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STEPHANIE – Weekly Writing for Rhetoric of Gaming F2017

Emily and Steph- Rough Draft

`We have made a game about becoming a certified teacher in Pennsylvania, specifically at West Chester University of PA. The game consists of the various hoops that preservice teachers must jump through each year in order to graduate on time in four years with a teaching license and degree. Some of these hoops include: PAPA/CORE testing, Community Service Experience, Formal Admission to Teacher Education (FATE), English BSED Writing Portfolio, and the Praxis exam. The game is played in chronological order based on the same path we have to follow from freshman to senior year. For example, the PAPA/CORE testing and CSE must be completed within the first year and a half of your program, and the Praxis is completed at the end of all coursework. Every milestone must be completed with either a quantified value (i.e., a score such as on a PAPA exam) or a PASS/FAIL (i.e., English BSED Writing Portfolio). The game will be a role playing game in which the player has to complete each step in order to move onto the next. There are required actions the player must complete in order to finish each step. If the player fails to complete their actions, they are forced to restart from the beginning. The beginning being acceptance into West Chester University and the end being Graduation. The point of our game is to illustrate the difficulty and complexity of the student certification process.

Rhetorical Analysis

Mortal Kombat is a fighting game that has remained relatively popular since its initial launch in 1992. The game is known for its extreme violence. In particular the “fatality moves” are extremely gory and require a certain pattern of buttons to be pressed in order to perform one. I have been told this game has a plot, but whenever I have played it has been multiplayer mode, where the aim is to kill the other player before they kill you. One of the aspects of this game that I find most interesting is that anyway can play it. I played this for the first time the other day and beat my opponent who plays this much more often. This is mainly do to the fact that this would be described as a “button masher” game. Anyone who slams down on a bunch of random buttons has a chance of winning.

Process Points Project 1

  1. Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) – YES
  2. Presentation of topic proposal, in class 10/3 (5 %) – YES
  3. Defense of topic proposal  in conference with me no later than 10/3 (5%) – YES
  4. A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) – YES
  5. Commenting on two other writing projects via the blogs, on or before 10/8 (5%); – YES
  6. A draft conference with me, on or before 10/6 (5%) – YES
  7. Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
  8. A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
  9. A final round of commenting on two drafts, due on or before 10/14 (5%); – YES

Rhetorical Analysis

Trivia Crack is a mobile app game. It was launched in 2013 and was modeled after Trivial Pursuit. The game allows the user to play against friends and strangers around the world. There are six different categories: Entertainment, Art, Sports, History, Science, and Geography. The player will spin a wheel that determines what category of question they will be asked. If they answer correctly, they will earn an icon representing the category they got correct. The first player to earn all six category icons wins the game. This app allows players to continue socializing with friends they may not be able to interact with in person. A player can use their Facebook friends or search by username in order to play games with people they know. This option allows players to maintain a constant social communications with friends over long distances. Players also have the option of choosing a random opponent, in which they will be placed in a game with someone from any location in the world.

Michael Jackson’s Moonwalker

Lisi, Brian. “Rescue the chimp, become the robot: A look at Michael Jackson’s insane arcade game ‘Moonwalker’ as we remember the late King of Pop on his birthday.” New York Daily News, 29 Aug. 2016. Accessed 29 Oct. 2017.

The weirdest game I have every played was Michael Jackson’s Moonwalker. I played it in an arcade with by boyfriend and his brother. We each played as a one of three Michael Jacksons. The game consists of Michael Jackson using magical powers to kill a bunch of agents and rescue kidnapped children. There is a special attack in the game called “Dance Magic”. When that move is implemented all the Michael Jacksons start dancing as a heavenly spotlight shines on them. All of the enemies in the vicinity join into the dance and are destroyed because they ca not keep up with Jackson’s dance moves. Bubbles the chimpanzee is also in the game. Once bubbles is recued Jackson turns into a laser wielding robot. We spent an embarrassingly long time playing this game, because it was almost impossible to be killed. The part of the game that I found to be most fun was constantly hitting the Dance Magic button because my boyfriend hated losing control of his character and having to watch Michael Jackson dance to Smooth Criminal for thirty seconds. I don’t know who thought of this game or why but I want to find out what other games he created.

Rhetorical Analysis

This week, Alexa, Emily, and I will be leading a discussion on emotions and gaming. We will be looking at how games are able to manipulate players into feeling certain emotions. One genre that does this is horror games. They are able to use different aspects of play in the game to make the player feel anxiety and fear. One horror game that does this is the PS4 game Until Dawn. In until dawn the player controls a handful of different character in a snow cabin who are being hunter by monsters. The game creates anxiety and fear in the player a few ways. One way is that the game implements jump scares so the player is always waiting for things to pop out at random and scare them. Another way they game designers create anxiety is by requiring players to quickly hit button on the controller. This will usually happen when a character is being chased by a monster. The player will have a few seconds to hit a series of control buttons or else their character will die. This creates anxiety in the player because they are always waiting for this to happen and are pressured to quickly hit the correct buttons. They also use sound effects to their advantage in the same way that horror film do, in that the music will get faster the closer you get to a jumpscare.

bib

Sioni, Sasha R., et al. “Internet Gaming Disorder: Social Phobia and Identifying with Your Virtual Self.” Computers in Human Behavior, vol. 71, June 2017, pp. 11-15. EBSCOhost, doi:10.1016/j.chb.2017.01.044.

Role playing games allow for users to entertain and socialize. However, some users have become dependent on these games leading the psychological and health problems. These individuals have been diagnosed with a disorder known as Internet Gaming Disorder. This studies observes risk factors mainly social phobia and player-avatar identification. They found that people who are uncomfortable and anxious in face to face conversations use role playing games as a way to form relationships with other individuals. They also use avatars as a way to create a unique self-identity for the players. They found that people who have social phobias and player avatar identification are strong factors associated with individuals with Internet Gaming Disorder.

bib

Sioni, Sasha R., et al. “Internet Gaming Disorder: Social Phobia and Identifying with Your Virtual Self.” Computers in Human Behavior, vol. 71, June 2017, pp. 11-15. EBSCOhost, doi:10.1016/j.chb.2017.01.044.

Role playing games allow for users to entertain and socialize. However, some users have become dependent on these games leading the psychological and health problems. These individuals have been diagnosed with a disorder known as Internet Gaming Disorder. This studies observes risk factors mainly social phobia and player-avatar identification. They found that people who are uncomfortable and anxious in face to face conversations use role playing games as a way to form relationships with other individuals. They also use avatars as a way to create a unique self-identity for the players. They found that people who have social phobias and player avatar identification are strong factors associated with individuals with Internet Gaming Disorder.

Citation

Seok, Soonhwa and Boaventura DaCosta. “The World’s Most Intense Online Gaming Culture: Addiction and High-Engagement Prevalence Rates among South Korean Adolescents and Young Adults.” Computers in Human Behavior, vol. 28, no. 6, Nov. 2012, pp. 2143-2151. EBSCOhost, doi:10.1016/j.chb.2012.06.019.

“The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults” is an article in which the author aims to find out how many individuals are dependent on games. Using new and previous research, the authors seek to understand behaviors associated with gaming addictions. 1332 South Korean students in 11 high schools and 1 middle school surrounding the capital of Seoul were given a questionnaire to fill out. They found that “using a monothetic and a polythetic classification system, findings showed rates ranging between 1.7% and 25.5%, with a 2.7% addiction rate when distinguishing core from peripheral criteria.” They believe that this shows that areas often associated with a large gaming culture does not have an addiction rate that was as big as it was expected to be. This is one of the only studies on gaming dependency and can be useful information.

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.

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 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

  1. 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.

Rhetorical Analysis Week 1

The other day friends of mine made me play Overwatch with them. It is a first person shooter game and each round you have certain objectives, but the main point of the game is kill or be killed. I have only played the online multiplayer version so I do not know if there is a story mode. My view of the game is that you just have to kill everyone so that they don’t kill you that as a lesson on society could be quite scary. I am curious to see how other players of the game would interpret the rhetoric of it. I prefer to play games that have some sort of story to tell, but Overwatch doesn’t seem to have that. The characters are very complex but there isn’t a story so it make it to me seem as though it is o, but Overwatch doesn’t seem to have that. The characters are very complex but there isn’t a story so it to me seem as though it is only for entertainment purposes. I know it can’t be for purely entertainment so I would like to see what other people think about the rhetoric within Overwatch and if it has a deeper societal meaning.

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