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...
| Publicado en: | Journal for Cultural Research Vol. 22; no. 3; pp. 310 - 325 |
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| Formato: | Artículo |
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Taylor & Francis Ltd
Sep2018
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=133588133&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 133588133 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 14797585 QMJ jtl: Journal for Cultural Research issn: 14797585 maglogo: Y pubinfo: dt: Sep2018 vid: 22 iid: 3 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 133588133 10.1080/14797585.2018.1553672 ppf: 310 ppct: 15 formats: fmt: – @attributes: type: T – @attributes: type: P size: 1.1MB tig: atl: Procedural monsters: rhetoric, commonplace and 'heroic madness' in video games. aug: 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- sug: 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. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Journal for Cultural Research is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Journal for Cultural Research holder: Taylor & Francis Ltd dt: @attributes: year: 2018 holdings: @attributes: islocal: N |
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