In what ways does the game "Not for Broadcast" fit into Bogost's notion of "proceduralism"? How does the game utilize procedural rhetoric? How does player interaction with game systems result in the game characterizing an idea or making a persuasive argument about some aspect of the world? In what ways does the game ask players to empathize with a

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
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  1. In what ways does the game "Not for Broadcast" fit into Bogost's notion of "proceduralism"?

  2. How does the game utilize procedural rhetoric? How does player interaction with game systems result in the game characterizing an idea or making a persuasive argument about some aspect of the world?

  3. In what ways does the game ask players to empathize with a specific subjective position and how explicit is the game with its attempts to get players to empathize with its subjects?

  4. What role does music and/or sound play in the game? Is the player asked to perform interactions with gameplay systems that affect sound/music or is sound/music primarily representational and extradiagetic? 

  5. In what ways does the game "prank" players, either through going against expectations or through easter eggs?
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