Monday, September 15, 2008

Thesis/Outline RED

Thesis:
While both games are intended to expose immoral corporate practices, the McDonald's game is far more effective.

Outline:
1:Intro to paper
2:Body of the work
  • The visual appearance of the two games.
  • The point of view it takes
  • The actual content each game

How they present factual information about companies

  • The gameplay

3:Closing of argument

How these play into "ethos", "pathos", and "logos."

Monday, September 8, 2008

Airport Security-RED

"Airport Security" seems to be a persuasive game intended to reject current security practices in many airports. It appeals to the logos of the player by showing how arbitrarily the banned items can change. They can range from the possibly nefarious, like a container of liquid, to the completely inocuous, like the plush doll. The game also makes an apeal to the pathos of the player by being extremely frustrating. It constantly changes the rules of the game and doesn't allow the player to give items back, ensuring eventual failure. The combination of the pointless item bans and the severe frustration factor are all intended to show flaws, severely embellished ones at that, in the current airport security system.

Wednesday, September 3, 2008

"Stop the Pork"

This game is an persuasive game that tries to use humor and information to influence political allignment of the player. The first thing the player is comfronted with is the absurdity and simplicity of the McCain logo shooting the word "Veto" at floating pigs. After each level the player is then given facts about legislative spending supported by the different presidential candidates. The game sets the users up with the ease of play then hits them with a political message. It tries to use logos to convince the players by using facts and statistics of the different spending patterns of the candidates to vote for McCain based on their pocketbooks.

Darfur Is Dying- Red

"Darfur Is Dying" is a perfect example of an persuasive game using rhetoric. It uses pathos to create shock and outrage towards the situation in Darfur. When the game first begins the player is told to pick a character, and when he or she tries to pick the adult male it forces them to choose the female or one of the children. This is obviously intended to add to the horror of the situation because if the player loses they must deal with the capture of a young child or woman while it would be less horrifying if an adult man who many would say would be more capable of defending himself against attacks. As the game progresses the player prompted to send messages to politicians or demonstrate on campus. The horror is intended to force political action on the part of the player based on emotion.