Mission Statement

As Clemson composition students, we strive to uphold the values of Clemson University, maintain a high quality standard of writing, and successfully implement rhetorical strategies in our work.

Brison Hood

The Perfect Crime: By Peter Bozzo

“The Perfect Crime” by Peter Bozzo is an argumentative essay that our English 103 class was required to read. This reading is to help us with our project 5 paper that is based on an argument that we find most appealing. Hopefully this reading will help add support as well as help finish the overall development of our own argumentative paper.

The main argument that I saw was presented in the film: Paradise Lost; The Child Murders at Robin Hood Hills definitely does a great job of setting the scene for the audience about how the three teenagers are innocent and they are accused of murder. I feel that this was the scene that the author and producers wanted the audience to see as they want the suspense to build and allow for each audience member to formulate their own opinion. The filmmakers entered a pathological sphere and the author claimed that the information was not presented in a way that accurate in the minds of the public sphere.

The author basically structured the argumentative essay in a way that was very easy to understand and the information was presented clearly. The author then goes on to compare both the public sphere and then the pathological public sphere. The author then goes on to explain both of the views. Bozzo does a great job of giving the audience all of the facts so that they can really form their own opinions without any outside influences. He then gives the audience the facts of evidence which eventually shifts the primary focus of the argument to give the three teenagers in the film who are allegedly responsible for murder a chance at innocent in the eyes of the audience.


This argument is very helpful because it really connects and goes full circle with what we have been learning all year in our English 103 class. It gives great examples on concrete instances along with great alternatives to convey the message that we want our readers to take away from our work. After reading this essay Im more confident that I can write an argumentative essay and support it with facts that will strengthen the credibility of my argument. I also want my essay to flow as easily as this one because I feel that I will make it easier for the reader to understand the point that I cam trying to convey.


Games as a work of art and cultural artifact:

At the beginning of the article, it states how the new technology of the present day video games has improved from the first video games. Although the video game technology has changed greatly the social additions and aspects have remained constant throughout the evolution of video games. When playing a video game the players continue to play in the same ways that they have always played. They either play against each other or with different players.

Within this particular game the author references the video game “Everquest 2”. The ultimate dynamic of the specific social characteristics are that you can virtually see each other’s structures as well as see them managing their individual towns. This ultimately stimulates deeper competition by evoking the different emotions of each player. When playing this particular game you obviously want your town to be the best and better than everyone else’s that is playing. By doing these particular actions you will be drawn deeper into the game and increasing your overall enjoyment of the game. This basically will add new competition and goals of being the best player of the game.

Through combining all of the player in one particular game and also making groups of players into teams will add various new elements. This will ultimately bring added emotion and skill to the game because of the addition of teams. This essentially changes the dynamics of the game because it not only effects how the players feel in certain moments throughout the game by emotions, but it effects the players outside the realm of virtual reality and affects the players everyday life. By doing so, this basically shows how games can ultimately alter our ever growing, evolving, and changing society. It can also have a great effect on how it changes the overall mentality of a player and what they are thinking.

By reading this particular article, it essentially helped me to further understand and define what it actually means to have cultural associations. This is because the article provided multiple examples and detailed explanations of what exactly happened in the game and how our reactions and actions can be used as definitions of what the game means. For example, Aarseth discuses how certain gaming landscapes make them more accessible and more like our everyday realities. I found this to be similar to the very game that I played for our project, Call of Duty, because when you are in the different landscapes of the battlefields, you can basically use the provided maps to decide which is the best approach to launch an attack.

Another aspect of the article that relates to my specific cultural associations was when he talked about how the game World of Warcraft was referred to as a “world”. This particular statement gives the author much needed credibility statements because it shows that the game is made good enough that it can intrigue a player to paly and ultimately finish the game. This allows for each player to feel like they are part of the game and in different dimensions with new and emotions being evoked. This relates to Call of Duty, because the game is just like a real life scenario that depicts war scenes that could very well be real. This games allows for the player to create the world of war that they wish to play and ultimately conquer and win in victory.



Aarseth, VanOrd, and Wark Readings:

From the work of Espen Aarseth, Kevin VanOrd, and McKenzie Wark various arguments are made that all discuss the major points for what games really mean. In the article "Define Real, Moron" by Espen Aarseth, there are various points that are made. The primary point that the author conveys is how certain fallacies from the works of others specific conclusions can offer new and interesting interpretations of how to analyze a game. However, in the two articles "The Sims Medievel" by Kevin VanOrd and "Gamer Theory"  by McKenzie Wark, the primary focus is more on critiquing specific games.

Just because the works of both McKenzie Wark and Kevin VanOrd are similar they each have a unique interpretation even though they have both chosen to specifically analyze a certain game. Kevin VanOrd has chosen to introduce more detailed interpretations of what he believes the “The Sims Medieval” really means and is based upon. Espen Aarseth would describe this as the “Functional/Mechanical Approach” , which essentially means that he is describing certain aspects and approaches of setting, goals, and game skills and tactics. While McKenzie Wark uses the analyzing technique of “Semiotic Approach/Definition” by Espen Aarseth, who goes on say that there is more of an emphasis on a semiotic definition when making specific conclusions from a different aspect.


Espen Aarseth then goes on to state a conclusion made by Ludwig Wittgenstein that states: "a word like game has no essential definition, but is rather a term for a family of similar phenomena." Basically because it is very hard to have just a single interpretation of a game, it can be argued that the ideas of other individuals can be offered as valid interpretations. In Kevin VanOrds work, he is essentially describing in detail the primary plot or story of the game he is analyzing, while offering references through details about the various options of choice within the game. This closely resembles how each gamer can find the hidden clues on his own or have help throughout the game. 

An overall final conclusion is not reached by Kevin VanOrd, but does go on to analyze what Espen Aarseth deems accurate, which is developing a broader definition and explanation from the results. Kevin VanOrd then concludes that the gamer will become a servant to the game. This statement made by Kevin VanOrd is a fallacy because not everyone sees this game through his perspective. On the contrary, Mckenzie Wark offers a new definition that enables a relationship that more closely resembles the definition of Espen Aarseths interpretation to defining a video game.

 

Critique of Two More Examples:

After seeing the two examples of project 4 websites by Grayson Bonds and Eliza Larkin I was very impressed with the amount of detail and creativity that was clearly demonstrated in these two examples. Most importantly I was inspired by these two excellent examples because the way that they presented their arguments gave me so many great ideas for how I would like to have my information presented. I thought that each of the two students did a fantastic job of answering the primary questions of the project.

The first of the two examples that I began to explore was, “Dreams of a Gamer” by Grayson Bonds. The first thing that I noticed that stood out to me the most was the vivid background of a starry night in space. To me when I think of dreams I always imagine a night skyline that is filled with stars, which make me feel the true weight of the universe.  This was a great choice of creative detail because it sets the scene to the readers of the website that conveys a certain message. The gray-scale website theme does a great job of coordinating to the video game “Skyrim” that was analyzed throughout the project. From the immense about of detail that was provided about the video game and the dream interpretation it was clear that author had a strong argument for the interpretations and archetypal associations that were demonstrated. Overall I like this project a lot and hope I will be able to use this example as a foundation for the website in my project.

The second of the two examples that I explored was “Video Games” by Eliza Larkin. The first thing that got my attention was the very visual pleasing simplistic website design that was very easy to navigate. I really like how the author incorporated a video on the home page as well as the use of suspenseful and dramatic sound effects that followed you from page to page as you were able to get a better feel for what the video is like when playing it. This was a great addition that really sets the website apart from all the others. The author did a great job of comparing the three narratives: Bioshock Infinite, The Republica Times, and Cubefield. The author did a great job of interpreting the video games. I really enjoyed exploring this website as it gave me so many more great ideas that I hope to capture and include within my own website project.

From these two excellent examples of project 4, I have gained superior insight into what this project will entail. Both of these two students work has inspired me to create a website that is very visually pleasing and yet full of meaning. They also did a great job with the interpretations of the video games and I now have valuable knowledge to complete this assignment.


   David Perry's Talk


In David Perry's, "Are Games Better Then Real Life", he discusses how the line between reality and video games has become blurred. From watching this video I was somewhat intrigued at how someone could literally lose themselves inside a video game. I just couldn't wrap my head around the fact the someone would rather sit in front of a TV and not enjoy the life that they have been given. I have played video games in the past and never once did I ever feel like it was becoming that much a part of my life. Its just like someone who watches a TV show and yet we don't ever hear of people pretending that they are on a particular episode. This got me to thinking what is it about video games that makes people what to live in those moments. I think when people interact with a virtual reality for long periods of time it can have a minimal effect on how they view their actual reality. I don't think people who play video games get lost in them accidentally. I think its because something has caused them to want to escape their actual reality and live a world where they find it more appealing than their normal lives. When I play a video game I know when to stop and I think for people who are addicted to video games subconsciously want the video game to become their actual reality. I feel that its not the video games that are addictive and its more of a psychological affect that causes people to intentionally want lose their minds in a virtual reality.

Video Games as Allegories For Life

I feel that the world in which we live in can be depicted and explored through the use of video games and the specific allegories that they contain. An allegory is something that contains a hidden message or meaning. I think that video games can be excellent examples for allegories because part of playing a video game is to understand what the purpose of the game. This is primarily so that the player can strategic a plan of action in order to accurate play the game in the way that it was intended. In Wark’s “Game Theory”, discusses how he believes that the video game “Sims” can be used as an appropriate example for what an algorithm can entail. Wark first talks about the first reason why the “Sims” is an allegory when he says, “As the player proceeds through the game, she gradually discovers the rules that operate in the universe constructed by this game.” This is an allegory because the learning the way the game is supposed to be played allows the player the chance to figure out the meaning of what the game is about. Wark also says, “To play the game means to play the code of the game. To win means to know the system. And thus to interpret a game means to interpret its algorithm (to discover its parallel allegorithm)”. This is perhaps Wark’s best example in the argument that video games are allegories because he has related what it really means to be an allegory to the context of what it means to be a video game. Finally Wark goes on to say, “In a game any character, any object, any relationship can be given a value, and that value can be discovered. With this possibility a challenging but fair verdict can be passed on the profane world: it is characterized as a world in which any value is arbitrary, yet its value and its relation to other values can be discovered through trial and error.” From this statement, it is clear that video games can be used to explore allegories and how they can possibly relate to other examples in our everyday lives and other games we play. In Wark’s “Game Theory”, the idea that video games can be allegories can be accurately described through excellent examples that pertain to his rhetorical analysis of allegories in the “Sims” video game.


Multi-Model Project Comparisons


The two examples of the multi-model project that I have chosen to critique are Sarah Hicklin’s and Tyler Anthony’s.  Sarah Hicklin chose to analyze three narratives, which include: Contra, A walk in the park, and Escaping the prison. The purpose that the author is trying to convey is the point that unconsciously we dream about the video games in which we play. Through extensive research the author Sarah Hicklin, proves to her readers that some of the video games that she encountered and research did prove to have an effect on the interpretive analysis of dreams, as the reality when playing video games seems to be appealing to a certain aspect of the player. In Tyler Anthony’s project, he chose to analyze three narratives that relate through squeals which include: Call of Duty, part I of Call of Duty: Black Opps II, and part II of Call of Duty Black Opps.  The purpose that the author Tyler Anthony, wants to convey is that dreams can be reoccurring in that the effect of video games increases allows for better interpretation of the dreams as well as the video game. In Sarah Hicklins project, she uses many video presentations that accurately and vividly describe the video games that she played and offered her suggestion as to what the purpose of the video games was trying to get across. I really liked how she used a “Prezi” presentation to better explain the research and final analysis of what she wanted to convey as her primary intention. This was very effective as it allowed the reader another way to visualize and better understand what each video game entails. In Tyler Anthony’s project her used many pictures and video to accurately describe the video games that he analyzed and played. The pictures that he chose to use were very effective as it gave the reader excellent images to visualize when trying to interpret the meaning in which he is trying to convey. Both of the multi-model project s that chose to explore were very effective in explaining the overall analysis of the video games that they played. I really like how they were both very creative in color schemes and word choice on the home pages of their websites. I hope to use some of their ideas and improve them when I am designing my website for this project. Overall they both did an excellent job with their interpretations.

On The Nature Of Dreams

According to Jung, dreams are a way of communicating and acquainting yourself with the unconscious. One of Jung’s biggest arguments that he offers is that dreams are not attempts to hide your true feelings from your own mind, but more of a window to into your unconsciousness. They serve to guide us to our achievements and offer a solution to problems we face in our actual realities. Jung views the ego as your sense of self and how you portray yourself to the world.  Since dreams are a way of communicating with the unconscious, Jung believed that dream images reveal something about yourself, your relationships with others, and situations in your actual life. Dreams guide your personal growth and help in achieving your full potential. In my analysis and video game I want to incorporate this particular point that dreams are like a vision of guidance that help you interpret through these interpretation how to live your life. Jung also believes that the dream's manifest content is just as significant and revealing as the latent content. By simply discussing what is currently going on in your life, it can help you interpret and unlock the cryptic images of your dreams. Jung's method of dream interpretation is placed more confidently on the dreamer. He believes that you all possess the necessary tools to interpret your own dreams. There is no one correct way to interpret a dream and this is perhaps Jung’s biggest point that relates to the video game project because along with dreams the meaning of video games are open to interpretation from all of its players. The meaning of your dreams is a personal judgment and is up to you on how to interpret them. Whatever interpretation feels right to you is most significant and more important than what someone else thinks or believes. While dreams are personal, your personal experiences can also be about a universal theme or symbol. These symbols are believed to occur in every culture throughout history and Jung identified seven such symbols in what is referred to as the major archetypal characters. Archetypal dreams usually occur at significant times or transitional periods in your life. They often leave you with a sense of accomplishment or that you have learned something new and important about yourself. Such dreams have can have an element of impossibility if they were to actually occur in reality. They are described as extremely vivid and stay in your mind long after you had the dream. Jung’s dream interpretations can have various relations to the video game analysis.

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