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Algorithms Pushed Me to the Dark Side:
Questions for Procedural Rhetoric
Erik Champion, Faculty of Humanities
Algorithms Pushed Me to the Dark Side
• Ian Bogost (2007) defined
procedural rhetoric as ‘a
practice of using processes
persuasively.’
• But, are c. games unique?
• Useful for design /critique of
serious games?
• Or better employed as a
recalibrated meta-epistemic
theory of serious games?
http://bogost.com/books/persuasive_games/
My expertise in Procedural Rhetoric??
https://en.wikipedia.org/wiki/Casio_FX-702P
Book
Biased questions for PR
1. PR or criticism and dissection of PR?
2. Is it successful if people can dissect/deconstruct PR?
3. Too formalist?
4. How does PR work with agency?
5. Is Rhetoric empty argument? How does PR differ to Gamification?
6. Traditional rhetoric is speech +writing and oratory also spatial? Can
sequentially experienced art be PR? Karnak, Acropolis?
7. Rhetoric depends on memory, how does it work in people with different
cognitive load and with different strategies/game-play, learning
modalities?
8. What if you want characters to drive PR? (Like competing archaeological
theories)
9. Can it be work with real-world input and physical computing?
10. How does it relate to the 3 ways of designing /playing historical games?
1. Problem With ‘Rhetoric’
• Rhetoric has a negative connotation.
• In Arguing well, John Shand (2002) declared ‘Logic must be sharply
distinguished from what might generally be called rhetoric… rhetoric is not
committed to using good arguments.’
• Rhetoric involves the art of persuading, not necessarily the art of opening
up games as vehicles of critical discourse (Chaplin 2011)
• Aristotle (dialectical reasoning=universal truths & then rhetoric) vs. Plato
(sophists employ empty rhetoric).
• Components: Inventio (discovery of arguments), dispositio, elocutio,
memoria, and pronuntiatio develop convincing and compelling arguments
• Anc. Greeks were their own lawyers!
http://www.newsgaming.com/games/index12.htm
2. PR de=sign or critical method?
• Aim of PR: design or
understand the design
of PR in computer
games?
• Similar as problem to
epistemic games-
epistemic or
epistemological?
• What is success?
Defined by whom?
3. Too formalist?
• Sicart: ‘The proceduralists take their
starting point in Murray’s statement
that digital games are unique, among
other things, because of their
procedural nature (Murray, 1998),
that is, because they are processes
that operate in way that is akin to
how computers operate.’
• ‘Proceduralists claim that players, by
reconstructing the meaning
embedded in the rules, are
persuaded by virtue of the games’
procedural nature.’
• But ‘Play belongs to players, and the
games’ meaning resides in the
actions of players.’
• But players often distort or
misunderstand the rules!
• Are game designers authors?
September 12: Not a game
Games definitions: challenge?
• A rule-based formal system with a variable and quantifiable outcome,
where different outcomes are assigned different values, the player exerts
effort in order to influence the outcome, the player feels attached to the
outcome, and the consequences of the activity are optional and
negotiable. (Juul 2003, para 15).
• A system in which players engage in an artificial conflict, defined by rules,
that results in a quantifiable outcome. (Salen and Zimmerman, 2004).
• A challenge that offers up the possibility of temporary or permanent tactical
resolution without harmful outcomes to the real world situation of the
participant (Champion, 2006).
• NB Virtual environments have constraints and affordances while games have
risks and rewards.
Difficult to separate game from play
Rules of the game =the rules of the designer
=the rules of the player?
Essence of the game as rules-based system?
A rule-based system can be random, changing,
and open to change by the player.
Flanagan (2013): critical game play ==willful
subversion of the rules, avant-garde art as
exemplars.
Tronstad (2010) review: Critical play “means
to create or occupy play environments and
activities that represent one or more
questions about aspects of human
life…characterized by a careful examination of
social, cultural, political, or even personal
themes that function as alternates to popular
play spaces. […] games as “situations with
guidelines and procedures” (p. 7) and as
“social technologies” (p. 9).
4. Agency: PR strips it away?
• Michael Mateas –procedural literacy
• Janet Murray -one feature of digital
games is their procedural nature
• Sicart: “The proceduralists take their
starting point in Murray’s statement
that digital games are unique, among
other things, because of their
procedural nature (Murray, 1998),
that is, because they are processes
that operate in way that is akin to
how computers operate.”
• Answer: .’games create complex
relations between the player, the
work, and the world via unit
operations that simultaneously
embed material, functional, and
discursive modes of representation
(Bogost, 2006, p.106).
5. Too Similar to Gamification?
• [1]the addition to websites and learning environments of quantifiable actions that can be
ranked and processed (and information stored), with immediate and vastly exaggerated
feedback and graphically designed in the idiom of well-known computer game genres.
• [2] The use of game-based rules structures and interfaces by corporations “to manage and
control brand-communities and to create value”, this definition reveals both the attraction of
gamification to business and the derision it has received (Fuchs 2013).
• USEFULNESS: Task performance can be graphically rewarded and socially shared and
proponents have argued that gamification can provide deeper, richer and more engaging
learning (Schoech et al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014).
• Task performance can be graphically rewarded and socially shared and proponents have
argued that gamification can provide deeper, richer and more engaging learning (Schoech et
al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014).
• Many opposed to it (Bogost 2011b; Deterding et al. 2011b; Fuchs 2014).
Major features:
1. Has some goal in mind, the player works to achieve
2. Has systematic or emergent rules and
3. Is considered a form of play or competition
6. Uniqueness? Spatiality?
3D of WWII prompts memories Little Big Planet
http://www.mediamolecule.com/blog/article/kareems_tal
k_from_learning_without_frontiers_2011/
UPF-SPECS Lab, Barcelona
7. Memory and Learning Style
• What is the role of
memory and explicit
understanding in
gameplay?
• Do different types of
players necessitate
different forms of
rhetoric and is this
incorporated into PR
theory / design?
8. Character-driven PR?
Renaissance-Wander and Chat NPC-oriented quests/narrative
http://steamcommunity.com/sharedfiles/file
details/?id=15566&searchtext=legacy
9. Physical Data input?
Bodily Experiences-smell Indirect Biofed Environments
http://www.dead-mens-eyes.org/
10. Historical/Role-playing games
Serious Games-Playing the past PublicVR-The Egyptian Temple
http://publicVR.org OR video at
http://vimeo.com/25901467
Conclusion: Responses to PR
Counter-Arguments
• Strong negative connotations but also specific terms for speaking & writing.
• PR: applied to game design OR understanding of game design?
• Success is? Shares issue with epistemic games-cannot lead horse to water.
• Ironically shares features with Gamification (but can be fruitfully resolved)?
Parameters
• Unclear how it works with different levels of agency.
• Unclear how unique it is in relation to procedurally experienced art forms.
• Unclear how it works with different cognitive loads, strategies, learning modalities.
• Needs more work in terms of variable biofeedback and other variable input.
Possibilities
• What if you want characters to drive PR? (E.g. competing archaeological theories).
• It could drive the design of historically contested places and environments and
simulations of historical interpretations but the theory needs more work.
Key References
Bogost, Ian, Persuasive Games: The Expressive Power of Videogames,
Cambridge, MA: The MIT Press, 2007).
Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of
Games: Connecting Youth, Games, and Learning (pp. 117–140). Cambridge,
MA:: The MIT Press.
Bogost, I. (2008). Unit operations: An approach to videogame criticism: MIT
Press.
King, M. Procedural Rhetoric:Analyzing Video Games. Retrieved 24 March, 2014,
from http://www.dwrl.utexas.edu/old/content/procedural-rhetoric-analyzing-
video-games
Reid, A. (2010, 11 March). post-procedural rhetoric and serious games.
Retrieved from http://alex-reid.net/2010/03/postprocedural-rhetoric-and-
serious-games.html
Thominet, L. (2012). Procedural Rhetoric. Retrieved 24 March, 2014, from
https://sites.google.com/site/composingvideogames/six-levels-of/level-4-
critical-game-studies/procedural-rhetoric
Treanor, M., & Mateas, M. (2009). Newsgames: Procedural rhetoric meets
political cartoons. Digital Games Research Association-DIGRA, 2009.
Sicart, M. (2011). Against Procedurality. Game Studies the international journal
of computer game research, 11(3), online. Retrieved from Gamestudies website:
http://gamestudies.org/1103/articles/sicart_ap
Aiken, S. F., & Talisse, R. B. (2014). Why We Argue (And How We Should): A
Guide to Political Disagreement. New York: Routledge.
Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing
the depth of student understanding using a collaborative e-learning
environment. International Journal of Continuing Engineering Education
and Life Long Learning, 23(3), 213-228.
Bogost, I. (2011). Gamification Is Bullshit. The Atlantic. Retrieved from The
Atlantic website:
http://www.theatlantic.com/technology/archive/2011/08/gamification-is-
bullshit/243338/
Bogost, I. (2011). Gamification is bullshit. Ian Bogost blog, 8, 2011.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification.
using game-design elements in non-gaming contexts. Paper presented at the
CHI'11 Extended Abstracts on Human Factors in Computing Systems.
Flanagan, M. (2010). Creating Critical Play. In R. Catlow, M. Garrett, & C.
Morgana (Eds.), Artists Re: thinking Games (pp. 49-53). Liverpool: Liverpool
University Press.
Flanagan, M. (2013). Critical Play Radical Game Design. Cambridge MA: The MIT
Press.
Frasca, G. (2003). Simulation versus narrative. The video game theory reader,
221-235.
Fuchs, M. (2014). Gamification as twenty-first-century ideology. Journal of
Gaming & Virtual Worlds, 6(2), 143-157.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?--A
Literature Review of Empirical Studies on Gamification. Paper presented at the
System Sciences (HICSS), 2014 47th Hawaii International Conference on.
Shand, J. (2002). Arguing well. London: Routledge.
Shelton, B. E., & Wiley, D. A. (Eds.). (2007). The Design And Use Of Simulation
Games In Education: Sense Publishers.
Stansbury, M. (2013, 19 August). Why you should care about gamification in
higher education. Blog Retrieved from http://www.ecampusnews.com/top-
news/gamification-higher-education-028/

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Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric

  • 1. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric Erik Champion, Faculty of Humanities
  • 2. Algorithms Pushed Me to the Dark Side • Ian Bogost (2007) defined procedural rhetoric as ‘a practice of using processes persuasively.’ • But, are c. games unique? • Useful for design /critique of serious games? • Or better employed as a recalibrated meta-epistemic theory of serious games? http://bogost.com/books/persuasive_games/
  • 3. My expertise in Procedural Rhetoric?? https://en.wikipedia.org/wiki/Casio_FX-702P
  • 5. Biased questions for PR 1. PR or criticism and dissection of PR? 2. Is it successful if people can dissect/deconstruct PR? 3. Too formalist? 4. How does PR work with agency? 5. Is Rhetoric empty argument? How does PR differ to Gamification? 6. Traditional rhetoric is speech +writing and oratory also spatial? Can sequentially experienced art be PR? Karnak, Acropolis? 7. Rhetoric depends on memory, how does it work in people with different cognitive load and with different strategies/game-play, learning modalities? 8. What if you want characters to drive PR? (Like competing archaeological theories) 9. Can it be work with real-world input and physical computing? 10. How does it relate to the 3 ways of designing /playing historical games?
  • 6. 1. Problem With ‘Rhetoric’ • Rhetoric has a negative connotation. • In Arguing well, John Shand (2002) declared ‘Logic must be sharply distinguished from what might generally be called rhetoric… rhetoric is not committed to using good arguments.’ • Rhetoric involves the art of persuading, not necessarily the art of opening up games as vehicles of critical discourse (Chaplin 2011) • Aristotle (dialectical reasoning=universal truths & then rhetoric) vs. Plato (sophists employ empty rhetoric). • Components: Inventio (discovery of arguments), dispositio, elocutio, memoria, and pronuntiatio develop convincing and compelling arguments • Anc. Greeks were their own lawyers! http://www.newsgaming.com/games/index12.htm
  • 7. 2. PR de=sign or critical method? • Aim of PR: design or understand the design of PR in computer games? • Similar as problem to epistemic games- epistemic or epistemological? • What is success? Defined by whom?
  • 8. 3. Too formalist? • Sicart: ‘The proceduralists take their starting point in Murray’s statement that digital games are unique, among other things, because of their procedural nature (Murray, 1998), that is, because they are processes that operate in way that is akin to how computers operate.’ • ‘Proceduralists claim that players, by reconstructing the meaning embedded in the rules, are persuaded by virtue of the games’ procedural nature.’ • But ‘Play belongs to players, and the games’ meaning resides in the actions of players.’ • But players often distort or misunderstand the rules! • Are game designers authors? September 12: Not a game
  • 9. Games definitions: challenge? • A rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. (Juul 2003, para 15). • A system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. (Salen and Zimmerman, 2004). • A challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant (Champion, 2006). • NB Virtual environments have constraints and affordances while games have risks and rewards.
  • 10. Difficult to separate game from play Rules of the game =the rules of the designer =the rules of the player? Essence of the game as rules-based system? A rule-based system can be random, changing, and open to change by the player. Flanagan (2013): critical game play ==willful subversion of the rules, avant-garde art as exemplars. Tronstad (2010) review: Critical play “means to create or occupy play environments and activities that represent one or more questions about aspects of human life…characterized by a careful examination of social, cultural, political, or even personal themes that function as alternates to popular play spaces. […] games as “situations with guidelines and procedures” (p. 7) and as “social technologies” (p. 9).
  • 11. 4. Agency: PR strips it away? • Michael Mateas –procedural literacy • Janet Murray -one feature of digital games is their procedural nature • Sicart: “The proceduralists take their starting point in Murray’s statement that digital games are unique, among other things, because of their procedural nature (Murray, 1998), that is, because they are processes that operate in way that is akin to how computers operate.” • Answer: .’games create complex relations between the player, the work, and the world via unit operations that simultaneously embed material, functional, and discursive modes of representation (Bogost, 2006, p.106).
  • 12. 5. Too Similar to Gamification? • [1]the addition to websites and learning environments of quantifiable actions that can be ranked and processed (and information stored), with immediate and vastly exaggerated feedback and graphically designed in the idiom of well-known computer game genres. • [2] The use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received (Fuchs 2013). • USEFULNESS: Task performance can be graphically rewarded and socially shared and proponents have argued that gamification can provide deeper, richer and more engaging learning (Schoech et al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014). • Task performance can be graphically rewarded and socially shared and proponents have argued that gamification can provide deeper, richer and more engaging learning (Schoech et al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014). • Many opposed to it (Bogost 2011b; Deterding et al. 2011b; Fuchs 2014). Major features: 1. Has some goal in mind, the player works to achieve 2. Has systematic or emergent rules and 3. Is considered a form of play or competition
  • 13. 6. Uniqueness? Spatiality? 3D of WWII prompts memories Little Big Planet http://www.mediamolecule.com/blog/article/kareems_tal k_from_learning_without_frontiers_2011/ UPF-SPECS Lab, Barcelona
  • 14. 7. Memory and Learning Style • What is the role of memory and explicit understanding in gameplay? • Do different types of players necessitate different forms of rhetoric and is this incorporated into PR theory / design?
  • 15. 8. Character-driven PR? Renaissance-Wander and Chat NPC-oriented quests/narrative http://steamcommunity.com/sharedfiles/file details/?id=15566&searchtext=legacy
  • 16. 9. Physical Data input? Bodily Experiences-smell Indirect Biofed Environments http://www.dead-mens-eyes.org/
  • 17. 10. Historical/Role-playing games Serious Games-Playing the past PublicVR-The Egyptian Temple http://publicVR.org OR video at http://vimeo.com/25901467
  • 18. Conclusion: Responses to PR Counter-Arguments • Strong negative connotations but also specific terms for speaking & writing. • PR: applied to game design OR understanding of game design? • Success is? Shares issue with epistemic games-cannot lead horse to water. • Ironically shares features with Gamification (but can be fruitfully resolved)? Parameters • Unclear how it works with different levels of agency. • Unclear how unique it is in relation to procedurally experienced art forms. • Unclear how it works with different cognitive loads, strategies, learning modalities. • Needs more work in terms of variable biofeedback and other variable input. Possibilities • What if you want characters to drive PR? (E.g. competing archaeological theories). • It could drive the design of historically contested places and environments and simulations of historical interpretations but the theory needs more work.
  • 19. Key References Bogost, Ian, Persuasive Games: The Expressive Power of Videogames, Cambridge, MA: The MIT Press, 2007). Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (pp. 117–140). Cambridge, MA:: The MIT Press. Bogost, I. (2008). Unit operations: An approach to videogame criticism: MIT Press. King, M. Procedural Rhetoric:Analyzing Video Games. Retrieved 24 March, 2014, from http://www.dwrl.utexas.edu/old/content/procedural-rhetoric-analyzing- video-games Reid, A. (2010, 11 March). post-procedural rhetoric and serious games. Retrieved from http://alex-reid.net/2010/03/postprocedural-rhetoric-and- serious-games.html Thominet, L. (2012). Procedural Rhetoric. Retrieved 24 March, 2014, from https://sites.google.com/site/composingvideogames/six-levels-of/level-4- critical-game-studies/procedural-rhetoric Treanor, M., & Mateas, M. (2009). Newsgames: Procedural rhetoric meets political cartoons. Digital Games Research Association-DIGRA, 2009. Sicart, M. (2011). Against Procedurality. Game Studies the international journal of computer game research, 11(3), online. Retrieved from Gamestudies website: http://gamestudies.org/1103/articles/sicart_ap Aiken, S. F., & Talisse, R. B. (2014). Why We Argue (And How We Should): A Guide to Political Disagreement. New York: Routledge. Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment. International Journal of Continuing Engineering Education and Life Long Learning, 23(3), 213-228. Bogost, I. (2011). Gamification Is Bullshit. The Atlantic. Retrieved from The Atlantic website: http://www.theatlantic.com/technology/archive/2011/08/gamification-is- bullshit/243338/ Bogost, I. (2011). Gamification is bullshit. Ian Bogost blog, 8, 2011. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. Paper presented at the CHI'11 Extended Abstracts on Human Factors in Computing Systems. Flanagan, M. (2010). Creating Critical Play. In R. Catlow, M. Garrett, & C. Morgana (Eds.), Artists Re: thinking Games (pp. 49-53). Liverpool: Liverpool University Press. Flanagan, M. (2013). Critical Play Radical Game Design. Cambridge MA: The MIT Press. Frasca, G. (2003). Simulation versus narrative. The video game theory reader, 221-235. Fuchs, M. (2014). Gamification as twenty-first-century ideology. Journal of Gaming & Virtual Worlds, 6(2), 143-157. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?--A Literature Review of Empirical Studies on Gamification. Paper presented at the System Sciences (HICSS), 2014 47th Hawaii International Conference on. Shand, J. (2002). Arguing well. London: Routledge. Shelton, B. E., & Wiley, D. A. (Eds.). (2007). The Design And Use Of Simulation Games In Education: Sense Publishers. Stansbury, M. (2013, 19 August). Why you should care about gamification in higher education. Blog Retrieved from http://www.ecampusnews.com/top- news/gamification-higher-education-028/

Editor's Notes

  1. The FX-702P is a Pocket Computer, manufactured by Casio from 1981 to 1984.[1]
  2. Juul (2003, para. 15).