Friday, September 23, 2016

Your Friends are Horrible People

(This post contains adult content and might be considered offensive to certain groups)

Procedural rhetoric is a fascinating branch of rhetoric that encompasses “the practice of using processes persuasively,” (Bogost 28) and is a subset of the field that we had not even considered previous to reading Bogost’s Procedural Rhetoric. He goes on to explain that “its arguments are made not through the construction of words or images, but through the authorship of rules of behavior.” What does this mean, precisely? One way this persuasiveness is put into action is through games, such as Cards Against Humanity, a purposely distasteful card game intended for a partying audience. The game successfully fosters an environment where offensiveness is not only acceptable but rewarded. Terribly caustic and inappropriate phrases and jokes presented during the game would be immediately balked at and rejected outside of play. Under the premise of a fun party atmosphere where such behavior is unpunished, however, players’ moral standards quickly dissipate. Whether it was the intention or not, the game reveals to players how “horrible” they are and have the potential to be, given the right circumstances. Moral code is not so steadfast.



If the name isn’t enough to convince you of the blunt purpose of the game, look at what it says on the box of the game before it is even opened up: “A game for horrible people.” In fact, the creators’ website includes single worded reviews such as “horrible” and “bad”. One word says it all as they advertise these reviews to build the reputation of the game, adding to the “horrible” environment as people play. The creators also exploit the bad reputation further by allowing others to contribute more “bad ideas”. Though arguably the game’s main purpose, like all games, is to entertain, it also creates an atmosphere that brings out the dark side in everyone. It's main genius is using humor to do so.

The object of the game is to collect the most black “statement” cards. Players must learn to choose white “response” cards that appeal to the judge. The judge chooses the white card they like the best or find the most amusing, and the corresponding player obtains the black card for that round. This creates an interesting psychological twist as players attempt to appeal to each other’s darker psyches, regardless, perhaps, of their own moral background or standards.



One of the most persuasive procedures of the game is that the longer you play, the more desensitized you become. There really is no end in sight unless players have the miraculous patience to go through all 90 black cards and 460 white cards in one sitting. In a way, it’s like one of those amazing road trips where you get to know everyone on a more personal level. The longer that you're in the car with your friends and the more fast food that is eaten on the way, the smellier everyone gets. It may start out smelling awful but the longer everyone is on the ride together, the more desensitized everyone gets to the bad smell until finally you leave the car, realizing just how clean the air is outside. In Cards Against Humanity, innocent ‘moral’ people will squirm at some of the cards used like “Masturbation” and “Nipple blades.”  However, the longer the game is played the less ‘evil’ things seem. Soon the true purpose of the game alights in the eyes of all players, desperate to be the winning card. And since ‘everyone is doing it’ there’s no longer a sense of judging that usually holds people back from bringing out their worst sides.

On a similar note, the game does not hold back when it comes to response cards. For example, not every player will approve of the card “Pac-man uncontrollably guzzling cum,” but it is included in the game anyway. When “Kids with ass cancer” is an option, “Tasteful sideboob” seems perfectly mild. This lack of un-offensive card options lowers the player’s inhibitions and helps the creators’ accomplish their goal.



Another intriguing aspect to the game that undoubtedly contributes to the player’s propensity to behave offensively, is the relative anonymity involved. This is especially true when larger groups of people play, which is common given that it is marketed as a party game. When players add their own despicable answers to the mix for the judge to choose, unless their card is selected, no one knows they put it down. This concept adds an element of risk and excitement to the game as well. People are more likely to lay down wildly distasteful and hilarious cards because the risk for repercussions (i.e. being “caught”) are lower. 

In what many would consider a politically correct society, this game has no place. Perhaps that is what has made the game so successful. It is a stress release, or rather, a tool that facilitates the release of the offensive and overly sexual in a way that can be laughed at but also invites discussion. This was almost certainly part of what the creators’ hoped to accomplish with the game. As Bogost’s states, “Each unit operation in procedural representation is a claim about how part of the system it represents does, should, or could function,” (Bogost 36). For all the reasons cited above, it is clear that the game has successfully utilized procedural rhetoric to help players have fun, invite discussion, and demonstrate that (in the right environment) anyone can be a “horrible” person.

Also be sure to check out Daniela's post on procedural rhetoric at http://danielapensatroppo.blogspot.com



Saturday, September 10, 2016


Movie Critics: A Rhetorical Analysis



When it comes to movie review websites, we’re spoilt for choice. Many of these review websites (such as Rotten Tomatoes and Metacritic) aggregate the works of various critics from around the globe. In doing so, they hope to give the would-be movie goer a better sense of what they can expect from said movie. Another important component of these sites is their audience/user reviews. In the past, I have largely discounted the opinions expressed in user reviews, but I’m not entirely sure why. This thought occurred to me while browsing the Metacritic page for the new TV show Atlanta. To explore this question I will examine an article for the Salt Lake Tribune by Scott Pierce and Metacritic user reviews. More specifically, I will examine the authors through the lens of Burke’s pentad.


We trust a doctor because she has had many years of schooling to get to that point. For similar reasons we might trust a movie critic, but there is no degree a critic can brandish that says “Best critic in the class.” This is a component of Burke’s agent element. Pierce, who has been working for SLT since 2010, has had time to hone his craft.


While the user reviews may have been written by a renowned novelist (unlikely), the users’ true identities are hidden behind pseudonyms like btbrotherton and ChildishFroakie. These names and the anonymous nature of the internet give us no assurances of the seriousness or credibility of the reviews. By contrast, publishing his review in an established paper gives Pierce more ethos, or credibility. This is the agency element of Burke’s pentad.


However, there are different ways to examine these reviews because, while Pierce is credible, the users may be more relatable in an everyman sort of way. So, while a movie-goer might value the experience of Pierce, she might have more in common with ReubenIsAGod. The best critic will, in fact, be the critic whose personal biases parallel that of the reader and can convey that in a well written review. Usually, I still find professional critic reviews to be the most useful (persuasive), but it's ultimately up to the reader to decide whose review is most helpful. Either way, you should really check out Atlanta on FX…it’s pretty great.


http://www.metacritic.com/tv/atlanta
http://www.sltrib.com/blogs/tv/4321032-155/tuesday-on-tv-donald-glovers-atlanta


Also, be sure to check out my classmates block for more rhetorical insights
Amy: realrhetoricalrantings.blogspot.com
Elli: thisismyblog24601.blogspot.com