Following Fairclough’s (1995) observation that texts in contemporary society are multi-semiotic and Lemke’s (2005) call for extending the scope of critical discourse analysis to new communications media, including websites, blogs, discussion groups, and video games, the present study aims at contributing to the incorporation of video games as multi-semiotic phenomena into discourse studies. The main purpose of our study is to select several aspects of Bogost’s views on video games’ persuasiveness (2007) and combine them with Fairclough’s (1995, 2003) theoretical positions. Our attempt to create links between two different, but seemingly related theoretical frameworks was prompted by Bogost’s (2007: 3) claim that computational processes themselves can be persuasive. In the course of connecting the two, we are paying attention to the concepts of the rule-based discourse, genre-embedded rules, remediation and invisibilization. We hope that such approach might initiate further links between the two frameworks, both of which might benefit from such cooperation