"The Perfect Crime" by Peter Bozzo
“The Perfect
Crime” by Peter Bozzo was assigned for our class to read in order to serve as a
guideline for writing a rhetorical research paper of our own. The argument is
about how Paradise Lost: The Child
Murders at Robin Hood Hills is attempting to prove teenagers innocent of
murder. The filmmakers stated, “We want our audiences to have the experience of
being like a jury, perceiving the two sides of the story and coming up with
their own conclusions”. Although this is
what the filmmakers state, this quote is all part of their rhetorical strategy
and how they can persuade others to believe them.
Seltzer expands upon
Halttunen’s ideas in order to suggest that this study of forensics, and the
implication of viewers a jurors, represents an important element of the
pathological public sphere. This article really helped show me that every
little detail in an argumentative essay has a meaning. This meaning is very
deep and carefully thought through. It is almost like a game that the writers
played in order to get their point across to the readers. Every sentence is
another “move” in the game that the writers are playing. The whole idea was to
persuade an audience to believe something to be true, sometimes without them
even realizing their beliefs have been altered. This idea will really help me
in writing my own research paper. Since I want to focus on the effects of
technology in modern society, it will be easy for my readers to act similar to
a jury and make their own decisions about technology.
If I organize my paper in
a way that focuses on my opinions and show evidence supporting my beliefs, I
could create a new perspective for my readers. The documentary also helps the
audience develop sympathy and emotions while viewing it, which also something I
should implement in my research paper. The
article closes with a statement that says, “In this way, the films represent a
remarkable contribution to the public discourse surrounding this subject; by presenting
a unique perspective on the trials and arguing for the defendants’ innocence,
the films’ original outlook defines them as a monument to the case that can
never be substituted by any number of documentaries that analyze the trial from
different perspectives or from the viewpoint of different spheres.” This
concluding statement really pulls together the main idea of what rhetorical writing
is, and how to use different perspectives to argue a point.
A Hollow World: World of Warcraft as Spatial Practice
Espen Aarseth wrote the article A Hollow World: World
of Warcraft as Spatial Practice. I thought his opening quote by Mark Twain to be
a very interesting choice; it was very neat how it all tied together. Mark
Twain writes, “Tom said to himself
that it was not such a hollow world, after all. He had discovered a great law
of human action, without knowing it -- namely, that in order to make a man or a
boy covet a thing, it is only necessary to make the thing difficult to attain.
If he had been a great and wise philosopher, like the writer of this book, he
would now have comprehended that Work consists of whatever a body is obliged to
do, and that Play consists of whatever a body is not obliged to do.”
In
Aaeseth’s article, he focuses on the fictional “world” of Azeroth, arguing that
the hollowness is what constitutes the game’s great and multicultural success.
He notes the drastic evolutionary changes that have been going on since the
creation of video games, and how games are slowly getting more complex and detailed.
The main evolutionary change in War of Warcraft is the landscape. Although the
landscape continues to advance, this has no effect on the gameplay. In another
game, Everquest 2, the players become punished for when their teammates mess
up. This rule makes players less inclined to play with strangers, and most
players enjoy the smaller, safer world of World of Warcraft more.
Video
games, much like a theme park, can be a place for a fun escape from the boredom
of reality. The different quests and adventures taken while gaming can be
compared to a ride at Disney World. The
virtual “attractions” found in computer games combine the fictional world with
the lucid world—both enhancing each other like the fictional aspects of Disney.
A key pattern here is the recognition of the distractions we have in our
culture. Many people go to theme parks, movies, bowling, etc. because they are
considered “play” and not “work” and this provides a distraction from reality. Furthermore,
both contain different thematic zones connected by paths and roads that cater
to different tastes or age groups. The layout of games also shows how they
support the social need for infrastructure in the game. Our cultural often
categorizes things according to the type of people they are trying to attract.
So it seems like
there are many correlations between these virtual worlds and society, although
the hollowness of games can make this contradicting. Unlike reality, it is
impossible for players to leave their mark on a video game. After you log off,
there will be no evidence that you were ever even there. Aaerseth ties his
article back to the quote by Mark Twain. He states that Tom Sawyer probably
would find it hollow, but his creator would recognize the business philosophy
of work as play behind it.
This article
helped me understand more about the cultural associations behind video games. As
the video game world continue to progress, so does our society. When I played
Stick RPG, the landscape of the game seemed so realistic that it made me feel
like I was becoming a part of it. It offered an escape from reality and
amusement—two things that many people in our society try to achieve by going to
theme parks. Overall, this article helped me notice the similarities between our
cultural and video games.
The Sims Medieval/Define Real, Moron!
There are many people that have tried to define what it
means to ‘game’. “Define Real, Moron!” addresses the challenges in trying to
find the definition of games. Espen Aarseth says that in order to define ‘game’
with the unrealistic ambition of satisfying both lay-people and experts should
not be a major concern for a game ontology, since the field it addresses is
subject to cultural evolution and diachronic change. In other words, he is
saying that since more and more people begin to play games, there is a greater
need for people to understand what games really are. Some people don’t even
think about computer games when the word ‘game’ pops in their head. Aarseth
thinks that the academic language should not be a ghetto dialect at odds with
ordinary language, but rather an extension that is compatible with every day
language. Furthermore, he thinks that the word game cannot have a for sure
definition, but we can relate it to similar things. The word game could be
different for me than for each of my other classmates.
Wark and Kevin VanOrd both focus on a specific game to
analyze. According to Espen Aarseth this would be a “Functional/Mechanical
Approach” because he describes the process of setting goals, skills, and
tactics. Kevin VanOrd makes many great points about the real meaning of The
Sims Medieval. He writes about the tasks and skills you have to have in order
to play. Also, he points out that there are moments in the quest in which you
get to choose how to proceed. The choices you make can cause the entire game to
change. Depending on the choices you make in the game, the quest will play out
differently. He concludes by saying that while The Sims Medieval is an
interesting and enjoyable mixture of life simulation and role-playing game, but
it is an uneasy partnership. Basically, he believes that the gamer becomes a
servant to the game. Since not everyone believes this to be true, it could be
considered a fallacy.
Two Video Game Website Critiques
The first website is called Dreams of a Gamer and was written by Grayson Bonds. I really like
the way he organized the website in such a clear way. His website argues that video games today
include many archetypal associations that gamers contribute to a game with
societal relations that can educate gamers about real world problems and define
a strict moral standard. The quote under the title in his webpage stood out to
me, and I thought it fit perfectly. It read, “The only real dream is one you
can remember.” He wrote the scenarios about the things he saw while playing Skyrim down in a dream diary, and
interpreted their deeper meaning. Each page has it own relation to the world we
live in. I really like how he made the
connection between the chaos in the game world to the strange places we visit
in our dreams. But, he further explains that we still always associate our
lives to the similarities, as if we have seen or been to that “strange” place
before. In life, we do tend to always try to stick with the things we are
familiar with. If you ever go somewhere unknown, you will most likely try to find
some type of common ground in order to feel more at home. Thus, in the game
world this holds true and where we venture off too can contain deeper meaning
about ourselves. He also included a video of him playing the game into his
dream interpretation section. I thought it was very neat that he allowed us to
make our own interpretations about the video. Grayson also picked up on some
very interesting archetypes that are included in the game. I think it is neat
how as a gamer, we can be compared to a hero. We start out with no idea of
what’s to come, but once we begin to face our challenges we rise up and
overcome them. Also, found within the game were several motifs that we face
each day in real life. These include jealousy and trust. The players have to trust
each other to work together and overcome the dragon. Overall. I thought this
was a very intriguing project with a lot of clear explanations about the deeper
meaning of Skyrim.
The second website I analyzed was called Video Games are Real by Eliza Larkin. I
didn’t like the organization of her webpage as much as the first, although I
did enjoy reading about the personal connections she made with the game. I
always think it is so neat what people find out about themselves while playing
a video game. It will tell you what they see important in their life and a lot about
their character. The main idea Eliza got from the video game was the struggle
between deciding what is good and evil. She talks about how humans have the
morally ability to know the difference between good and evil. It is our judgments
that shape our sense of right and wrong in life. This is such a deep concept to
grasp about oneself from playing a game, but I believe it to be very true. The
observations about the choices one makes tells a lot about a person, and even
if we can only observe these choices through a virtual game they still can
shape us personally. The things you do
in a virtual world can ultimately symbolize the things you would do in the real
world. Furthermore, the choices made online can tell you a lot about the
choices you will probably make in life. This game, as Eliza explains, can also
portray cultural connections. The main theme here is that there will always be
something evil that we have to overcome. This connects to society because each
individual can have his or her own personal belief as to what evil is. Overall,
a very interesting project about how such a simple game can reveal so much
about a human being personally.
Video Games as Allegories for Life
Exploring games
can be used as an allegory for the world that we live in. McKenzie Wark writes
about the exploration of games in her CyberBook called “Gamer Theory.” She
writes about how The Sims can be
considered a parody of everyday life in ‘consumer society’. If you think about
it, this can be really true. The characters in The Sims are a reflection of the person who created them. Each
character has unique personalities and dreams that differ from all the other
characters. The lifestyle created in virtual reality becomes very similar to
actual reality. The more people play the game, the more addicted they become to
creating and living out their virtual reality. This can become so intense that
people may begin to place a higher value on the virtual world than reality.
Also, people are able to do things in the game world that they are incapable of
doing in reality. A person, who is unable to afford their dream house in
reality, can enter the game world and create their dream home there. It offers
an escape from true reality. All the things we dislike about ourselves can be
altered and we can create a new and improved version of ourselves in the game.
The clothes that we are unable to afford in real life can be bought in the
game. People begin to get so caught up in this “better” world, that reality can
even start to loose value. We are more interested in the game world because
that is where everything is perfect. Mark says, “The fruit of the digital is
the expulsion of quality from the world. That’s gamespace. The consolation of the
game is that at least this expulsion is absolute.” The characters in The Sims
need constant care and love. The characters being to turn to you, the gamer,
when he is upset. Wark compares this by saying it is “as if the characters are
cursing their God.” In a way, the game becomes a knowable algorithm from which
you know you can escape, but the gamespsace has no escaping. The gamespace is
just like everyday life- it has a mortal flaw of an irreversible time. Even
though the characters are actually meaningless, the algorithm still functions
because people become so wrapped up in the “meaningless” of them that they
forget they don’t have meaning. Overall, I think that Wark thought very deeply
about how we explore games as allegories for the world that we live in. I agree
with his opinion, although not in as deep of detail. Some of the things he
mentioned were way over my head, and I think sometimes people just play The
Sims for entertainment, and a short break from reality.
Comparing Multimodal Projects
The first multimodal project I analyzed was created my Sarah
Hacklin. Her first intention was to show how video games could be seen as a
narrative of someone’s journey to accomplish an overall goal. She uses the
video game The Story of Contra to
further communicate this message. In this game, the characters fight a common
enemy in order to obtain victory. The characters must overcome obstacles and
fight off the protagonists. Ultimately, she argues that perseverance and determination
will lead to success. Another intention she had was to show how video games
have a negative affect on society. She did this by choosing a video game
containing violence and the goal is to escape from prison. She argues that the
game subconsciously causes the players to believe that escaping prison is
acceptable in society. Another intention she had was to argue that video games
can reveal attitudes and behaviors of the gamer. She uses another game to
communicate this. In this game, the gamer takes on the role of the dog who
helps the man, which teaches the players to help others. It shows how being
kind and generous with our time and efforts can help everyone have a better
life. I think her attempt to communicate each of her intentions were both
effective and affective.
Subin created the second multimodal project I analyzed. He organized his webpage differently than
Sarah, and explained the concept of the video game he chose first. One of the
games he chose was Grand Theft Auto IV. I like how he explained how the game
works first because it allows the readers to understand what the game is actually
about before trying to derive deeper meaning from it. He states that his
overall impression given from the game gives him the opportunity to express
some of the things that he would want to do; yet it does not coincide with his
beliefs held in his superego. His intention was to argue that the game gives
people a certain freedom to pursue things they would not do in the real world. I
think that this was also both an affective and effective attempt to communicate
his intentions.
On the Nature of Dreams
Carl Jung writes about dream interpretations in his novel On the Nature of Dreams. He explains how
the dream concerns itself with both health and sickness, and draws upon a
wealth of subliminal perceptions. It can show us things that can be very
helpful and important to us. Jung says that usually a dream is a strange and
disconcerting product distinguished by many bad qualities, such as lack of
logic, questionable morality, uncouth form, and apparent absurdity or nonsense.
This means that people are more likely to forget the dream completely, or
believe that is contains no deeper meaning. Although, I agree with Jung that
dreams do carry deeper meanings about us.
Determining this meaning is a complete different step. Some people use a
dream interpretation book, while others will turn to the past and reconstruct
former experiences from the occurrence of certain motifs in the dreams. Jung
argues that his procedure called “taking up the context” is the best way to
assign meaning to the dream. Jung argues that the dream beings with a statement
place, then next comes a statement about the protagonist. If the statement is
about time, he calls this phase of the dream the exposition. In the second
phase of the dream, Jung argues this is where the development of the plot
occurs. He says that is stage contains the most tension because one does not
know what will happen next. The third phase, according to Jung, brings the
culmination. This is where something decisive happens of something changes completely.
Lastly, the fourth stage is when the solution of result is produced by the
dream-work. This can present a special problem. His argument becomes very
believable because he uses many examples of actual dreams and what he thinks
they represent. His dream interpretations can be used in how I interpret my
video game play as well. While playing my game, I am going to first look for
the statement place, and then relate this to another statement about myself. I
will explain exactly what I did in the game, who I was with, and the scene in
which the action took place. Then, I will explain my emotions or tasks that I
need to complete in the game. I will describe the things that are happening
around me, and how they each affect my character. I will continue to do this
until something changes. When a distinct change occurs, I will note what that
change is and how it altered my character into something different than how my
character was originally. I will then try to resolve any problems I have within
the game world, and try to figure out what this could represent in my personal
life.
What does how you play video games tell you about yourself
After watching the TED talk called "Will video games become better than real life," made me look at video games from a new perspective. David talked about how as man evolves, the game he plays will evolve as well, and will continue to evolve along with us. The graphics are becoming so real feeling that people are starting to believe the things they do in video games are a part of reality. A particular student talks about how he is so addicted to video games that the boundary that divides fantasy and reality is disappearing. He said he has played so many war games that he felt, emotionally, like he had been in a real war. Video games now know how to trigger emotions in the players. They know what makes the players scared, excited, angry, etc. Although I have not been addicted to a video game, I can see where people would find it very addicting. I can also see how, since video games are so life like, they can tell us a lot about ourselves and society.
Short Story Composition
The short story I chose to analyze is called “Where is God’s
Perfection?” written by Rabbi Krohn. I chose this story because it shared a
similar, although not exact, message to the one I am trying to portray in my
memoir. We are both showing the affects of having a family member with a
disability, and the distinct memories we have of them. “Where is God’s Perfection” is a heart-warming
story about a young boy named Shaya who was born with a disability. In the
story, Shaya’s dad delivers a speech to Shaya’s school. He starts by asking the
audience why can his son, who cannot understand things as other children do, still
show God’s perfection? He answered his
question by explaining that he believes that when God brings a child like this
into the world, the perfection that He seeks is in the way people react to this
child. Then, the father reflects back on an afternoon that him and
Shaya walked by the park and saw some boys playing a game of baseball. When
Shaya asked the boys if he could play with them, they agreed even though they
were losing by six runs and it was obvious that Shaya was not the most athletic.
Shaya automatically began to feel like he belonged somewhere. When it was
Shaya’s turn to bat, he came up to the plate with bases loaded and two outs. Since
it was a very crucial moment in the game, it was very surprising that Shaya
would still be able to take his turn. He didn’t even know how to hold the bat
properly, let alone hit with it. All the
players knew this, but instead of trying to get Shaya out, the other boys
started cheering for Shaya and made sure that he made a home run.
“He could
have thrown the ball to the second baseman who would tag out Shaya, who was still running. But the right fielder
understood what the pitcher's intentions
were, so he threw the ball high and far over the third baseman's head.”
Rabbi Krohn used both effective and affective techniques in
his short story that could be helpful in my revision. The excerpt above was my
personal favorite line of the story because it shows the changes that the
players made, and how they reflected God’s perfection. The players, no longer
worrying about winning the game, came together to allow a disabled boy to feel
like a hero. Krohn’s vivid details that
made you feel as if you were experiencing the game along with him. I really
like how he answered the question he asked the audience, and then added a
personal memory to show how he discovered this answer. It was very emotional,
and showed a shimmer of possibilities for the main character, Shaya. Krohn
ended with the line, ‘"That day," said the father softly with tears
now rolling down his face, "those 18 boys reached their level of God's
perfection."’ This really brought the story full-circle and made the
emotions felt by the readers very real and concrete.
The story structure that I am going to choose for my
personal short story is a mixture of familiar script, hierarchical structure,
and mental model. I start by describing a familiar task of moving into a new
home. Many people know the feeling of moving into an unfamiliar territory, so
this will gain their attention. It is predictable, and highly prescribed. I
also describe the process of learning how to swim, which most people are
familiar with. This builds common ground with the audience, and hopefully will
gain their attention. My memoir also uses traces of heirarchial structure. I
describe my setting in very vivid detail, and then make the readers well aware
of the aim of my memoir, which is teaching my little brother, who has a Down
syndrome, how to swim. At the beginning, I left out the fact that he has Down
syndrome because I did not want this to be the central focus of the story,
although it is important to briefly mention this to the readers so that they
can understand the message clearly. The rest of the plot involves the actions
and complications involved in my brother’s success in learning how to swim.
Also, I use a lot of mental modeling in my memoir as well. I tried to make sure
that the readers feel like they are experiencing the challenges with me. I also
tried to include emotions in my writing and make the memoir as personal as
possible. I describe spatial representations of my family and events that we
experienced together. I hope that as my story unfolds, the scene will be
updated and all others will be pushed into memory storage. I hope that the
readers will be able to engage in my story and identify with the characters.
Lastly, I hope that my topic is appealing to the readers and the concrete
scenes will stick in the readers mind.
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