Journal for Cultural Research 22 (3):310-324 (2018)

Authors
Tom Grimwood
Lancaster University
Abstract
ABSTRACTThis 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 healt...
Keywords No keywords specified (fix it)
Categories (categorize this paper)
DOI 10.1080/14797585.2018.1553672
Options
Edit this record
Mark as duplicate
Export citation
Find it on Scholar
Request removal from index
Revision history

Download options

PhilArchive copy


Upload a copy of this paper     Check publisher's policy     Papers currently archived: 65,636
Through your library

References found in this work BETA

Semiology and Rhetoric.Paul de Man - 1973 - Diacritics 3 (3):27.
The Meaning of Clichés.Tom Grimwood - 2016 - Diacritics 44 (4):90-113.

Add more references

Citations of this work BETA

No citations found.

Add more citations

Similar books and articles

Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
Locating the Wrongness in Ultra-Violent Video Games.David I. Waddington - 2007 - Ethics and Information Technology 9 (2):121-128.
Why Gamers Are Not Performers.Andrew Kania - 2018 - Journal of Aesthetics and Art Criticism 76 (2):187-199.
Video Games and Ethics.Monique Wonderly - 2018 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York, USA: Routledge. pp. 29-41.
Defending the Morality of Violent Video Games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.

Analytics

Added to PP index
2018-12-19

Total views
6 ( #1,113,702 of 2,462,256 )

Recent downloads (6 months)
1 ( #449,178 of 2,462,256 )

How can I increase my downloads?

Downloads

My notes