The Rhetoric of Videogames as Embodied Practice Procedural Habits Routledge Studies in Rhetoric and Communication Series
Auteur : Holmes Steve
The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.
Introduction
Part I: Theorizing Procedural Habits
1. Persuasive Technologies in the Rhetoric of Videogames
2. From Persuasive Technologies to Procedural Habits
Part II: Thinking Persuasive Technologies Differently
3. Affective Design and the Captivation of Memory in First-Person Shooter
Videogames
4. Gamification and Suggestion Technologies (Kairos)Beyond Critique
5. Achieving Eudaimonia in Free-to-Play Social Media Games
6. The Habits of Highly Unsuccessful Nonhuman Computational Actors
7. The Materiality of Play as Public Rhetoric Pedagogy
Conclusion
Steve Holmes is Assistant Professor of English at George Mason University, USA
Date de parution : 12-2019
15.2x22.9 cm
Date de parution : 09-2017
15.2x22.9 cm
Thèmes de The Rhetoric of Videogames as Embodied Practice :
Mots-clés :
Procedural Habits; Videogame Rhetoric; game studies; Videogame Genre; digital media; Cow Clicker; rhetoric; Social Media Game; rhetorical studies; Fogg’s Persuasive Technologies; composition; Persuasive Technologies; digital rhetoric; gaming rhetorics; Persuasive Games; gaming literacies; Fogg’s Work; digital humanities; Habit’s Role; writing studies; Games Studies Researcher; Aristotle’s Hexis; Mundane Design Elements; Game Mechanics; Fps Game; Gps Capability; Affective Design; Geocaching Activities; Candy Crush Saga; Epistemic Rhetoric; Social Epistemic Rhetoric; Madden NFL; Interface Design Elements; Gps Tracking