The judgment of procedural rhetoric

This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotel...

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Main Author: Ferrari, Simon
Published: Georgia Institute of Technology 2010
Subjects:
Online Access:http://hdl.handle.net/1853/33915
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spelling ndltd-GATECH-oai-smartech.gatech.edu-1853-339152013-01-07T20:35:45ZThe judgment of procedural rhetoricFerrari, SimonGame designPlaySpatial designVideo gamesProcedural rhetoricComputer gamesVirtual realityRole playingPersuasion (Rhetoric)Video gamesThis thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotelian enthymeme--an incomplete argument--that one completes through play; however, I argue that the dominant rhetoric intended by a team of game designers is subject to manipulation through player choice. Discrete structures within the play experience cause the meaning-making possibilities of a game object to pullulate in a number of directions. Procedural rhetoric is not comprehended or created when reflected back upon after play: we interrogate it, piece it together, and change it through play. If rules are how the designers express themselves through videogames, then the player expresses herself by forming a personal ruleset--a modus operandi or ethical system--in response to the dominant rhetoric. Furthermore, game space is not merely the place where this dialectic occurs; it also embodies a ruleset in the way it organizes objects and directs the flow of play. The thesis proposes a model by which games, which are "half-real" according to theorist Jesper Juul, can be judged intersubjectively--that is, in a way that accounts for the objectivity of their rulesets and the subjectivity of player experience. By fully understanding the dynamic between the three procedural influences of rules, space, and identity, we can learn more about designing persuasive game systems and enhance the possibilities of subversive play.Georgia Institute of Technology2010-06-10T16:56:53Z2010-06-10T16:56:53Z2010-04-08Thesishttp://hdl.handle.net/1853/33915
collection NDLTD
sources NDLTD
topic Game design
Play
Spatial design
Video games
Procedural rhetoric
Computer games
Virtual reality
Role playing
Persuasion (Rhetoric)
Video games
spellingShingle Game design
Play
Spatial design
Video games
Procedural rhetoric
Computer games
Virtual reality
Role playing
Persuasion (Rhetoric)
Video games
Ferrari, Simon
The judgment of procedural rhetoric
description This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotelian enthymeme--an incomplete argument--that one completes through play; however, I argue that the dominant rhetoric intended by a team of game designers is subject to manipulation through player choice. Discrete structures within the play experience cause the meaning-making possibilities of a game object to pullulate in a number of directions. Procedural rhetoric is not comprehended or created when reflected back upon after play: we interrogate it, piece it together, and change it through play. If rules are how the designers express themselves through videogames, then the player expresses herself by forming a personal ruleset--a modus operandi or ethical system--in response to the dominant rhetoric. Furthermore, game space is not merely the place where this dialectic occurs; it also embodies a ruleset in the way it organizes objects and directs the flow of play. The thesis proposes a model by which games, which are "half-real" according to theorist Jesper Juul, can be judged intersubjectively--that is, in a way that accounts for the objectivity of their rulesets and the subjectivity of player experience. By fully understanding the dynamic between the three procedural influences of rules, space, and identity, we can learn more about designing persuasive game systems and enhance the possibilities of subversive play.
author Ferrari, Simon
author_facet Ferrari, Simon
author_sort Ferrari, Simon
title The judgment of procedural rhetoric
title_short The judgment of procedural rhetoric
title_full The judgment of procedural rhetoric
title_fullStr The judgment of procedural rhetoric
title_full_unstemmed The judgment of procedural rhetoric
title_sort judgment of procedural rhetoric
publisher Georgia Institute of Technology
publishDate 2010
url http://hdl.handle.net/1853/33915
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