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Weekly Writing for Rhetoric of Gaming F2017 – Page 5 – an RC joint

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)

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.

https://en.wikipedia.org/wiki/Dragon_Age:_Origins

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.

http://web.b.ebscohost.com.proxy-wcupa.klnpa.org/ehost/pdfviewer/pdfviewer?vid=4&sid=3cbbc052-15df-446f-9b31-64fbec994c1b%40sessionmgr101

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).

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/40503460.pdf?refreqid=excelsior%3A8c3d8b3c32d9120678aefb40eb49903f

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

  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 9/14/17

One of the most popular contemporary discourses is that of movies and TV shows. A media consumed daily, these visual outlets especially allow for mercurial rhetorics, something particularly seen within the adult cartoon Rick and Morty. Based around a fusion of Back to the Future, Doctor Who, and Futurama, with copious amounts of violence and absurdity added, this young institution has gripped the masses rapidly with its ridiculousness. I propose that the entire show itself is a game, wherein the acceptable parameters of society are tested.

The comedic aspect inherent to adult cartoons is obviously a staple of Rick and Morty, however, it breaks the tropes often assumed within this denomination, thereby creating a whole new trope onto itself. When one exerts agency by deciding to watch this show, it is with a certain understanding (for those who are familiar with it), that the end goal of said watching is to observe pure childishness ground into adult humor; its simply the way that goal is reached that play comes into question. Each episode is a maturely ad-libbed adventure only a child could conceive, often creating more questions than any other twenty minute show ever could. The actual act of viewing this series parallels the game played when one enters a maze, as aforementioned ridiculous juxtapositions create a myriad of rhetorical labyrinths. Therefore the overall game is trying to find ones way to the end of this rhetorical maze, sifting through the self created tropes and expectations, to arrive at an end goal of excited confusion and dazed acceptance.

Procedural Rhetoric Beyond Persuasion

http://journals.sagepub.com.proxy-wcupa.klnpa.org/doi/full/10.1177/1555412014565642

Matheson, Calum. Procedural Rhetoric Beyond Persuasion: First Strike and the Compulsion to Repeat. SAGE, 2014. Web.

In “Procedural Rhetoric Beyond Persuasion”, Calum Matheson builds onto Bogost’s discussion of video games and procedural rhetoric by adding his own twist: taking focus away from rhetoric as defined as an art of persuasion.  Matheson claims that Bogost’s understanding of rhetoric is Aristotelian and, consequentially, too narrow in nature, since there are a lot of rhetoricians whose explanation of rhetoric might include more (or simply something different).  To remedy this, Matheson brings the psychoanalytic side of rhetoric into the lens Bogost offers up for the examination of video gaming.  Taking a stance close within the Lacanian school of thought (particularly Lacanian subjectivity), the author suggests that video games provide a mirror of sorts for the individual to see a representation of the self and for the society to see a representation of its culture as a whole.  This idea is further elaborated on by way of a video game called “First Strike” that Matheson uses as their primary example.

Weekly Rhetorical Analysis 2

Bully

Rockstar Games’ infamous private school simulator Bully was very controversial upon its unveiling and well past it’s release in 2006. Part of the confusion was from early developmental content that seemed to involve the player controlling a student who bullies fellow students, however this is not the plot of the finished product. Instead, the game involves a new student, Jimmy Hopkins, who aims to rise the ranks socially as well as unite the student population, who are terrorized by certain problem students.

The rhetoric of the early promotional material paired with the title is what gave rise to such controversy. However, the finished product also stirred emotions. The game explores violence amongst youth through a lens of humor and satire typical of a Rockstar game. The game also boldly gives the player the option of either kissing girls, boys, or both. The rhetoric of infamous activist/disbarred attorney Jack Thompson did not help either (Thompson referred to the game as a “Columbine simulator.”) Thus, the game was banned in places such as Brazil, despite its fairly mild content, especially compared to other, legal games. The game is an interesting case of how rhetoric can inaccurately warp public perception.

https://en.wikipedia.org/wiki/Bully_(video_game)

Battlefield 1 Trailer Rhetorical Analysis

The preview for Xbox’s Battlefield 1 game, is clearly created to look like a movie trailer, with the exception that we are also invited to interact with the action. The trailer persuades us to partake in the actions of the game through a few different strategies. The first being a perspective strategy. Since the commercial is seen through a first-person perspective, it feels like we are already a vital part of the game, thus making us feel important and needed within the game. The next approach appeals to our emotions through the portrayal of action and crises, set to a remixed version of The White Stripes “Seven Nation Army.” This song acts as a battle call, and, mixed with the chaos, is intended to amp up our adrenaline. The realistic graphics also make the game feel as real as possible. Because it simulates actual historical events as well, perhaps there is the appeal of time-travel in that we as players could potentially recreate historic battles. All of these approaches succeed in bringing us as close as we can into the story, before we even pick up our controllers to play.

Weekly Rhetorical Analysis 2

Polybius as a Cultural Artifact

The Boogeymen of urban legends exist only in the minds of those that understand and contribute to them. As a result, they reflect the fears, doubts, and morbid curiosity of those communities that create them. Polybius may not exist, but its story gives an interesting insight video game culture and the suspicions of those outside of it.

Polybius is not a creature or demon out to terrorize unsuspecting victims. It is an arcade game that draws children in willingly, making it all the more insidious. Further, it’s known for its addictive qualities, sending players into a fervor as crowds awaited for their turn to play.

This part of the Polybius myth echos parental fears during the arcade boom of the 80s. Video games were demonized, with arcades frequently compared to casinos or bars. Skeptics feared that children’s enthusiasm for gaming was the result of harmful addiction.

Grand Theft Auto IV

Ruch, Adam W. “Grand Theft Auto IV.” Games and Culture, vol. 7, no. 5,                2012, pp. 331–348., doi:10.1177/1555412012454221.

This article accomplishes a few tasks. It briefly discusses the difficulty of defining a game, but mostly covers the environment found within Grand Theft Auto IV, the fictional Liberty City. Beyond this, the article attempts to define the blurred boundaries of Grand Theft Auto’s relationship with reality, satire, and modernism. The article references other forms of media and links them to the themes of Grand Theft Auto IV’s, such as relating the stream-of-consciousness writings of Virginia Woolf to Grand Theft Auto IV’s open-world gameplay. The article notes that “For Woolf and the other modernists, it is not the goal to tell better stories with better narratives, but to better capture the experience of life by escaping the concept of narrative entirely,” which is akin to the non-linear aspects of Grand Theft Auto.

http://journals.sagepub.com.proxy-wcupa.klnpa.org/doi/pdf/10.1177/1555412012454221

Annotated Bib: Polybius

https://en.wikipedia.org/wiki/Polybius_(video_game)

Polybius is an urban legend surrounding an arcade game that supposedly had a limited run in select northwestern arcades during the early 80s. The game’s existence has been hinted at in video game message boards and websites since the early 2000s, but no reliable physical evidence has ever been provided by those claiming to own it.

The story goes that in 1981 Polybius was created by a fringe government research group, as a method to test the potential for videogames to stimulate and influence the player’s mind. After claims that those who played Polybius suffered from amnesia, night terrors, and hallucinations, the game suddenly disappeared from all arcades in a massive cover-up.

The gameplay itself is also shrouded in mystery, but a few second hand accounts describe Polybius as a space shooter with puzzle-like elements. The sensory experience is often described as psychedelic, composed mainly of vector graphics of colorful shapes, and with a soundtrack of loud dissonant synthesizers.

 

Weekly Research 2

Przybylski, Andrew K, et al. “The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be.” Sage Journals, vol. 23, no. 1, 2012, pp. 69–76. Sage Premier.
http://journals.sagepub.com.proxy-wcupa.klnpa.org/doi/pdf/10.1177/0956797611418676

With this article, the authors of the article study how the creation of a fictitious self in a video game serves as an appealing experience in which someone can literally place themselves inside a game and give them the attributes they seem fitting. The various authors also dive into the idea of a person putting themselves into a game to create their “ideal self”. With research being conducted by the group, they were able to find that when the player had come to see their game version of themselves in the light of this “ideal self”, the more the player was to enjoy the gaming experience.

Weekly Research 1

Conway, Steven. “Avastars: The Encoding of Fame within Sport Digital Games.” Playing to Win : Sports, Video Games, and the Culture of Play, 12 Jan. 2015, pp. 133–151. Ebook Central – Proquest.
http://ebookcentral.proquest.com/lib/wcupa/reader.action?docID=1865436

In this article, Conway talks about how in sports video games they can be made to deal as though you’re in the actual game and/or playing as a famous athlete over a multitude of games. He covers how a particular character in a game that represents a real life player of that sport, has been made to mirror that of the real life athlete in not only appearance, but also in the ways in which they interact in the gaming world. He also talks about how a player of the video game must already know the actual rules of the sport of the game they are playing, or they will quickly begin to learn the real life rules.

Weekly Research – Week 2

https://www.destinythegame.com/home

Three years after the initial release of Destiny 1, Destiny 2 is far different from it’s predecessor. A common complaint of Destiny 1 was the lack of story and the repeated play. Multiple missions consisted of the same layout over and over; find a certain object, defend it while it’s analysed, and boom – rewards. Besides solo campaign missions, there was also competitive multiplayer, co-op strikes which are longer, more difficult missions, and raids which are even longer missions with incredible bosses and painstaking puzzles. The majority of the game was based around team work and puzzle solving where some times those lines blur. In Destiny 2, the teamwork aspect has been dialed up to 11. Certain factors have been changed in the multiplayer to make cooperative fighting more prevalent and required in the game. The soon to be released raid in Destiny 2 will also amplify the need for teamwork among fire-team members for teams up to six. Teamwork is the main source of reward in the game whereas the best rewards come from the modes with the most amount of teamwork needed.

 

Weekly Research 1

Anne R. Richards. “Gaming/Writing and Evolving Forms of Rhetorical Awareness Potentials of Interactive Digital Media for Democratic Classrooms.” Pedagogy, vol. 12 no.3, 2012.

This article discusses the potential gaming has as a writing topic in to learn and discuss democratic learning in a new light. It offers a distinction between “game” and “gaming”, and compares a learning environment such as a classroom to a communicative gaming environment which can also be a learning setting. Two interviews are presented in the article with expert student-gamers. It discusses gaming and writing, and the different ways one can learn how to play a certain game whether it be through the visuals of the game and instincts of the player, or through a textual tutorial.

Weekly Research Week 2

Nicholson, Scott. “Reframing Gaming.” American Libraries, vol. 39, no. 7, 2008, pp. 50–51. JSTOR, www.jstor.org/stable/25650027.

This article examines the role that games play within libraries. It is noted that games have been included in libraries since the 1800s (where they were more traditional, like cricket). Gaming can, in fact, create a community of people from different backgrounds who come together for a common goal/purpose. What is interesting is that this article reframes gaming as “participatory storytelling,” in that the creator of the game sets up the story, and we as players participate in exploring the story. There seems to be a commonality amongst the articles I have come across, and that is the argument that games allow us to engage with an atmosphere that we would not normally be present in, and explore this as a different type of social interaction.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/25650027.pdf?refreqid=excelsior%3A03b5fc5f08ea0bc4b7bc376669c8ba97

Hayley Annino

Weekly Research 9/9

Super Smash Brothers Melee for the Nintendo GameCube is still one of the most popular and played games of all time. In the game, players play as one of 26 characters who fight using different moves specific to their character and the original Nintendo game that they are from. Smash Bros, or Smash as avid fans call it, has gained a very competitive fan base with players participating in tournaments since the early 2000’s. Since it’s release in 2001, the game also has become a point of technical analysis for game-play, with techniques like wavedashing, l-cancelling, shield dropping, etc. While not the very first game in the Smash Bros series, with other games on Nintendo 64, Wii, and WiiU, Melee has stood the test of time as the most perfected of the four games, not including a mod of Super Smash Bros Brawl called Project M which mimics Melee physics while containing the Brawl platform.

https://www.ssbwiki.com/Super_Smash_Bros._Melee

Rhetorical Analysis 2: Your Mom Hates This

Evan Cowgill

ENG 400

Dr. Cream

7 September 2017

Rhetorical Analysis 2: Your Mom Hates This

 

Link for Reference: https://youtu.be/nKkPFDEiC6Q

In their commercial, “Your Mom Hates Dead Space 2”, Visceral Games (the main developer) and EA Games (the publisher and most likely culprit for this advertisement) try to assert that Dead Space 2 is a game so violent and horrific that every player’s mother is going to hate it.  The commercial is broadcast with the intention of convincing young games that their mom’s disapproval is the reason why they should buy Dead Space 2 – or any game for that matter.

It starts with several video clips of moms reacting to footage of gameplay, immediately setting the stage in this way before the game has even been shown.  No room is allowed for other interpretation of the gameplay, because it is entirely framed by the disgust present on the participating mom’s faces.  Following this introduction, a deep-voiced narrator speaks over a frenzied series of clips from Dead Space 2 with a potent slogan: “It’s revolting; it’s violent; it’s everything you love in a game, and your mom’s gonna hate it.”  I can’t help but think of Heather Chaplin’s warning against games that rely solely on violence for incentive to buy and play, as they increase the danger of inorganic imbalance in the game industry.

Weekly Research; Runescape

4) Significant game:

Forward, Jordan. “Why Menaphos is the most important Runescape update in four years.” PC Games News, Steam, 5 June 2017, www.pcgamesn.com/runescape/menaphos-runescape-update. Accessed 7 Sept. 2017

This article discusses the importance of one of the forefronting MMO’s (Massively multiplayer online-game), Runescape. MMO’s feature many different styles and formats, and date back to the mid 90’s, however, Runescape, founded and released in 2001, exists as a MMORPG (Massively multiplayer online role-playing game). It’s online presence quickly exploded and has since come to define a generation not only technologically, but also rhetorically. Being able to directly interact with one another online bred face to face conversations with peers via their shared interest. This specific article details a massive change the MMO recently undertook, one that could potentially revive not only the platform, but also the connectivity it encourages. Fostering the childhood antics of many current adults, it was a construct wherein freedom and interaction were rampant.

BioShock Infinite

http://bioshock.wikia.com/wiki/BioShock_Infinite

      BioShock Infinite has players assume the role of Booker DeWitt as they are given one simple but mysterious ultimatum: “Give us the girl and wipe away the debt.”  Booker, who initially seems like just a mercenary or disgraced employee, is thrust (back) into the world of Columbia — a floating, Dixie-esque dystopia in the sky invented by a dual-bodied physicist named Lutece and run by a “prophet” named Zachary Hale Comstock — in order to find a girl named Elizabeth, Comstock’s daughter.  However, BioShock Infinite has its name for a reason: the game plays around with multiverse theory, and, by the game’s end, DeWitt discovers that he is both himself and Comstock (the game’s villain) simultaneously, as the world runs on a looping system in which DeWitt becomes Comstock over and over again through the deliverance of Elizabeth (also his daughter, logically).  With this realization, players soon find themselves to be equally responsible for the creation of and participation in the system of Columbia.

Rhetorical Analysis 1: Nature Valley

Evan Cowgill

ENG 400

Dr. Cream

4 September 2017

Rhetorical Analysis: Nature Valley Commercial

Link for Reference: https://youtu.be/1XDVDyDJ3s0

      This commercial for Nature Valley’s snack bars, aptly entitled “Would your kids respond in the same way as these kids? Raises an interesting” by the YouTube user who posted it, argues that humanity is losing touch with nature (The Great Outdoors) as each generation of kids chooses their leisure-time activities.  Nature Valley claims that modern technology is to blame for this phenomenon.

      Delicately dramatic music breathes emotion into the audio’s background as Nature Valley showcases a series of elderly people answering the question of what they did for fun during their childhood.  Their answers are stories full of wonder and excitement, fishing and fending off bears.  Then, abruptly (even menacingly), the music stops as a sample of today’s children respond to the question with non-anecdotal answers like video games, texting, and somehow e-mail.  The elderly and oh-so-wise stars of the commercial shoot knowing glances at the camera as the children’s parents cry and express their fear for the future.  Then, the music returns — this time, more hopeful — as Nature Valley connects their brand of snack bar to one simple solution: Rediscover the Joy of Nature.  Be sure to try their newest flavor, Appeal to Tradition.

Ruggill, Judd Ethan and Ken S. McAllister. Gaming Matters: Art, Science, Magic, and the Computer Game Medium. University of Alabama Press, 2011. Print.

Ruggill, Judd Ethan and Ken S. McAllister. Gaming Matters: Art, Science, Magic, and the Computer Game Medium. University of Alabama Press, 2011. Print.

Written by professional collectors of computer games, this book asserts that games are both broad and plastic.  Following such a claim, they commit the same definition to the term “play”, as well, since they hold it as the language of video games.  Therefore, every game that comes out is a response to the structure of this language, each game asking players to assume certain perspectives, whether they’ve seen these viewpoints before or not.  This book continues to explore the relationship between play, games, and the world around them.

http://ebookcentral.proquest.com/lib/wcupa/reader.action?docID=835624

Ryan, Marie-Laure. Narrative as Virtual Reality 2: Revisiting Immersion in Literature and Electronic Media. Baltimore: John Hopkins University Press, 2015. Print.

Ryan, Marie-Laure. Narrative as Virtual Reality 2: Revisiting Immersion in Literature and Electronic Media. Baltimore: John Hopkins University Press, 2015. Print.

This book aims to examine the interplay between interaction with a text and subsequent immersion for the reader, viewer, player, etc.  Marie-Laure Ryan argues that video games, as an emerging medium, establishes the connection between textual interactivity and immersion, which increases the text’s narrativity as a result.  This assertion is further elaborated on by examples of video games (particularly Online RPG’s) that place the player in vividly constructed worlds where players must navigate a society of other members.

https://sshelco-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=01SSHELCO_WCHESTER_ALMA21122517660003573&context=L&vid=WCHESTER&lang=en_US&search_scope=default_scope&adaptor=Local%20Search%20Engine&tab=default_tab&query=any,contains,video%20gaming%20rhetoric&offset=0

 

Dark Souls

Dark Souls: http://darksouls.wiki.fextralife.com/Dark+Souls+Wiki

A medieval fantasy RPG that sends players on a quest to light the fire (continuing the gods’ dominion over life and curing the curse of man), which can only be reached after finding a way through each labyrinthian, trap-laden area of the game’s expansive world and defeating a series of difficult bosses.  This is all the information that the player is presented with in plain sight, however.  The real richness and complexity of the game’s storyline can be found almost entirely in the descriptions of in-game items (weapons, armor-sets, scrolls, shards, etc.) that players are left to interpret (and draw connections between) in the way they see fit, but players could just as well not read any of these descriptions and just enjoy the game as a dungeoneering, boss-slaying RPG without any substantial storyline, too.  That’s the magic of Dark Souls, as players are sent on a quest that they don’t fully understand and possibly never will, as they can also refuse to light the fire at the end of the game (essentially choosing to forfeit the identity of mankind yet grant them power over life and death and the gods) — an equally sordid solution to the one offered to the player at the game’s start.  Thus, players must choose between fire (meaning) and darkness (freedom).  Dark Souls aims to convey an ambiguous, yet somehow understood, message about life and its origin, meaning, and lack thereof.

Weekly Rhetorical Analysis

Isabela Granic excels in her article “The Benefits of Playing Video Games” by defending common arguments against video games with research, statistics and facts. Certain platitudes such as “Video games promote laziness in children” are proven wrong by citing controlled research surrounding video games. This challenges the so-called common knowledge about video games with actual and proven facts. A factor that makes the article seem more modern and reliable is that the research that’s sited utilizes games such as Halo and Call of Duty. Both franchises have had installments in the last two years keeping the collected data fresh and up to date. As if more direct evidence was needed for the benefits of video games, Granic cites certain video games that have the primary purpose of teaching in a more entertaining manner; this concept is called “gamification”. A game called Re-Mission is a game utilized to teach child cancer patients about their illness. By citing impactful, intriguing, and emotional citations throughout the article, Granic teaches the reader in a simply understandable manner about the benefits of video games.

Granic, Isabela, et al. “The Benefits of Playing Video Games.” American Psychologist, vol. 69, no. 1, Jan. 2014, pp. 66-78. EBSCOhost. http://web.a.ebscohost.com/ehost/pdfviewer/pdfviewer?vid=2&sid=2353a274-0752-41cd-84ad-72068349ea16%40sessionmgr4006

Weekly Research 9/5

Shaffer, David Williamson, et al. “Video Games and the Future of Learning.” The Phi Delta Kappan, vol. 87, no. 2, 2005, pp. 104–111. JSTOR, www.jstor.org/stable/20441942.

This article argues that videogames can be an important tool in learning, especially since we are coming into an age where so much of the way we interact and engage is digitized. As a new type of social interaction, video games let the players “participate in new worlds” (105) and allows he or she to engage in new roles that otherwise could not be experienced by him or her. This helps the player learn and grow, especially if these games are catered to something specific (critical thinking, team-building, etc.). Ideally, games will evolve to include specific practice in fields of study like medicine or architecture, while building communities of gamers as well. This article looks at gaming as a positive asset to learning, and a transformative practice.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/20441942.pdf?refreqid=excelsior%3A9191a35a4b8c0766aefda25ceddeb1c1

Hayley Annino

Weekly Research

Granic, Isabela, et al. “The Benefits of Playing Video Games.” American Psychologist, vol. 69, no. 1, Jan. 2014, pp. 66-78. EBSCOhost. http://web.a.ebscohost.com/ehost/pdfviewer/pdfviewer?vid=2&sid=2353a274-0752-41cd-84ad-72068349ea16%40sessionmgr4006

In this article, Isabela Granic explores the benefits surrounding video games for children. She finds that through playing video games, four separate domains of child development are amplified: cognitive, motivational, emotional, and social. She also cites different video games that are directly attempting to teach children useful skills later in life, such as surgical techniques.

Weekly Analysis 1

Tania Smith’s definition of rhetoric basically claims that it is human communication used in a strategic manner in order to persuade or inspire another human (although there could probably be an argument that rhetoric can also be used on the self, though I digress). She claims that rhetoric is used by everyone, even though some people try to give it a negative connotation. This was of particular interest to me, since it implies that most people conflate rhetoric with propaganda (which, in itself, is rhetoric). Smith additionally points out that act of defaming rhetoric would additionally be an example of the usage of rhetoric, since it’s an attempt to deliberately influence the ideals of others.

Smith tries to make the assertion that rhetoric is best used for good purposes. While that is a noble goal, I believe that rhetoric is neutral, without begin inherently good or evil. Smith attempting to convince the reader that rhetoric ought to be used for good purposes is in itself an interesting usage of rhetoric in a piece about rhetoric.

Rhetorical Analysis 1 – 9/4

In Tania Smith’s article title, “What is Rhetoric”, helps define the word ‘rhetoric’ in the simplest terms. As the article continues on from her initial base work of defining rhetoric, she explores the facets and ways in which everybody directly and or indirectly uses. Smith notes that rhetoric must be defined by its “function, not by a communication medium, topic, or social location.” Smith does a proficient job at properally explaining the basis to that of rhetorical communication whether that be writing, proclaiming a speech, seeing a poster, or even sending out a tweet to your 500 followers. Although Smith does not delve to deep into the details of rhetoric’s history and the ins and outs of the different discourses and aspects of rhetoric, she is able to very effectively lay-out the framework of rhetoric in layman’s terms.

When asked to rhetorically analyze an underlining function of Smith’s article, I believe she’s essentially laying a base for the reader to go on and further explore the function of rhetoric in everyday life situations. She even ends the article with a Wiki link to rhetoric and will continuously revisit the article to answer questions down in the comment section.

Maxwell Randolph

Rhetorical Analysis 1

Smith uses words and phrases such as, “most people, everyday, every topic” to emphasize how much we use rhetoric without even realizing it. This causes the reader to recall times and instances they used their communication skills to convey information or persuade in their own way. She also uses everyday functions of today’s society such as social media, music and more to emphasize the everyday use and importance of rhetoric. She uses these many examples to say that rhetoric is broad in it’s definition, but unique in that it is meticulous on what it’s function is in a certain setting.

Smith uses her own communication skills to convey what rhetoric is. Therefore, does everyone’s definition of rhetoric differ because of our own way of communicating and explaining things to others? Some may say rhetoric is how people use words to convey and persuade; however, Smith opens up the definition to visuals and how they are also used to convey and persuade.

Rhetorical Analysis Week 1

In “What is Rhetoric?” the author is employing rhetorical strategies for functions beyond the obvious objective of defining rhetoric. In particular, the author attempts to establish her credibility as a member of the academic community, thereby strengthening her authority on the subject of rhetoric.

The author begins by noting the many varying definitions of rhetoric, but authors her own definition, “as a scholar of rhetoric.” While she does link to a Stanford webpage, which now redirects to the homepage, most of her argument stems from her own definition. This implies the authority held by the author on the subject of rhetoric.

Further, the author also replies to feedback, answering questions in definite terms, again implying her authority on the subject. In this instance, however, she interacts directly with her audience, breaking the barrier between author and audience, who she feels qualified to educate.
This article contains many large assertions, such as the definition of rhetoric and its most moral method of use. The very publishing of the article functions to establish the author’s credibility on the subject of rhetoric.

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.

Rhetorical Analysis 9/4/17

Smith succinctly details her own definition of what rhetoric is, including the various cons and pros to the discourse, along with how it functions en masse, generally. However, she fails to denote with any real accuracy the actual substance with which she is creating purposeful literature. She fails to see rhetoric as a potentially global and temporal currency, instead focusing on the divisive natures and “should nots” of said institution. Her definition does not account for the adhering and connective aspect of rhetoric. Though she does mention the ever pervasive and often overlooked nature of everyday rhetoric, along with the stigmas that educated rhetoric carries, she does not highlight the great potential that said discourse holds and stores. If rhetoric can be and is any endless forms of communication, then why not focus on that unfettered network? It of course goes without saying that any and every discourse will face barriers and judgments, but rather than investigate those walls so closely, instead extrapolate on what one currently has in the hopes of glimpsing a more connected “possibility”. For there is an unformed possibility of the future, immediate and distant, that exists for every thing present, and to harness that knowledge, to accept the infinite potentiality and delve into the world of rhetoric itself, with that open ended mindset, would be infinitely more altruistic and enlightening. Overall, Smith fails to explain the vast tethering aspect of rhetoric, with her definition focusing too much on what she currently has concretely, not what we all could have potentially.

-Brittany DuPhily

Rhetorical Analysis 9/4

Simple and to the point, Smith’s definition of rhetoric is one that every reader can understand. However, as her text progresses, its purpose shifts and expands to include a variety of different views on rhetoric. By offering varying opinions on the topic, it seems as though Smith wants to provide us with its many different facets so that we may come to our own conclusions and definitions…but that is not necessarily what she is doing. What Smith communicates is her belief that rhetoric, in its best form, “enhances” “truth” and “beauty.” She throws this in, a little more than halfway down the page, and then sandwiches it under bullet points headed by words like “deny” and “defame.” But this statement is neither denial or defamation of rhetoric, it exemplifies the beauty of it. Therefore, I think that at the heart of her argument, Smith uses our emotions to persuade us into believing, I gather, what she believes is the best form and function of rhetoric: one which “enhances” “truth” and “beauty.” She wants the reader to believe this too, as she strategically places it at the center of her text without explicitly placing it in her defintion.

Hayley Annino

Rhetorical Analysis 1 9/4

Smith’s definition of rhetoric functions as a way of denying and defaming those who she claims “deny and defame [rhetoric]”, implying that such individuals that are anti-rhetoric are hypocritical, and use rhetoric the most. In implying this, Smith argues that anti-rhetoricians are the ones that use rhetoric in the most effective fashion. The almost oxymoronic nature of rhetoric is never overtly mentioned by Smith, but is implied through the connection of two of her main points in her article.

When Smith mentions the most effective rhetoric being that which is not consciously applied, it is directly related to the type of people she discusses when she says that people who are against rhetoric use it all the time. Although Smith does not have these ideas directly placed next to each other in her article, simple logic allows readers to draw the conclusion that she see’s rhetoric as counterproductive to those who view it in a negative light.

If this is true that those who are against rhetoric can be the most effective at using it, that then must mean that those who are conscious of their use will be far less effective, at least if going by what Smith has presented in this article.

-Elliott Bennett

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