toward a game. 2. Games circulate through culture as easily de- and re-framed meta-media, making this framing crucial. 3. Persuasive games may be more impactful as meta-media generating attention and credibility (for their message, their makers, themselves) than as individual player-game encounters.