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the mechanic is not the (whole) message Procedural Rhetoric Meets Framing in Train and Playing History 2 Sebastian Deterding (@dingstweets) Digital Creativity Labs, University of York DiGRA/FDG 2016, August 3, 2016 cb
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The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2

Apr 16, 2017

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Page 1: The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2

the mechanic is not the (whole) message Procedural Rhetoric Meets Framing in Train and Playing History 2 Sebastian Deterding (@dingstweets) Digital Creativity Labs, University of York DiGRA/FDG 2016, August 3, 2016 cb

Page 2: The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2

<0> introduction

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“Procedural rhetoric is the practice of using processes persuasively …. Each unit operation in a procedural representation is a claim about how part of the system it represents does, should, or could function.”

ian bogost, persuasive games, 2007, 28, 36

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“Rules control the meaning of the game, and players, by following rules, create the meaning that is already predetermined by the designer(s). For the proceduralists, a game means what the rules mean… Players are important, but only as activators of the process that sets the meanings contained in the game in motion.”

miguel sicart, against procedurality, 2011

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“Videogames represent in the gap between procedural representation and individual subjectivity. The disparity between the simulation and the player’s understanding of the source system it models creates a crisis in the player. I named this crisis simulation fever, a madness through which an interrogation of the rules that drive both systems begins. Procedural rhetoric also produces simulation fever. It motivates a player to address the logic of a situation in general ... Players are persuaded when they enter a crisis in relation to this logic.”

ian bogost, persuasive games, 2007, 332-333

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“Rather than producing assent, ... the game [Howard Dean for Iowa] produces deliberation, which implies neither immediate assent nor dissent. Like literature, poetry, and art, videogames cannot necessarily know their effects on individual players.”

ian bogost, persuasive games, 2007, 329, 339

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jfk reloaded, traffic games, 2004

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“Although the designers encourage player’s to re-create the assassination as realistically as possible, no player was able to re-create the event successfully within the constraints of reported history. Given that JFK Reloaded had an explicit persuasive goal – to affirm the Warren Commission report and disprove conspiracy theories – it would appear to be a retorical failure. But emergent features in the game’s design facilitate other interpretations, suggesting that the developer’s stated goal was a ruse meant to inspire new perspectives on the historical event itself.”

ian bogost, persuasive games, 2007, 133-134

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How and why do different players come to different understandings of the same procedural rhetoric?

research question

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Blindly focusing on outcomes and following rules (as in gameplay) leads you to dehumanise the people affected by your actions.

the (meta-)mechanical message

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game no. 1: train, brenda brathwaite, 2009

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game no. 1: train, brenda brathwaite, 2009

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audience responses

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media responses

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game no. 2: playing history 2: slave trade, serious games interactive, 2013

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game no. 2: playing history 2: slave trade, serious games interactive, 2013

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game no. 2: playing history 2: slave trade, serious games interactive, 2013

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audience responses

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audience responses

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reader responses

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WHY?

same rhetoric, opposite reaction

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1. Genre as contextual framing 2. Contextual travel of meta-media 3. Visual framing

three interconnected answers

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<1> contextual framing

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genres as normative and epistemic frames

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What is accepted and expected in …

genres as normative and epistemic frames

educational games for children

artworks for adults

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train: expressive medium/art for adults

• Single physical copy • Presented at art

galleries, universities • Always accompanied by

author guiding follow-up debate

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ph2: edugame for 8-14 year olds in school

• Digital copies • Distributed through

Danish schools • Accompanied by

educational material for teachers

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critiques by audience

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controversional topics: known and expected … in art

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complicit subject position: challenging but not unknown … in art

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<2> contextual travel of

meta-media

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released & announced on steam/twitter outside educational context

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educational framing doesn’t appear here

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in-game framing doesn’t appear in screenshot

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how ph2 travelled through twitter & the media

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games travel culturally as meta-media

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<3> visual framing

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visual framing shapes understanding

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visual framing shapes understanding

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what everyone saw of ph2 in the media

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how train travelled through the media

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what everyobody saw of train in the media

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carefully considered & managed visual framing

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summary

1. Genres as contextual frames affect what content and form are expected and appropriate. Thus, activated genre frames shape how a game is interpreted.

2. Games regularly travel through culture and make meaning as (easily decontextualised) meta-media.

3. Visual framing shapes how audiences perceive intended authorial and reader stance toward a game.