Video Game Interactive Rhetoric

Document Type

Panel Presentation

Start Date

21-4-2017 9:15 AM

End Date

21-4-2017 10:30 AM

Keywords

video, games, interaction, rhetoric, Symbolic Interaction, Theory, Resident, Evil, Her, Story, Doom, Controller

Biography

This study theorizes how video games can communicate to a player (specifically an inexperienced player) on how to play the game through rhetoric exclusive to video games.

Major

Public Communication

Advisor for this project

Camilla Brammer

Abstract

Abstract

The Purpose of the Research:

This theorizes how video games utilize their own rhetoric to communicate to the player. Specifically, how can a video game teach an inexperienced person how to play a game?

The Scientific or Scholarly Rationale:

There isn’t much scholarly evidence on this subject. However, there are theories that can be applied to this research such as Mead’s Symbolic Interaction Theory. There are outside sources that discuss this such as Developer’s Conferences, YouTube channels dedicated to explaining how video games work and their rhetoric.

YouTuber named Mark Brown in his show “Game Maker’s Toolkit”

Developer Harvey Smith (Co-Designer of Deus Ex and Dishonored)

Steven Swink’s Book “Game Feel”

The Procedures to be Performed:

The study will be examining small sections of three different games. Resident Evil (Remake), Doom (2016), and Her Story. The study will focus on different aspects of each game by recording footage of my gameplay. After recording my gameplay of all three titles, I will apply theories and research into each game and evaluate how each game teaches the player the mechanics and how to navigate the game’s digital space.

The Risks and Potential Benefits of the Research:

There are no risks as there are no human subjects, just individualized theory application to content in a specific type of media.

Complete Inclusion/Exclusion Criteria (may be submitted separately if extensive):

Video games that uniquely communicate to the player by video game rhetoric

Games that rely exclusively on other mediums or texts for communication.

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Apr 21st, 9:15 AM Apr 21st, 10:30 AM

Video Game Interactive Rhetoric

Abstract

The Purpose of the Research:

This theorizes how video games utilize their own rhetoric to communicate to the player. Specifically, how can a video game teach an inexperienced person how to play a game?

The Scientific or Scholarly Rationale:

There isn’t much scholarly evidence on this subject. However, there are theories that can be applied to this research such as Mead’s Symbolic Interaction Theory. There are outside sources that discuss this such as Developer’s Conferences, YouTube channels dedicated to explaining how video games work and their rhetoric.

YouTuber named Mark Brown in his show “Game Maker’s Toolkit”

Developer Harvey Smith (Co-Designer of Deus Ex and Dishonored)

Steven Swink’s Book “Game Feel”

The Procedures to be Performed:

The study will be examining small sections of three different games. Resident Evil (Remake), Doom (2016), and Her Story. The study will focus on different aspects of each game by recording footage of my gameplay. After recording my gameplay of all three titles, I will apply theories and research into each game and evaluate how each game teaches the player the mechanics and how to navigate the game’s digital space.

The Risks and Potential Benefits of the Research:

There are no risks as there are no human subjects, just individualized theory application to content in a specific type of media.

Complete Inclusion/Exclusion Criteria (may be submitted separately if extensive):

Video games that uniquely communicate to the player by video game rhetoric

Games that rely exclusively on other mediums or texts for communication.