Though it fell into and out of face quickly, the phenomenon that was Pokemon Go is a discourse that is still prevalent, as its foundations speak highly on a technological level. The main idea of this game is to incorporate physical activity and social dynamics into the world of gaming, while the cult aspect of its origin media added to its overall allure. However, the workings of this game fall into the world of ubiquitous computing and transmedial constructs, wherein the real world and the created one lively parallel. This hole punctured membrane is an ever increasingly popular tool incorporated into modern virtual game plays, and holds a strongly mimetic and escapist dialogue.
Month: September 2017
Weekly Research 10/1/17
- Natkin, Stéphane, et al. “Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user’s model.” DiGRA Conference. 2007.
http://www.digra.org/wp-content/uploads/digital-library/07311.31560.pdf
As discussed within this piece, the idea of an obstructed division between reality and virtuality is ever investigated. The idea of mimetic gaming isn’t new, but, as this text proffers, the line between the two worlds is increasingly thinning, with purposefully genre/media-bending discourses being discovered and implemented. More so than almost any other visual media, video games in particular allow for a realistic outlet that is separated by its agency. A player can become their avatar with the right boundaries, and this article adds to the act of doing so. Particularly ubiquitous gaming comes to mind, wherein real life directly impacts the virtual ones.Though this piece acts as an academic “how to” manual for breaking that ‘fifth’ virtual wall, and is benign in doing so, the social narrative therein is of imperative import for a technology obsessed modern society.
Project 1 Proposal
Play and the Player: Metroid Series
For this first project I aim to explore the ways the player inhabits the subjectivity of bounty hunter Samus Aran. Throughout the series, a balance of action and exploration form the basis for gameplay. Super Metroid is the quintessential example of this, allowing the player to explore a vast interconnected subterranean world, shoot aliens, and discover weapons upgrades which improve your in game abilities. Metroid Fusion, while staying true to its base gameplay tropes, feels almost entirely different. The world is more linear, Samus is more stripped down than ever, and your in game progression is more narrative based. This has huge implications on the way one plays Fusion. After expanding on how these differences change the space of play, and thus how the player experiences play, I will also explore how these differences found their way into the newest addition to the series, Samus Returns. To help me, I will incorporate the Ideas of Sebastien Genvo from Chapter 7 of the Video Game Theory Reader, titled, Understanding Digital Playability.
Project 1 Proposal
For the first project, I plan to use the “Play and the Player” prompt to explore the player’s relationship to both their character and to the game world in assorted RPG’s. In particular, I wish to examine how through the creation of an immersive game-world and play system a game temporarily creates a new identity for the player that subsumes the player’s real world identity for the duration of play. The game’s through which I plan on exploring this are open-world rpg’s like Skyrim and the Fallout series, and more narrow rpgs like Dragon Age. A quick search uncovered a wealth of information on Skyrim, with articles like “Unbroken Immersion: The Skyrim Experience” (Simkins, David, Seann Dikkers, and Elizabeth Owen. “Unbroken Immersion: The Skyrim Experience.” Well Played–Vol. 2, No.: 13.) being ubiquitous.
Project 1
For our first project, I plan to explore the topic “Games and Life”, and how games can be used as a learning tool for relationships, and decision-making in the real world while broadening social and cultural knowledge. The technology of gaming today allows people to easily be connected across the globe. Playing massive multiplayer online role playing games or MMORPG allows for this. Role playing games allow the players to choose an avatar and create it how they would want to be depicted in the game, having specific skills and character development as the game moves along, like in World of Warcraft. I will be using this game along with a card game, Magic, and board games as my three sources.
I also plan to talk about how the mind creates games for itself during certain situations, such as when wanting to succeed or “win”, and gain the feeling of pleasing someone. As Huizinga states, “play is older that culture” and is a part of nature (Huizinga 2). Play is necessary whether someone is conscious of the play they’re participating in or not.
Source: Huizinga, Johan. Homo Ludens: a Study of the Play Element in Culture. New York, Roy Publishers, 1950
Secondary Source: Wang, Chee Keng John, et al. “Passion and Intrinsic Motivation in Digital Gaming.” CyberPsychology &Amp; Behavior, vol. 11, no. 1, 2008, pp. 39–45
One game source: Blizzard Entertainment. World of Warcraft: Mists of Pandaria. Activision Blizzard, 2012. Online.
Project Proposal
Video games are an outlet for people of many different ages to learn a diverse amount of skills and vast information that is useful in everyday life. Video games can teach us cognitive skills, history, creativity, and sometimes about mental illness. They teach us in an interactive fashion that draws the player into a fun and immersive world without feeling like a learning experience. I will prove this point through explaining different games and their corresponding aspects of play that seek to teach players. Games like Destiny 2 or Overwatch (Teamwork), Hellblade (Psychosis and Mental Illness), Fable (Sense of morals), Assassin’s Creed (A loose base of history), Civ Rev (Strategy), Portal (Spacial Awareness, Problem Solving), Dark Souls (Motivational), and Minecraft (Creativity) can teach players many different things. Using these examples, Isabela Granic’s article “The Benefits of Playing Video Games” among other articles, and my own personal experience, I can show how video games directly teach players.
Rhetorical Analysis 5: Old School RuneScape
Evan Cowgill
ENG 400
Dr. Cream
28 September 2017
Rhetorical Analysis 5: Old School RuneScape
Link for Reference: http://oldschoolrunescape.wikia.com/wiki/Old_School_RuneScape_Wiki
Old School RuneScape is an MMORPG set in the medieval, fantasy world of Gielinor. The game used to be called just RuneScape, but now there’s a current version of the game (officially called RuneScape 3) that arose by way of all the various updates that turned RuneScape into something different than what it used to be. Old School RuneScape, however, reverts the game to its 2007 iteration and beckons old players of the game to pick up the mouse again.
The game’s developers strategically draw from wholly retrospective appeal. The graphics are kept at their now ancient quality; the mechanics are almost entirely point-and-click; the combat is of a clunky, turn-based nature; and the leveling system requires unrealistic patience. Old School RuneScape, at first look, doesn’t boast any features that would be respected or even accepted in the modern gaming industry, yet its popularity reveals success in some other, more complex criteria: nostalgia. The game’s charm comes from these arguably negative features as they contribute to a playing experience that pulls each player back into the memories of their childhood, and Old School RuneScape boasts of this quality at every chance – even in the title.
Pokemon Silver/Gold
https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Gold_and_Silver_Versions
Pokemon Silver/Gold, just like most other Pokemon games, is a top-down RPG that throws you into a world full of magical animal-like monsters called Pokemon that become your companions along the way. Quickly, you become an official Pokemon trainer and have to battle other trainers, defeat gym leaders to earn badges, and search for rare Pokemon to collect along the way. The game has two ultimate goals for the player: to complete your Pokedex (a research database) by catching every Pokemon and to defeat the Elite Four (a series of battles similar to a “big boss” mechanic) in order to become a Pokemon Master. In order to do so, players will need to build a team of battle-ready Pokemon with trust and dedication. Without this foundation, each player will surely fail.
Rhetorical analysis
In my Spanish film class this week, we watched Alejandro Amenábar’s film Open Your Eyes, which made me think about how the rhetoric of games and play can be found beyond what is typically thought of as games and play. In the film, César seems to be stuck in a loop of an inability to discern between real life and fantasy, which is evident in the multiple dream sequences. What this represents is how when someone feels helpless in life, it is almost as if they are playing a game of which they are unaware of the rules.
César is unable to find solace in anything, even Sofía, which seemed to be the only rule of the game he can figure out. This idea suggests that like in games, life can only be worth playing if the ones playing are aware of the rules and ideas that govern interaction. When one is unaware and does not know how to play, they want to tap out and find something different to do. Much like when playing a game with a friend who gives up and does whatever they feel like because they are unable to figure out how to play.
Rhetorical Analysis 3: Enchiridion
When I first glanced at the syllabus and noticed we were going to be reading The Enchiridion, I was curious as to how it would factor into our course on the idea of play and the game. As far as I was aware, the Enchiridion was a manual for the best way to live life in Greek culture. So that got me to think, “Did the Greeks consider play an essential part of life?” And if so, why did they find play to be so important? Much of The Enchiridion supports the notion that life, itself, is one colossal play, with all of us playing small parts. A culture that supports that kind of notion would almost certainly support the idea that the act of playing is, in it of itself, essential to life. Other parts of The Enchiridion, however, support the idea that being playful and frivolous in life is shameful, and should be frowned upon. So what, really, is this piece trying to say about play? Or, rather, to what extent do we allow ourselves the freedom of play?
Rhetorical Analysis 4
Cards against humanity is a card game for young adults, or even older generations to have fun and play a game without too much seriousness. The cards use obscene language and scenarios to make the game humorous and easy to laugh with friends and family. However, this quality of the game may not appeal to every type of personality. Someone may be at the age appropriate to play this game, but may not find this kind of language funny, thus taking away from the play of the game for that specific person.
This rhetorical strategy for a game can be risky, but it allows a group of people to bond and laugh together as many games do. The obscenity of the game allows one to get a look into a completely different side of a person that may not be revealed in casual or professional conversation. Their type of humor or lack there of is revealed. The game causes the players to want to be their funniest so they can win and be picked as leader of the next round.
Rhetorical Analysis #4: Dance Dance Revolution
DDR (released for Playstation in 1999) was one of the first games that encouraged active exercise and rhythm within game play. It deviated from traditional games in that it made the feet and legs control the game, instead of the hands and fingers. DDR pioneered the dance genre of video games, necessitating the player to get off their couches in order to play. What DDR succeeded in doing was to encourage the gamer to actively exercise while gaming. This exercise/gaming experience then introduced a healthy/active aspect to game play, and forged the idea that a video game could potentially be a healthy activity for the body. DDR strategically persuaded its players that exercising while gaming could be active, engaging, and rewarding. Although it was not necessarily marketed as a way to exercise, a player could potentially burn hundreds of calories during prolonged periods of play. DDR encouraged these long periods of play through lightning graphics and enjoyable songs, all meant to pump up adrenaline and almost addict the player to the game. Thus, while the appeal of DDR might not necessarily be excerise, it succeeds in providing its players hours of gameplay which just so happens to be exercise as well.
Weekly Research: Donkey Kong Country
Donkey Kong Country is the very first Donkey Kong game in the series, outside of the original arcade game where Mario tries to rescue Princess Peach while having barrels thrown at him. Definitely a classic in all senses of early 90’s video games, Donkey Kong Country it is the fastest selling video game of all time, and the second best selling SNES game. The game is a platform side-scroller in which players must beat the 40 different levels and bosses in order to get Donkey Kong’s bananas back from King K. Rool. Donkey Kong Country has also spawned many different sequels, and sprung Donkey Kong into cultural legacy and elevated him to an important spot in Nintendo canon. It’s also one of the classic games that most millenials remember playing growing up and throwing their controllers in frustration.
http://donkeykong.wikia.com/wiki/Donkey_Kong_Country
The Enchiridion
http://classics.mit.edu/Epictetus/epicench.html
The Enchiridion is essentially the 52 commandments of Stoicism. With no introduction, the text begins listing rules that Epictetus believes lead to a good life. Many of these rules read more like anecdotes or analogies that the reader is supposed to extract the meaning from and apply to their own context.
Individual autonomy forms the basis for each rule. This is clearly established in the first few paragraphs, under the first number. This autonomy is found in our “opinion, pursuit, desire, aversion, and. . . our own actions”. Everything else is out of our control, and if we should want to live a happy life, we should be undisturbed by. Most passages follow and reinforce this idea, often stressing the importance of diligence and self restraint when it comes to maintaining your own agency.
I also couldn’t help but notice that many of the ideas Epictetus has about the impermanence of the material world, and how we should react to it, echo eastern philosophy. Not only does he think that we shouldn’t become attached to objects, but also our loved ones. Being an ancient Greek philosopher, this was surprising.
Topic Proposal Project 1
For my first project, I want to focus on literacy and gaming. There are a lot of resources that suggest that gaming promotes a variety of different literacies, which is an important component of gaming that is most often defended by those who encourage gaming as a tool for learning outside of the classroom. I want to look deeper into the types of literacies that games promote; not just reading and understanding texts but using them as tools/guidelines for understanding play and manipulating the landscape/storyline of the game itself. Games teach us visual, critical, technological, and digital literacies that further help us develop not only how we play games, but how we enjoy play. Furthermore, Jonathan Alexander makes a brief suggestion that people may not necessarily be addicted to the games, but to play itself (“Gaming, Student Literacies…” 36). The literacies learned from games help the player to enjoy play more because they are understanding both the technical and linguistic aspects of the game which gives them dominance within the game. But, also, these literacies can certainly carry over into the real-world, and give players an upper-hand in school, career, relationships, and life in general. If gamers are reading and understanding texts outside of their normal linguistic spaces while applying this understanding to the game, and, at the same time, developing critical thinking skills which help them to succeed and achieve goals, these literacies will undoubtedly fulfill a type of self-realization and power.
Therefore, I want to argue that it is the literacy-aspects learned through game play that yield addiction to play, because these literacies allow the player to expand understanding, gain knowledge, and ultimately succeed not only in the game but in the real world as well. This gives the play meaning and fulfills the player’s desire for dominance (psychological aspect of play), while also giving them real-world skills which may enhance their lives.
Primary Sources
Murray, Janet H. Hamlet on the holodeck: The future of narrative in cyberspace. MIT press, 2017.
Gee, James Paul. What video games have to teach us about learning and literacy. Macmillan, 2014.
Secondary Source
Alexander, Jonathan. “Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation.” College Composition and Communication, vol. 61, no. 1, 2009, pp. 35–63. JSTOR, JSTOR, www.jstor.org/stable/40593514.
Potential Games
DDR
Nancy Drew (PC game)
Project 1 Proposal
For Project 1, I plan to explore how games provide a significant space for the self’s interaction with itself. Specifically I want to explore the role of ignorance and knowledge in the area of play, and how knowing more or less about how to play a game influences the enjoyability of the player. The philosophical question thus posed by this is when is ignorance bliss, and when is it not? This question can be answered not only by gamers, but also by politicians and films, which will be used as reference points and analogies. I also want to find/conduct surveys in order to provide statistical analysis for the hypothesis as well.
Thesis: It may seem that one’s ability to enjoy an interaction with a game is based on how a game relates to one’s preferences in game style and design. However, it is actually related to one’s level of ignorance in regards to the game, as well as their personality type and emotional desires.
Primary text:
Myers, Steve. “Myers‐Briggs Typology and Jungian Individuation.” Journal of Analytical Psychology, vol. 61, no. 3, 2016, pp. 289–308. Print.
Secondary text:
Sitzmann, Traci, and Stefanie K. Johnson. “When Is Ignorance Bliss? The Effects of Inaccurate Self-Assessments of Knowledge on Learning and Attrition.”Organizational Behavior and Human Decision Processes, 2011, pp. 192-207. Digital.
Project 1 proposal
I propose that the advent of ubiquitous (pervasive) play goes hand in hand with transmedial discourses, as both have real world distinctions. Though ubiquitous gaming is still continuously being defined, it harbors a blurred line between created reality and actuality, often incorporating a mix of both to sufficiently and mimetically create the most interactive game possible. However, this hybrid play has fueled modern escapism, and the potentially undefined boundaries this genre could parallel the likes of recent sci-fi horror (I, Robot, The Terminator series, Ex Machina, etc). Though real world consequences might not currently be so exaggerated, the lack of cemented lines has already influenced contemporary society, and therein a game becomes reality. The network that this dual united front creates eradicates the tacit understanding of play being a gateway leading to an anti-ordinary life, and therefore creates a paradox between the codes of play, and the necessity of reality. Using examples of well known transmedial and ubiquitous games, I will investigate this ongoing complexity and its potential consequences.
Primary resource:
Pokemon Go http://www.pokemongo.com/
Secondary resource:
McGonigal, Jane. “This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century.” AvantGame, Univesity of California, Berkeley, Jane McGonigal, 2006, Accessed 23 Sept. 2017.
Rhetorical Analysis 4: The Enchiridion
Evan Cowgill
ENG 400
Dr. Cream
25 September 2017
Rhetorical Analysis 4: Epictetus’ “The Enchiridion”
Link for Reference: http://classics.mit.edu/Epictetus/epicench.html
“The Enchiridion”, written by Epictetus and translated by Elizabeth Carter, attempts to assert a series of rules, principles, and values belonging to the author as the proper way to live a relatively happy and undisturbed life. And, while I may not agree with everything that Epictetus puts forth, I find it to be a very interesting text to rhetorically analyze.
This is mostly due to how obviously intended for persuasion the text is, as it reads like a speech or argumentative presentation. Epictetus holds up his claims – all of which completely based in opinion and theory – as if they are fact. He does not introduce any of his points with “I believe”, and he even structures his points as numerical tenets or proverbs of passed-down wisdom. And, since the text’s topic of life and how to properly live doesn’t really have a window of opportunity that would ever close (since most of humanity wonders about living life to its fullest and most ethical extent), its rhetorical situation is timeless. This allows for “The Enchiridion” to reappear repeatedly over the timeline of human existence and possibly increase its credibility for some audiences as it becomes more and more ancient.
Annotated Bib: Metroid Fusion
https://en.wikipedia.org/wiki/Metroid_Fusion
Metroid Fusion for the Gameboy Advanced, the fourth installment of the series, was a return to the side-scrolling action adventure style that fans had been clamoring for since the release of Super Metroid nearly a decade earlier. Many of the same gameplay elements and tropes return. Fusion follows Samus Aran, a intergalactically renowned bounty hunter recruited by the Galactic Federation to investigate a possible outbreak in one of their research labs. As the player, you explore the abandoned vessel, find weapons upgrades, and eliminate the alien foes that stand in your way.
Fusion makes a purposeful deviation from previous games though. There she encounters a parasite know as X that has the ability to replicate the DNA of its host, mimicing and enhancing their capabilities. After making contact with the parasite she is stripped of all her suit abilities, making her extremely weak. By contrast, the parasite gains her power and uses it to hunt her down. Samus has no other choice but to hide or run from the X parasite until she discover a way off the ship. The player feels helpless. This gives Fusion a horror tone which is much stronger than any other in the series.
James Smith Weekly Research
- Victoria II. Paradox Interactive. 2010. Video Game.
Victoria II is a grand-strategy game created by Paradox interactive. In the game, the player takes control of a country in the year 1836 and then leads that country until the game’s end date in 1936. Every country that existed or could have existed in that time frame, from major nations like the United Kingdom to small nations like Ulm, is both portrayed and playable. The game’s main draw is the complex political and economic system; different political parties (liberals, conservatives, communists, fascists, etc.) can come into power, and the party in power determines what the player can do (liberals will force lower taxes and more laissez faire style economy, conservatives do the opposite, etc.). Likewise, the nation’s economy will grow and develop with or without the player’s intervention, and is affected by what kind of factories are built, how many workers are available, tax rates, and numerous other factors. Like all Paradox games, Victoria II is highly moddable and has a very large modding community that surrounds it.
Annotated Bibliography 3
Eberle, Scott American Journal of Play, Rochester 6.2, 2014. (214-233)
A lot of what Scott Eberle says in this article are similar to what we heard from Huizinga and various other authors on the discussion of play. However, Eberle offers a few very distinct differences in his definition, namely the idea that play can simply exist without pure purpose. I feel.that conflicting ideas of this nature lend to a more thorough understanding of play as a whole, and for that reason his article resonates well with me, and is a good addition to our collection.
http://www.journalofplay.org/issues/6/2/article/2-elements-play-toward-philosophy-and-definition-play
Weekly Research – Week 4
https://telltale.com/series/guardiansofthegalaxy/
Telltale is a company that produces a multitude of games with the same mechanics in common. Telltale has tackled the universe of Batman, Borderlands, The Walking Dead, Game of Thrones, and most recently Marvel’s Guardians of the Galaxy. In the Guardians series, the player follows the narrative surrounding Peter Quill (Star-Lord) while dipping into the past memories of the other Guardians such as Rocket Racoon and Gamora. Telltale is known for their immersive and intricate stories accompanied by their quick-time events. This puts the player directly in the first person state of mind with various universes to play within. Quick-time events are short situations, normally within a cut-scene of a game, in which the player presses a button on the controller within a small gap of time in correspondence to whatever is happening in the cut-scene. Telltale takes this up a notch by adding in dialogue options for the main character, thumb-stick movements also in correspondence with the events within the game usually associated with movement, and free-roam aspects of the story. When the entire story is centered around these mechanics, a simple story is more immersive with the player feeling like they are creating the story.
Weekly Research 3
Granic, Isabel, et al. “The Benefits of Playing Video Games”. American Psychologist, vol.69, no. 1. Jan. 2014, pp 66-78. EBSCOhost
This article discusses positive mental health effects of gaming focusing on motivation, attention, emotional and social benefits and argues that games do in fact have “real-world” benefits. Granic talks about the function of play and how it can allow children, or anyone, to have simulated experiences allowing them to advance their mental and emotional state. It also includes a section of distinction between videogames and other forms of media.
Annotated Bib
Ostenson, Jonathan, and Lisa Fink. “Exploring the Boundaries of Narrative: Video Games in the English Classroom.” English Journal, vol. 102, no. 6, 2013, pp. 71–78.
Jonathan Ostenson wrote an article called “Exploring the Boundaries of Narrative: Video Games in the English Classroom.” In this article Ostenson writes about video games as interactives narratives. He describes how video games can leave the same feeling and thought often brought on by books and novels. Ostenson states, “The games of today have come to rely more and more on the elements of fiction in their design, and they represent unexplored territory in studying the nature and impact of narrative.” Ostenson reviews various reasons that people have suggested video games be implemented into the English classroom before introducing his own reason. Ostenson believes that video games represent some of the most inventive and important storytelling in the 21st century. More and more English teachers have been teaching diverse media and Ostenson believes video games is a new forma storytelling media. He identifies different games and explains their narrative purpose. He even believes that the simplest games have a narrative, for example, Angry Birds. He spend the rest of his paper explaining different purposes and methods that teachers can use to teach video games to their students. He lists different techniques teachers can use and different types of video games that they can teach.
Weekly Research 9/24/17
Staff, Games Radar. “The Top 7 Ways Grand Theft Auto III changed the face of gaming.” Gamesradar, Future PLC, 18 Oct. 2011. Accessed 24 Sept. 2017.
www.gamesradar.com/top-7-ways-grand-theft-auto-iii-changed-face-gaming/2/
As discussed within this online article, the game Grand Theft Auto III is hailed as one of the most important games of the 21st century’s first decade. It recalls the milestones of gaming that this one work created and incited. Far from being just a gritty but realistic gameplay, GTA III can be broken down to arenas of different social discourses, as is listed within the article. From catalyzing the genre of real-world games to incorporating allusory Mods, this game jump started and reinforced many of the tropes that games hold today. Along with trans-worldly allusions, the appearance of celebrities within the game also added to its foul but realistically capitalistic empathy. Though the celebrities featured were lower tiered, that game of being able to recognize a somewhat familiar face only added to the interactive levels this game featured. The music featured therein played a large part too, as the required in-world aspect of how its tunes originated once more added to its authentic atmosphere. Overall, this text illuminates the well known reasons that GTA III was a seminal work of visual interaction, but also recalls the minutiae of the game that truly made it great. It was a generational magnum opus, and continues today as a generational dialogue as well.
Weekly Research Week 4
Alexander, Jonathan. “Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation.” College Composition and Communication, vol. 61, no. 1, 2009, pp. 35–63. JSTOR, JSTOR, www.jstor.org/stable/40593514.
This article explores the type of literacy that can be learned through games. The author claims that gamers must think critically, and must use coordination and collaboration with other players in order to perform specific tasks (especially in multi player games). The article suggests a study that explains that games have become a more popular source of not only entertainment, but also community building and socializing. Because games are often full of text, they can also promote literacy as well. There are three types of literacies involved in gaming: visual, technological, and textual (36). Thus, gaming involves both literacy and rhetoric “in action” (37). The author brings up a good point too, that sometimes people are not necessarily addicted to the game, but play itself (36).
http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/40593514.pdf?refreqid=excelsior%3A450c02228346a112552189534951c626
RuneScape 2 (Old School RuneScape)
http://oldschoolrunescape.wikia.com/wiki/Old_School_RuneScape_Wiki
RuneScape 2 is a medieval-fantasy MMORPG (Massively Multiplayer Online Role-Playing Game) that allows each player to create their own avatar and navigate the huge world of Gielinor. In this world, players can choose to train their combat (including options of melee, ranged/archery, and magic), explore dangerous and beautiful environments, set out on adventures and complete quests, train a whole host of resource skills (such as fishing, woodcutting, mining, smithing, fletching, farming, hunting, herblore, runecrafting, and more), socialize with other players, fight intimidating bosses, kill other players, trade, and so much more. It’s really up to the player what they do with their time. But, with the final goal of the game arguably being to max out all stats/skills to level 99 and complete all of the quests, players are going to need a lot of time on their hands if they want to master the game’s exponential leveling system.
Project 1 Topic Proposal
I intend to explore the idea that video games provide an outlet for each player to construct, observe, and alter versions or reflections of their own self/subjectivity/ego through the realization of their in-game avatar. This realization includes character creation/customization (designing the avatar), in-game choices/decisions, prioritized activity, speech (personality, style, dialect, etc.), internal dialogue over imaginative processes, performance of player-type characteristics, and so much more. Simultaneously, and arguably inevitably, I will also examine how players construct and critique the subjectivity and identity of other players by encountering their avatars in the game, so that all players are intersubjectively perceiving representations of each other through their interactions. I expect to use mostly role-playing video games (especially online ones) in my endeavors with this project.
Primary Source: Runescape 2 (Old School Runescape)
Secondary Source: Matheson, Calum. “Procedural Rhetoric Beyond Persuasion: First Strike and the Compulsion to Repeat”. SAGE, 2014. Web.
Rhetorical Analysis
In the most recent NBA 2k game that was just released, their is a particular game mode titled myCareer that lets you create a character and step into the story of “DJ” and play through his career from the streets to the NBA. In the game mode, you are able to customize your own player that may or may not look like your actual self, with the option to even scan your face with a cell phone application and scanned into the game and onto your player. Throughout the game, you can customize your players attributes to the playing style of your choice and focus on bringing up your skills in selected areas of your game.
Though overall your goal is to be the best and win as much as many championships as possible, there is no exact end goal, rather specific goals one might set for them selves outside the realm of the video game. This begs the interesting conversation then, comparing the type of play that can be compared to a Sims type environment where you are creating a player and setting goals outside the realm of the video game, would Juul consider this a none game, even though you are still competing and winning the basketball games that are being played inside the game.
Rhetorical Analysis 3
This article starts off with a typical attention grabber, a question, and then attempts to answer that question throughout the article. The first paragraph uses typical, relatable things parents fear as their child is growing up. An example of this strategy appears in the second line of the article, “Some researchers even claim that these games are comparable to illegal drugs”. By saying this early on in the article, it gains the trust of the reader by adding a credible source in such as a scientific researcher. However, in the second paragraph is where the main idea really appears, is that games are not addictive at all and that they are normal behavior. The author of this article placed the main idea after listing all of the bad things that are typically said about video games. This can be seen as a strategy to gain parents attention who do not like their children playing video games to continue reading on if they relate to the information present in the first paragraph.
https://www.nytimes.com/2017/04/01/opinion/sunday/video-games-arent-addictive.html?mcubz=0
Rhetorical Analysis #3: The Gaming Chair
There are chairs specifically designed for gamers. Through the way they are designed and marketed, they encourage the gamer to play for longer periods of time by increasing comfort levels. They are usually marketed as ergonomic and relaxing, and are designed to provide support for the lower back, neck, and head. Sometimes they even recline or have wheels (my cousin even had one with built-in fans). This is one aspect of gaming/play that is interesting. The gamer’s experience/comfortability while engaging in play enhances the gaming experience as whole by providing appropriate back, head, and neck support. If the player is constantly hunched over or uncomfortable while gaming, they may not notice or even realize how much this strains the neck and back, and affects healthy posture. Thus, the chairs are also designed with health goals in mind. Keeping the player in an appropriate position allows not only for healthy posture but proper blood flow to all parts of the body. It is important to understand the health implications that can occur from poor gaming posture/position. These chairs succeed at addressing and correcting these issues while providing comfort for the player at the same time.
https://www.houzz.com/photos/94221954/BTEXPERT-Ergonomic-Leather-Gaming-Chair-Napping-Pillow-Headrest-Lumbar-Support-contemporary-gaming-chairs
Rhetorical Analysis 9/21/17
Life Is Strange (and its recent partner Life Is Strange: Before the Storm), an interactive graphic media game, treads the finest of lines between reality and construct. Devised so that the player chooses between given options within ‘real life’ scenarios, this gameplay is at certain times overly mimetic. This urgent tone and informal distance that the work creates with its players is very possibly an attribute to god complexes. When one can virtually be God, what are the ramifications thereof? Or do (video) games not influence their players? I would say they do, as movies and shows, two other highly consumed visual medias, have immensely dedicated and loving fans, and if (video) games are anything, they’re immersive films. So, do works especially like Life Is Strange act as cathartic outlets, or is there another option available? Featuring high levels of artistic design, Life Is Strange could potentially be seen as a gallery, perhaps. Or maybe it serves as a template for how to confront the monotony of life? More likely, its a mix of all these and more, which makes Life Is Strange a prevalent example of how multimedia games especially offer unending potential meanings and purposes. Games are games are games.
Rhetorical Analysis
Assassin’s Creed is a video game series that combines action and history. The main storylines and characters a fictional. However, each game contains real life historical figures and historical events. For example, Assassin’s Creed Syndicate is set in Victorian Era London. Famous historical figures that you interact with are Charles Dickens, Charles Darwin, Alexander Graham Bell, and Queen Victoria. A game like this is an example of the way a player can learn from a video game. Players get to enjoy the action and adventure of the main storyline and topic. The side missions focus on true historical events with true historical figures. Games like this allow its players to play through while also learning about history. For example, in one side mission, the player has to track the victims of Jack the Reaper. In another, the player has to collect pieces for Alexander Graham Bell, and Bell uses the pieces to build the telegraph. The story also has an accurate map of London and includes all the major landmarks which allows the players to learn the geography of a location they may have never been in. For example, the player needs to climb Big Ben and gets to go inside Westminster Abbey.
Rhetorical analysis: The Oregon Trail
In The Oregon Trail, players must make decisions in order to keep characters alive until the wagon train makes it all the way to Oregon. The game, however argues that lives are of no value in lieu of attaining an ultimate goal. While some may argue that the game takes a rather blasé stance on death and disease given the time period it is meant to emulate, it is evident that the stance of the game toward death is that it is of no greater purpose, and there need not be any reason for it other than the direct cause. This is seen in the way the game words the causes of death, ie “You have dysentery.”
The game does not give any form of sympathy or explanation for the acquisition of the illness. This happens throughout the entirety of the game whenever there are any negative consequences for decisions or during negative events. The game, through this, seems to say that one should not question the negative things that occur in life, but rather just recognize them and not fight.
The Oregon Trail
The Oregon Trail is a game that came out in the early 1970’s with the intentions of teaching players about the realities of frontier life in the 1800’s. The game requires players to try and keep their family alive long enough to make it across the Oregon Trail. Players must make decisions to deal with things like typhoid, wagon wheels breaking, cattle being stolen, etc. The game is extremely difficult to most players because each decision that is made could effect the course of the game either directly after it is made or a long ways down the line. The Oregon Trail has also spawned a variety of spin-offs, such as The Amazon Trail, The Yukon Trail, and even parodies like The Organ Trail. It has become an icon in the world of gaming.
https://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)
Weekly rhetorical analysis
Insert analysis here
Super Columbine Massacre RPG!
Super Columbine Massacre RPG! is a role-playing game in which the user assumes the roles of Eric Harris and Dylan Klebold, the perpetrators of the 1999 Columbine school-shooting. The game understandably attracted significant controversy, but also opened dialogue regarding video games’ role as an artistic medium. The game not only mimics events of the massacre, but also formative moments in the lives of the perpetrators and the media’s perception of Dylan and Eric. The author aims to approach the subject with some serious sensibilities, but only through outrageous satire. The game ends with a press conference mimicking the media reaction to the massacre, depicting a society quick to find a scapegoat — Marilyn Manson, a lack of gun control, and of course, video games. The game itself is made for a both tech savvy and socially conscious audience — the creator seems to know what he’s doing by having Eric and Dylan fight characters from DOOM, which was another cause for the massacre in the eyes of some. The game was made using RPG Maker, a program that attempts to open the art of video game creation to a wider audience by allowing one to make a game with no programming skills.
https://en.wikipedia.org/wiki/Super_Columbine_Massacre_RPG!
Weekly Research 9/17/2017
- Dragon Age: Origins. Bioware. November 3, 2009. Video Game.
Dragon Age: Origins is the first game in Bioware’s critically acclaimed Dragon Age series. It is a tactical RPG that concerns itself heavily with the player’s choices in order to shape the overall narrative. It follows the story of a player character who is drafted into a legendary order known as the Grey Wardens in order to a race of abominations called Darkspawn. What the player does (as in, who they side with, who lives and who dies, etc.) not only matters during the course of the game, it also carries over into future installments in the series, as the player is able to import a save file into the other games and see how their choices affected the overall world. The game is also known for its memorable companions who react and modify their opinion of the player character based on their decisions. Features like these are essential to both Bioware’s Dragon Age and Mass Effect series, creating a high level of player involvement and conscientiousness in their desicions during play.
Weekly Research 3
Lyons, Elizabeth J, et al. “Engagement, Enjoyment, and Energy Expenditure During Active Video Game Play.” Health Psychology, vol. 33, no. 2, 14 Feb. 2014, pp. 174–181. EBSCOhost.
http://web.a.ebscohost.com.proxy-wcupa.klnpa.org/ehost/pdfviewer/pdfviewer?vid=3&sid=940da24a-0873-4be7-be2f-c4dd90acffdc%40sessionmgr4010
In this article, the authors study the effects of video games that which require physical activity and how that activity correlates between enjoyment of the game and how much energy is expended while playing. In their study, they examine data collected from a group of people playing the popular dancing video game, Dance Dance Revolution, and look at how enjoyment while playing is related to energy spent while playing. At the end of their study, they conclude that games that are more enjoyable to play may correlate to a great level of energy expended thus more exercise for the player.
Annotated Bib 2: Second Life
Coming of Age in Second Life: An Anthropologist explores the virtually human
https://books.google.com/books?hl=en&lr=&id=jlLpCAAAQBAJ&oi=fnd&pg=PP1&ots=wI11qIAv8f&sig=VCcmeEpZMf8BNjJhXTI2qk6nwmU#v=onepage&q&f=false
An ethnography that may have been the first of its kind, Coming of Age in Second Life follows an anthropologist’s investigation of the culture that has developed in the massively multiplayer online simulation. As the title implies, just as in the real world, players dress their avatar, own property, buy and sell goods and services, attend events, socialize, and even fall in love.
What separates this virtual world from the “real world” is exactly what Tom Boellstorff aimed to decipher during his 2 year investigation in the game. After observing and befriending some of the many thousands of active users, he concluded that in some cases the virtual world experience was more real than some of those in the physical world.
The title then has a double meaning: the virtual world is informed by and modeled after human experience, but also that much of what is “real” about being a human has really been virtual all along.
Weekly Research 2
Nauright, John. “Global Games: Culture, Political Economy and Sport in the Globalised World of the 21st Century”. Third World Quarterly, vol. 25, no.7, Oct. 2004, pp. 1325-1326. EBSCOhost.
This article discusses the economic side of games, and how gaming events and the media portrays gaming as entertainment. It talks about how these events are to be “marketed” and “managed” to gain media interest and income and how this is done different globally and nationally (1326) which brings the element of culture in. This article argues that sporting events are a place where people of all cultures can be unified and share a common interest, while also being something that grows global economics.
Weekly Research 9/17/17
2) Significant Game:
Finkel, Irving L. “On the rules for the Royal Game of Ur.” Ancient Board Games in Perspective: Papers from the 1990 British Museum Colloquium, with Additional Contributions. London: British Museum. 2007.
Detailed within this book’s chapter, the ancient game of Ur is discussed, wherein it is revealed that said game is one of the oldest surviving board games in the world. Found in the 1920s, in The Royal Tomb of Ur in Iraq, this simplistic game survived centuries buried, only to be resurrected by archaeologists who didn’t know how to play it. It was saved only by a partially intact tablet that described it’s intended gameplay. This chance find separates The Royal Game of Ur from other ancient games, for which many survived without their accompanying rule lists. However, though this archaic board game was paired with rules, it’s formulated gameplay is still debated over, which highlights a prevalent societal construct. Though this recreational activity hasn’t been highly played in over 2000 years, it still brings about the problem of communication within human connectivity. Humans have more problems communicating with one another than any other living creature, be we at the top of the biological and technological food chain. And this simplistic game, set with rules, can still incite defiant rhetoric. If there are rules, even for a board game, there will be someone to counter those limits, and therein a model scale of one of society’s oldest issues is present, brought to light by an ancient tile board.
Weekly Research Week 3
Adams, Megan Glover. “Engaging 21st-Century Adolescents: Video Games in the Reading Classroom.” The English Journal, vol. 98, no. 6, 2009, pp. 56–59. JSTOR, www.jstor.org/stable/40503460.
Adams argues that since most students find more enjoyment in technology, utilizing video games as a way of learning has become increasingly important. She argues that games such as Neverwinter Nights not only help students with reading and problem solving, but in these games they also enter into a new linguistic space where they must learn and incorporate new words. Playing video games includes a lot of reading, so the incorporation of games in the classroom allows students to develop their reading skills. In doing so, video games create a sort of “virtual literacy” which Adams says “requires that students extend their understanding of technology to include understanding how to use it responsibly and how to ‘read’ authors’ intentions by making inferences and comprehending the codes involved in the online world” (58).
Rhetorical Analysis 3: Voice and Expertise in YouTube Game Guides
Evan Cowgill
ENG 400
Dr. Cream
14 September 2017
Rhetorical Analysis 3: Voice and Expertise in YouTube Game Guides
Link for Reference: https://youtu.be/r5lbQvOXN9U
Joseph’s Place is a YouTube channel that exclusively makes videos for Runescape 2, namely guides and analysis-videos. In this particular video, he (Joseph) provides an in-depth explanation of the Magic skill in Runescape and how it can be best trained. But with so many other methods and opinions held within the community of Runescape’s players, Joseph chooses to increase his credibility by presenting his information in a way that convinces the audience that he’s an expert at the game, so they should accept his assertions as fact.
He uses many means to establish this throughout the video. Joseph clearly displays all of his math and offers backing sources in the video’s description, attempting to prove to the viewer that everything he claims is logically sound and mutually agreed upon. Joseph also speaks with an almost super-standard English that mimics that of a lawyer’s argument, a public speaking speech, or an NPR podcast. The features of this style of speech include deliberate enunciation, almost no contractions, de facto tone of voice, and much more. What’s especially interesting is that this same style of speech can be found in many other YouTubers who also want to exhibit an air of expertise in their respective game.
Rhetorical Analysis 2: All About Eve
All About Eve is a 1950 film that argues that women are unable to create lives for themselves outside of their connections with men. The film does this through its focus on Eve and Margot. Eve and Margot are both rarely seen without either their faces or figures being exploited for the purpose of their beauty. While both of them are in different stages of life–Margot being exploited in that her beauty is fading and what a shame it is to her, and Eve being exploited for her beauty in being young. While the film never outright mentions their beauty in regards to their success, it is overtly suggested by not only the male gaze from a cinematographic point of view, but through the gaze of the male characters in the film, as well. Characters like Addison and Lloyd when being spoken to by Eve and Margot will rarely focus on the eyes of the person that they’re talking to, but rather scan the face of the woman or take multiple quick glances at their body. Once the men have decided that the women are up to their standard of beauty, then they use their power to directly affect the women of interest to them.
Rhetorical Analysis 2: the Search For More Money
In the latter half of Huizinga’s Homo Ludens, he attempts to describe play as an element that is both serious and not serious simultaneously.
At one end, the fact that play holds no inherent risk or chance for profit. On the other, play naturally invokes a sense of intensity and tension that forces the player into a more serious state. I feel, however, that in Huizinga’s idea of play being a serious matter, he fails to consider the possibility that a player can play a game simply for the enjoyment of the game. As previously mentioned, play is an essential part of a game, but you don’t need a game to engage in play. However, I’m inclined to believe that the player whose ultimate goal is not winning, but rather to attain the maximum enjoyment possible from the game, plays in an almost tension-free state, as that tension would detract from the ability for the player to have fun. Does a gamer like that fit into Huizinga’s model of gaming and play? I’m inclined to believe that no, they don’t.
Rhetorical Analysis 2: Electric Boogaloo
In the second half of the first chapter of Homo Ludens, Huzinga spends a lot of time comparing the act of play with that of a sacred rite or ritual. The reason for this is to point out that both have specific, predefined sets of rules and practices that take place inside of a designated world space (church, playing field, etc.). He also makes the point that those who violate this world-space (for example, by breaking the rules) are often shunned or looked down upon.
From a rhetorical standpoint, this comparison lends some credibility to the idea that play is something that should be taken and studied seriously. By comparing it to something that is already taken in such a manner, the kind of association gained from such reasoning creates the idea that the act of play is a deeper and integral part of human culture, one that fundamentally cannot be divorced from human existence.
Rhetorical Analysis 2
Huizinga uses historical examples to date/link play and culture, and also to justify his definition of play as a “representation of something”. One example he uses is when ancient civilizations initiate boys of their society into the male community when they come of age (12). This example allows us to think of play in a whole different light, and allows us to make the connection between the history of play and culture. This example emphasizes how old the act of play is and how it has been a part of everyone’s life and culture.
Tradition is another term Huizinga uses to date play and it’s cultural significance (10). In today’s society these examples can be compared to and initiation into a group such as a sports team, or Greek organization on a college campus. It is “tradition” to initiate new members of these groups and organizations so they can have the same experiences present members have, thus allowing them to gain an understanding of the group of people, the organization and it’s beliefs.
Rhetorical Analysis 2
In the article “The Rhetoric of Video Games” by Ian Bogost they start by talking about the game Animal Crossing. It seems that the audience for this game is younger kids. They kids seem to be learning basic life lessons and skills by playing this game. For example, Bogost talked about how his five year old son learned how to save up money to pay of a mortgage by playing the game. I’ve never played Animal Crossing, but I have played the Sims computer games and I feel like similar lessons could be learned from it. For example, in the Sims, unless you use cheat codes, you have to earn enough money by working to pay for a house and food and other items you want to buy. You even have taxes that you have to pay every week in the game. Games like these seemingly introduce children to the idea of savings and much more.
Weekly Research 1:Technology Problem
- McAllister, Ken S. Game Work Language, Power, and Computer Game Culture. Tuscaloosa, University of Alabama Press, 2008.
In this book, Ken McAllister investigates rhetoric in computer games. This book is based on a realization McAllister had.Mcallister realized that ss the popularity of games and their creation increased, they were not simply a form of entertainment but of deeper human and social meaning. McAllister identifies video games and reflects on them as “artifacts of culture worthy of political, social, economic, rhetorical,and aesthetic analysis. Notonly does Mcallister analyse games in this book but also reviews of games and how reviews actas different parts of society embracing or criticising the ideas brought up in games and shows what is important to those groups.