Rhetoric of Gaming
by Victoria Price
1. "Animal Crossing"
1.1. Economic aspects
1.2. Ecological aspects
1.3. Teaching tool
1.4. conducive to cultural discourse
2. Connotation of "play"
2.1. Misunderstanding: play interrupts learning/working
2.2. "play" in a mechanical sense (parallel to Bogost defintion)
2.3. Bogost redefines "play"
3. procedurality
3.1. process intensity
3.2. example of procedurality of a game
4. Rhetoric
4.1. visual rhetoric
4.2. procedural rhetoric
5. McDonalds Video Game
5.1. procedural rhetoric: processes of large corporations
6. gaming as a subject
6.1. not used as a study tool, but as a subject to be studied (as literature is studied and practiced)
7. ideology
7.1. America's Army as process rhetoric