Monday, November 1, 2010

Research: The Rhetoric of Video Games

Article Reviewed: The Rhetoric of Video Games by Ian Bogost

One of challenges of bringing the study of a video games into the realm of academic discourse is attempting to define the academic ontology that video games can be studied under.  Computer science is an obvious choice, as are fields that study human computer interactions (i.e. psychology, neurology, computer engineering), media studies, and the effects of video games on children.  Philosophers and rhetoricians also seem to have a stick in this fight, examining games as some sort of combination of narrative medium and rhetorical play. One of the more seminal arguments for game under this interpretation is presented by Ian Bogost in "The Rhetoric of Video Games."

Bogost argues that video games present a new form of rhetoric, "procedural rhetoric," that, in the case of video games, is a subset of digital rhetoric and visual rhetoric. Illustrating his point by citing games such as Rockstar Studios Bully,"...models the social environment of high school through an expressive system of rules, and makes a procedural argument for the necessity of confrontation;" and Will Wright's Spore, which "subtly arguing through its game play that the spread of life in the universe is most likely caused by sentient beings transporting other creatures from star to star."

I find that there are three profound implications to Bogost's essay, two that he names and one that he does not. First, as Bogost writes, "...playing video games is a kind of literacy... that helps us make or critique
the systems we live in." Second, "By teaching...arguments in procedural form—even simple ones like models of their everyday life—video games can become a carrot medium for both programming and expression." The final implication, that Bogost does not overtly mention, but can be derived from his work, is that video games merit the same forms of study and criticism as other forms of rhetoric. Video games are just as susceptible to critical inquiry as literature or film and gaming elements, like literary elements (i.e. syntax, metaphor) or visual elements (i.e. composition, color), are just as due for analysis and study. Conventions of genre and form in video games should and will become principle to cultural and social understanding of the medium.

For my own research, I found it interesting that Bogost on multiple occasions cited Plato and his use of allegory to make rhetorical arguments about behavior and perception.  To contrast and place video games next to classical forms of rhetorical discourse says a great deal about what video games may be capable of in terms of "education" in the most classical sense of the word. That said, of course, I find no closer real world analog to Plato's Cave Allegory than the contemporary living room, with its large screen TVs, XBOX's, Blue Ray players, and 24/7 cable programming feeds.  The more things change, the more they stay the same.

References
Bogost, Ian. (2008). The rhetoric of video games. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (117-140). Cambridge, MA: The MIT Press.

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