Comparative Procedural Rhetoric

1545 Words4 Pages

Empty, Meaningless Video Games: Comparative Procedural Rhetoric Analysis The world has changed immensely in the way we teach, learn, and play. A lot of people in the world currently have a technological device, and those devices include computers, laptops, video game systems and cellular phones. These devices have changed the way we learn or have taught. Instead of going to a classroom and reading paper books we can take classes online and use eBooks. Our play has changed from being outside as much as possible to playing video games indoors. Procedural Rhetoric can be used to understand what the meaning or argument of video games. I believe that procedural rhetoric can be used to determine the argument of most video games, but it will not …show more content…

According to author Ian Bogost in the article, The Rhetoric of Video Games says, “when we talk about making claims or arguments about things, we enter the domain of rhetoric, the field of communication that deals with persuasive speech” (123). Bogost determined that there are many rhetorical strategies being used today. Those strategies include visual, written and digital rhetoric, but those strategies do not encompass the procedure and dynamics of video games (124-125). Bogost goes on to suggest, Procedural rhetoric for the practice of effective persuasion and expression using processes. Since assembling rules together to describe the function of systems produces procedural representation, assembling particular rules that suggest a particular function of a particular system characterizes procedural rhetoric… Procedural rhetoric affords a new and promising way to make claims about how things work... Video games do not simply distract or entertain with empty, meaningless content. Rather, video games can make claims about the world. …show more content…

Some of those games could include, Candy Crush Saga, Bejeweled and Charm King. Those games contradict Bogost’s statement: “Video games do not simply distract or entertain with empty, meaningless content” (125). The purpose of these games is to match three colors or more by swapping two items, and get enough points to pass a level. There is no hidden meaning or argument of substance that could be argued from a gamer standpoint. Take Candy Crush Saga for example, in this game once you match three or more pieces they disappear or create a new one with special abilities, but the replacement pieces fall randomly, as seen in fig 4. When you first start the games are so easy and you fly through the level, and times you may be able to be strategic, but that is luck of the replacement pieces. As the levels increase you will see repeats of layout with a minor change, multiples time to make it a more difficult. To me this shows lack of substance and ingenuity. There is an addictive quality and sense of accomplishment when passing levels, but I do not think that alone proves it can apply to procedural rhetoric. Trying to determine an argument from a developer standpoint is even harder. When accessing the candycrushsaga.com website you are bombarded by colorful childish images and it sends you to a completely different site to get any meaningful content about the

More about Comparative Procedural Rhetoric

Open Document