Friday, September 23, 2016

Your Friends Are Horrible People

Procedural rhetoric is a fascinating branch of rhetoric that encompasses “the practice of using processes persuasively,” (Bogost 28) and is a subset of the field that we had not even considered previous to reading Bogost’s Procedural Rhetoric. He goes on to explain that “its arguments are made not through the construction of words or images, but through the authorship of rules of behavior.” What does this mean, precisely? One way this persuasiveness is put into action is through games, such asCards Against Humanity, a purposely distasteful card game intended for a partying audience. The game successfully fosters an environment where offensiveness is not only acceptable but rewarded. Terribly caustic and inappropriate phrases and jokes presented during the game would be immediately balked at and rejected outside of play. Under the premise of a fun party atmosphere where such behavior is unpunished, however, players’ moral standards quickly dissipate. Whether it was the intention or not, the game reveals to players how “horrible” they are and have the potential to be, given the right circumstances. Moral code is not so steadfast.
If the name isn’t enough to convince you of the blunt purpose of the game, look at what it says on the box of the game before it is even opened up: “A game for horrible people.” In fact, the creators’ website includes single worded reviews such as “horrible” and “bad”. One word says it all as they advertise these reviews to build the reputation of the game, adding to the “horrible” environment as people play. The creators also exploit the bad reputation further by allowing others to contribute more “bad ideas”. Though arguably the game’s main purpose, like all games, is to entertain, it also creates an atmosphere that brings out the dark side in everyone. It's main genius is using humor to do so.
The object of the game is to collect the most black “statement” cards. Players must learn to choose white “response” cards that appeal to the judge. The judge chooses the white card they like the best or find the most amusing, and the corresponding player obtains the black card for that round. This creates an interesting psychological twist as players attempt to appeal to each other’s darker psyches, regardless, perhaps, of their own moral background or standards.
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One of the most persuasive procedures of the game is that the longer you play, the more desensitized you become. There really is no end in sight unless players have the miraculous patience to go through all 90 black cards and 460 white cards in one sitting. In a way, it’s like one of those amazing road trips where you get to know everyone on a more personal level. The longer that you're in the car with your friends and the more fast food that is eaten on the way, the smellier everyone gets. It may start out smelling awful but the longer everyone is on the ride together, the more desensitized everyone gets to the bad smell until finally you leave the car, realizing just how clean the air is outside. In Cards Against Humanity, innocent ‘moral’ people will squirm at some of the cards used like “Masturbation” and “Nipple blades.”  However, the longer the game is played the less ‘evil’ things seem. Soon the true purpose of the game alights in the eyes of all players, desperate to be the winning card. And since ‘everyone is doing it’ there’s no longer a sense of judging that usually holds people back from bringing out their worst sides.
On a similar note, the game does not hold back when it comes to response cards. For example, not every player will approve of the card “Pac-man uncontrollably guzzling cum,” but it is included in the game anyway. When “Kids with ass cancer” is an option, “Tasteful sideboob” seems perfectly mild. This lack of un-offensive card options lowers the player’s inhibitions and helps the creators’ accomplish their goal.
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Another intriguing aspect to the game that undoubtedly contributes to the player’s propensity to behave offensively, is the relative anonymity involved. This is especially true when larger groups of people play, which is common given that it is marketed as a party game. When players add their own despicable answers to the mix for the judge to choose, unless their card is selected, no one knows they put it down. This concept adds an element of risk and excitement to the game as well. People are more likely to lay down wildly distasteful and hilarious cards because the risk for repercussions (i.e. being “caught”) are lower.
    In what many would consider a politically correct society, this game has no place. Perhaps that is what has made the game so successful. It is a stress release, or rather, a tool that facilitates the release of the offensive and overly sexual in a way that can be laughed at but also invites discussion. This was almost certainly part of what the creators’ hoped to accomplish with the game. As Bogost’s states, “each unit operation in procedural representation is a claim about how part of the system it represents does, should, or could function,” (Bogost 36). For all the reasons cited above, it is clear that the game has successfully utilized procedural rhetoric to help players have fun, invite discussion, and demonstrate that (in the right environment) anyone can be a “horrible” person.




Saturday, September 10, 2016

Why Bullies Do What They Do

Why Bullies Do What They Do?

In "The Elements of Dramatism", David Blakesley breaks down several points made by famous philosopher and rhetorician Kenneth Burke. One of the most useful tools he uses, called the Pentad, can be used to break down an event or act. This tool, used in the right way, can help a person not only interpret an act but interpret their interpretations.

The pentad explores 5 themes of any event – the Act, the Scene, the Agent, the Agency, the Purpose and the Attitude. If you need a simple comparison we could say it’s a lot like a game of Clue geared towards finding the real reason behind an act. In Clue, you have to answer the questions: Who did it? Who was killed? Where it happened? And with what was the murder done? 
Unlike Clue however, with the Pentad you must also find out the Why. Not only that but unlike Clue, you’re not just uncovering a murder but your uncovering the scenes behind why people do what they do and why they do it the way they do.
For example, I recently came across this little part in the movie 17 Again and honestly I thought it was a perfect moment to apply the Pentad of Burke.  Watch the scene here:




So now we can divvy up this hilarious clip by the Pentad:
Act: A brave kid takes a stand against the Big Bully of the school.
Scene: Typical jungle of a high school cafeteria
Agent: Zach Ephron <3
Agency: Awesome basketball skills and cutting words
Purpose: 1. Protect his high school son from further being bullied
2. Prove his male dominance
3. Maybe to show off just a bit…

This scene is meant to amuse but I also think it is trying to persuade the viewer into thinking a certain way about bullying. Zac's enemy in this moment is Stan and he brings him down by humiliating said bully in front of the very people Stan has worked so hard to intimidate and impress. Is that really a good way to handle bullying? People who are watching this movie however, are convinced because not only does Zac win with style but he uses facts. Everyone believes him, even the audience not in cafeteria. 

 This movie, in my opinion, is just to poke fun at typical stereotypes and life in general but by applying Burke’s Pentad, I’ve thought of this moment in a deeper way and now I have more questions. For example, its kind of ironic that Zac used Stan’s own medicine against him, but bullying is still a problem in today’s culture. And it’s changing with technology. Now there are cyber bullies and all sorts of messed up ways kids and adults even, intimidate and ridicule others. Was the way Stan was brought down solve any problems? Or was it just putting another (extremely more attractive) bully to take his spot? How should we tackle bullying? Or should it even be tackled?

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