Ethos, Logos and Pathos in the Persuasion of the Sides of the Civil War in the Game Elder Scrolls V: Skyrim
Känsäkangas, Teemu (2024-04-04)
Ethos, Logos and Pathos in the Persuasion of the Sides of the Civil War in the Game Elder Scrolls V: Skyrim
Känsäkangas, Teemu
(04.04.2024)
Julkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.
avoin
Julkaisun pysyvä osoite on:
https://urn.fi/URN:NBN:fi-fe2024042923895
https://urn.fi/URN:NBN:fi-fe2024042923895
Tiivistelmä
This thesis deals with persuasion in video games, specifically in Elder Scrolls V: Skyrim, from a lin
guistic perspective. The aim of the study was to look at how persuasion manifests itself in some of the
scenes of dialogue in Skyrim, how it relates to the Aristotelian modes of persuasion, and how player
agency affects the persuasion that the player is subjected to. The method of analysis used in this study
is a method utilizing close reading, adapted to a video game study. The adaptation of the methodology
is based on the previous work of Higgins and Walker. The results show that the dialogue in Skyrim
utilizes all persuasive techniques analyzed in this study. The language of persuasion experienced by
the player affects their view on the character based on the Aristotelian modes of persuasion. The re
searcher suggests that since persuasion is clearly present in video games, they need to be researched
further to understand the effectiveness of persuasion that happens in fictional settings. The researcher
also suggests further changes to the methodology of the study and proposes that it would be beneficial
to include surveys on persuasiveness of the characters for players of video games.
guistic perspective. The aim of the study was to look at how persuasion manifests itself in some of the
scenes of dialogue in Skyrim, how it relates to the Aristotelian modes of persuasion, and how player
agency affects the persuasion that the player is subjected to. The method of analysis used in this study
is a method utilizing close reading, adapted to a video game study. The adaptation of the methodology
is based on the previous work of Higgins and Walker. The results show that the dialogue in Skyrim
utilizes all persuasive techniques analyzed in this study. The language of persuasion experienced by
the player affects their view on the character based on the Aristotelian modes of persuasion. The re
searcher suggests that since persuasion is clearly present in video games, they need to be researched
further to understand the effectiveness of persuasion that happens in fictional settings. The researcher
also suggests further changes to the methodology of the study and proposes that it would be beneficial
to include surveys on persuasiveness of the characters for players of video games.