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This article explores the concept of procedural rhetoric and its role in gaming, focusing on topics such as difference, identity, and procedure. It examines how games can be used to convey ideas and create persuasive arguments through interactive processes.
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Difference and Procedure Bogost, Alexander et al., Bunce et al., Blackmon and Terrell, Branscum and Quickert, Takayoshi
Procedural • “For my purposes, procedural expression must entail symbol manipulation, the construction and interpretation of a symbolic system that governs human thought or action… Because computers function procedurally, they are particularly adept at representing real or imagined systems that themselves function in some particular way—that is, that operate according to a set of procedures.” (5)
Procedural Tropes: action sequences that produce results consistently (interface logics, and input/output logics) • Operational Logics: standardized or formalized unit of operations that take on common roles in multiple procedural representations. • Graphical Logics (movement, gravity, collision detection) • Textual Logics (bots, text generation to move plot
“Procedural representation is significantly different from textual, visual, and plastic representation. Even though other inscription techniques may be partly or wholly driven by a desire to represent human or material processes, only procedural systems like computer software actually represent process with process. This is where the particular power of procedural authorship lies, in its native ability to depict process.” (14)
Rhetoric • Classical concepts: Forensic Rhetoric, Dialectic, Epideictic • Creating a form: “Rhetorics of all types assume a particular approach to effective expression, whether it be oral, written, artistic, or otherwise inscribed.” • Visual (where is the conversation?) • Digital (separates content from process) • Hence, Procedural Rhetoric
Procedural Rhetoric • “procedural rhetoric is the practice of using process persuasively, just as verbal rhetoric is the practice of using oratory persuasively and visual rhetoric is the practice of using images persuasively. Procedural rhetoric is a general name for the practice of authoring arguments through processes… Following the contemporary model, procedural rhetoric entails expression—to convey ideas effectively.”
“Procedural rhetoric is a subdomain of procedural authorship; its arguments are made not through the construction of works or images, but through the authorship of rules of behavior, the construction of dynamic models. In computation, those rules are authored in code, through the practice of programming.”
SO PLAY! “play is the free space of movement within a more rigid structure.” Salen and Zimmerman (42)
Game Examples • http://www.mcvideogame.com/ • http://pbskids.org/dontbuyit/ • http://www.thegrocerygame.com/ • http://www.deanforamericagame.com/ • And More: http://www.bogost.com/
Daisy and Daisy Response • http://www.youtube.com/watch?v=X8NFb-2umvQ&feature=related • http://www.youtube.com/watch?v=kYk5MNjYhmk&feature=related
Alexander et al., Bunce et al., Blackmon and Terrell, Branscum and Quickert, Takayoshi, Boyd, Williams GAMING LIVES IN THE 21ST CENTURY
Alexander, McCoy and Velez (167) • Sexuality and Game Play • Heteronormative procedures? • Separation of avatar/self • Early RPG’s and Jean • Military • How can we respond? How do we talk back?
Bunce, Herbert and Collins • Learning Difference • Alternate Literacies • Creating an identity of success: Gee Identity Principle
My own interchapter • “learning which involves taking on and playing with identities in such a way that the learner has real choice (in developing the virtual identity) and ample opportunity to mediate on the relationship between new identities and old ones. There is a tripartite play of identities as learners relate, and reflect on, their multiple real-world identities, a virtual identity, and a projective identity.” (207)
Blackmon and Terrell • Race and gaming • Procedure and identity • Choice and self reflection • Gee “the virtual self is constructed in such a way that learners learn not only about the domain but about themselves and their current and potential capabilities” (208) • Herz “…you have to accept the designer’s values and assumptions, at least for the duration of the game.” (212)
Branscum and Quickert • Mature Gamers • Recognizing the impact of life long learning styles • Accessing systems of leadership and big picture thinking • Developmental verses Stimulating…?
Takayoshi • Gender and gaming • Gender and procedure? • How do “girls game” • Problematic
Writing Intensive Games • Play and apply Procedural Rhetoric Model? • OR Design a WIG: • What would this look like? • How do we compose using/supporting specific procedures? • Fun work…? • How do we recognize difference in gaming? In procedure? In procedural rhetoric?