The theory argues that games can make strong claims about how the world works—not simply through words or visuals but through the processes they embody and models they construct.
Procedural rhetoric analyzes the art of persuasion by rule based representations and interactions rather than spoken or written word.
In coining this term, Bogost borrows Janet Murray's definition of procedural from her book Hamlet on the Holodeck—"a defining ability to execute a series of rules"[9]—to theorize that a different system of learning and persuasion could be found in computerized media.
"[10] Frasca likewise sees the need for new rhetorical theory because "simulations can express messages in ways that narrative simply cannot.
"[12] The exploration of possibility spaces becomes rhetorical and instructive as soon as games make claims about aspects of human experience, whether they do so intentionally or inadvertently.
[13] Frasca concurs that "video games are capable of conveying the ideas and feelings of an author"[14] and "offer distinct rhetorical possibilities.
Procedural rhetoric focuses on the composition of gameplay, more specifically how simulation games are constructed to make claims about how the world should work.
The player must learn the rules of the virtual world and deduce what is possible and impossible in order to solve problems and carry out the ultimate goal of winning.
Researchers Jens Seiffert and Howard Nothhaft found that computer games are powerful persuasive tools that act as a manipulating force for society.
These factors incentivise account holders to take a variety of specific actions, such as spending to improve credit, saving to accrue interest, and more.
[3] Alec Slade Baker of San Diego State University argues that procedural rhetoric be used to study capitalist systems as well.
On the other hand, strict return policies such as that of Dollar Tree reflect a hostile distrust of the customer that impacts the way they interact with those businesses.
Jewel of the University of Tennessee College of Law theorizes uses for procedural rhetoric in the courtroom setting in her scholarly article The Bramble Bush of Forking Paths: Digital Narrative.
For example, the 2004 flash game Madrid, by Gonzalo Frasca,[29] created as a procedural rhetoric device discussing the 2004 Madrid train bombings, features a gameplay system that promotes frenetic, consistent, stressful action which is in direct opposition to the goal of creating empathy between the players and the people who were harmed.
Specifically, he claims that the unique interests and goals of each player have the power to radically change the play experience, regardless of the author's intent.
"[31] Bogost also sees political content in the government-funded first-person shooter America's Army, arguing that the game "serves as a convincing procedural rhetoric for the chain of command, the principle structure new recruits must understand immediately.
Bogost argues that this could be incentivized by the parents—for example, "do your chores and I will let you stay up to get it"—which shows the persuasive effect video games could have on both the parent and the child.
[11] Education and instruction is an inherent theme of procedural rhetoric; players learn from seeing their behaviors rewarded or punished.