Procedural monsters: rhetoric, commonplace and 'heroic madness' in video games.

This paper draws on Ian Bogost's argument that video games constitute a form of 'procedural rhetoric', in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear repr...

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Publicado en:Journal for Cultural Research Vol. 22; no. 3; pp. 310 - 325
Autor principal: Grimwood, Tom
Formato: Artículo
Publicado: Taylor & Francis Ltd Sep2018
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Acceso en línea:Ver este registro en EBSCOhost
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        atl: Procedural monsters: rhetoric, commonplace and 'heroic madness' in video games.
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        au: Grimwood, Tom
        affil: Department of Health, Psychology and Social Studies, University of Cumbria, Lancaster, UK
      su:
        Video games & psychology
        Mental health
        Rhetoric
        Mediocrity
        Mental illness
        Bogost, Ian, 1976-
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        subj:
          Video games & psychology
          Mental health
          Rhetoric
          Mediocrity
          Mental illness
          Bogost, Ian, 1976-
      keyword:
        commonplace
        Madness
        mental health
        rhetoric
        video games
      ab: This paper draws on Ian Bogost's argument that video games constitute a form of 'procedural rhetoric', in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear representation, the paper instead identifies two persistent commonplace figures which appear within the genre: the monstrous double, and the reaching tentacle. While Bogost's notion of procedural rhetoric allows analysis to move away from the more facile interpretations of gameplay, the paper argues that these figures also demand an account of the commonplace itself - the rhetorical 'topic' - which links the technical structure of gaming procedures with the tropes and figures that enable them to make sense within their wider cultural context and tradition. While the figures of the double and the tentacle purposefully draw on existing tropes and processes associated with the cultural meanings of mental health, a rhetorical analysis of their use of commonplaces suggests that they are not simply recycling older clichés, but constitute a creative 'reobjectification' of madness.
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    language: English
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