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Beyond button-pushing: a look at suasion in gameplay through player, memory, and the rhetoric of gameplay

dc.contributorEdwards, Janis L.
dc.contributorHanda, Carolyn
dc.contributor.advisorBennett, Beth Susan
dc.contributor.authorHakima, Aliyah M.
dc.contributor.otherUniversity of Alabama Tuscaloosa
dc.date.accessioned2017-03-01T14:36:27Z
dc.date.available2017-03-01T14:36:27Z
dc.date.issued2010
dc.descriptionElectronic Thesis or Dissertationen_US
dc.description.abstractThis study explores the connection between the rhetorical canon of memory and gameplay as a rhetorical activity. Gameplay is discussed as a form of computer-mediated communication, or CMC, that is decidedly ethical. Gameplay is composed of an external memory system, lectio, and meditatio. This study includes implications for both rhetorical and coercive gameplay structures. This study conceptualizes gameplay through Barry Brummett's post-modern epistemology as an intersubjective rhetorical activity between game designers and players, where players experience an observational looping effect. This study uses Sonja K. Foss' method of Generative Criticism complemented by Giorgio Agamben's method of Archeology in order to study gameplay as a rhetorical construct. Four videogames, Super Mario Brothers 3, World of Warcraft, America's Army 3, and Grand Theft Auto IV: Liberty City are analyzed using the memoria concepts of lectio and meditatio discussed by Mary Carruthers. This study finds that gameplay is a form of rhetorical communication between game designers and players that is virtual and humanistic. Gameplay entails a phenomenologically situated player who is embodied in physical technology and a hermeneutically disclosed rule system. Meaning between players and game designers is established intersubjectively through the act of playen_US
dc.format.extent195 p.
dc.format.mediumelectronic
dc.format.mimetypeapplication/pdf
dc.identifier.otheru0015_0000001_0000428
dc.identifier.otherHakima_alatus_0004M_10403
dc.identifier.urihttps://ir.ua.edu/handle/123456789/933
dc.languageEnglish
dc.language.isoen_US
dc.publisherUniversity of Alabama Libraries
dc.relation.hasversionborn digital
dc.relation.ispartofThe University of Alabama Electronic Theses and Dissertations
dc.relation.ispartofThe University of Alabama Libraries Digital Collections
dc.rightsAll rights reserved by the author unless otherwise indicated.en_US
dc.subjectCommunication
dc.titleBeyond button-pushing: a look at suasion in gameplay through player, memory, and the rhetoric of gameplayen_US
dc.typethesis
dc.typetext
etdms.degree.departmentUniversity of Alabama. Department of Communication Studies
etdms.degree.disciplineCommunication Studies
etdms.degree.grantorThe University of Alabama
etdms.degree.levelmaster's
etdms.degree.nameM.A.

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