Suomi ja Viro Euroopan Unionissa
In: Valtioneuvoston kanslian julkaisusarja 2003,11
In: Valtioneuvoston kanslian julkaisusarja 2003,11
In: La comunità internazionale: rivista trimestrale della Società Italiana per l'Organizzazione Internazionale, Band 63, Heft 2, S. 357-368
ISSN: 0010-5066
In: Henrik Gabriel Porthan-inst. julkaisuja skrifter 15
In: Kamchatka: revista de análisis cultural, Heft 17, S. 587
ISSN: 2340-1869
In: http://mdz-nbn-resolving.de/urn:nbn:de:bvb:12-bsb10116221-5
VD17-Nummer 2019 maschinell ergänzt ; Volltext // Exemplar mit der Signatur: München, Bayerische Staatsbibliothek -- P.o.germ. 1072 a#Beibd.1
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In: http://mdz-nbn-resolving.de/urn:nbn:de:bvb:12-bsb10041415-6
VD17-Nummer 2019 maschinell ergänzt ; Volltext // Exemplar mit der Signatur: München, Bayerische Staatsbibliothek -- Ph.pr. 874
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In: Arkistolaitoksen toimituksia 18,4
In: http://mdz-nbn-resolving.de/urn:nbn:de:bvb:12-bsb11025229-2
Volltext // Exemplar mit der Signatur: München, Bayerische Staatsbibliothek -- 4 Diss. 4064#Beibd.17
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This thesis studies four web games that have been released in Estonia in 2004-2011 and have been sponsored by the Estonian Centre Party. Using video games in political campaigning is a recent and not very widely spread trend. Therefore, these web games provided an opportunity to examine the ways how political messages can be inserted into video games and how the qualities that are unique to video games can form political arguments and persuade the players. The main objective of this thesis was to identify the persuasive components of Centre Party's web games and to compare the persuasive arguments that were found from the games' representative layer to those that were formed on the games' procedural layer. In order to do that, the Centre Party's web games were placed in the wider context of political videogames and analyzed with semiotics, gameplay rhetoric and procedural rhetoric. Ultimately, the goal of the thesis is to emphasize the uniqueness of video game representative qualities which seem to be superseded by the studies of rhetorical potential of game rules
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