The Rhetoric of Videogames as Embodied Practice: Procedural Habits

Author:   Steve Holmes
Publisher:   Taylor & Francis Ltd
ISBN:  

9780367890902


Pages:   274
Publication Date:   10 December 2019
Format:   Paperback
Availability:   In Print   Availability explained
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The Rhetoric of Videogames as Embodied Practice: Procedural Habits


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Overview

"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."

Full Product Details

Author:   Steve Holmes
Publisher:   Taylor & Francis Ltd
Imprint:   Routledge
Weight:   0.453kg
ISBN:  

9780367890902


ISBN 10:   0367890909
Pages:   274
Publication Date:   10 December 2019
Audience:   College/higher education ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

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

Reviews

"""This book offers scholars in game studies and rhetoric and composition a much needed theoretical lens for examining how habit, or hexis, creates a rhetorical force in games."" – Rebekah Shultz Colby, University of Denver ""The Rhetoric of Videogames as Embodied Practice points us to a massive blind spot in the field of digital rhetoric—the mundane technologies that persuade us. The habits that emerge from our engagement with such technologies have not yet been a central concern to those studying rhetoric and digital games, and Holmes provides us with an impressive theoretical toolkit to remedy that problem."" --James Brown, Rutgers University-Camden ""In The Rhetoric of Videogames as Embodied Practice, Holmes provides an important, even transcendent perspective about how fields such as rhetoric, composition, and writing studies might study videogames in ways that go beyond traditional approaches that have often limited how and what videogames are studied."" --Sean Morey, University of Tennessee, Knoxville"


This book offers scholars in game studies and rhetoric and composition a much needed theoretical lens for examining how habit, or hexis, creates a rhetorical force in games. - Rebekah Shultz Colby, University of Denver The Rhetoric of Videogames as Embodied Practice points us to a massive blind spot in the field of digital rhetoric--the mundane technologies that persuade us. The habits that emerge from our engagement with such technologies have not yet been a central concern to those studying rhetoric and digital games, and Holmes provides us with an impressive theoretical toolkit to remedy that problem. --James Brown, Rutgers University-Camden In The Rhetoric of Videogames as Embodied Practice, Holmes provides an important, even transcendent perspective about how fields such as rhetoric, composition, and writing studies might study videogames in ways that go beyond traditional approaches that have often limited how and what videogames are studied. --Sean Morey, University of Tennessee, Knoxville


Author Information

Steve Holmes is Assistant Professor of English at George Mason University, USA

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