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Discourses at Play
A Rhetorical Exploration of Historical Crises Using the Language of Games
Discourses at Play
A Rhetorical Exploration of Historical Crises Using the Language of Games
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Description
Todd Frobish explores a diverse set of historical crises through the lens of "rhetorical gameplay", an approach that serves as the intersection between rhetorical theory and game studies.
The field of rhetorical studies has yet to embrace the subject of gaming and play. While previous methods, such as dramatism, narrative analysis, fantasy theme, and more, are still powerful and useful as critical methods, Frobish argues that rhetorical events can be analyzed as games of persuasion, choice, and play. Testing this model through a textual examination of four large-scale rhetorical events (The Salem Witch Trials, the Covid Pandemic, Fall of the Berlin Wall, and the Bombing of Hiroshima), Discourses at Play argues that these major events constitute rhetorical games with Players, Rules, Match turns, and Outcomes, and focuses on the persuasive choices that guide these games toward eventual resolution. Through these events, readers will become familiarized with effective and ineffective communication strategies while employing the vocabulary of gaming to comprehend the persuasive mechanisms behind them.
Table of Contents
Preface
Acknowledgements
About the Author
Introduction
1. A Witch's Influence: A Game of Accusations in Salem
2. The Atomic Bomb Decision: Truman, Hiroshima, and the Endless Nuclear Game
3. An Der Wand Tanzen: Endgame for the Berlin Wall
4. Masks, Shots, and Social Isolation: COVID-19 as Global Game Changer
Conclusion
Bibliography
Product details

Published | 05 Feb 2026 |
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Format | Ebook (Epub & Mobi) |
Edition | 1st |
Extent | 208 |
ISBN | 9781978771017 |
Imprint | Bloomsbury Academic |
Illustrations | 13 b/w illustrations |
Publisher | Bloomsbury Publishing |
About the contributors
Reviews
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A thought-provoking new addition to the field of game studies, Todd Frobish's Discourses at Play usefully examines how the language of games has been used to change public perceptions of world conflicts, cataclysms, and catastrophes. Intriguingly, Frobish considers the possibility that ludic language-words and ideas with playful overtones-may actually contribute to the resolution of such crises within the public imagination, and ultimately on the world stage.
Kenneth S. McAllister, Professor of Public & Applied Humanities, University of Arizona, USA