Sunday, December 2, 2012

The Rhetoric of Video Games


Animal Crossing: A Role-Playing Game where you are an animal that meets multiple other animal characters in a town and can do various activities.

The rhetorical devices used in Animal Crossing are the found within the dialogue and animations of the animal characters; the dialogue and animations are pathos because they make the gamer experience the joys and fun of living with a bunch of friends and interacting with them by playing mini games and other various activities.



Grand Theft Auto IV: An open world action-adventure game where you have the ability to complete missions. You have the choice of being the good or the bad guy.

The violent scenes of drug busts, car races, and gang fights display the rhetoric that this game brings by giving the gamer a emotional sense of the intense rush of action.



Bully: A role-playing game where you are a teenage student at a private institute that rebels against the rules that the school has installed.

The rush of adrenaline that comes with playing this game when avoiding getting caught for truancy and vandalism and all the other mischievous things that can be done give the gamer emotional appeal.




McDonald's VideoGame: A game where you can explore and discover many things about McDonald that most consumers don't know about the entire process and structure of the company.

In this game, the logos and ethos are very obviously displayed through all the transactions and decisions that need to be made with money and products. And the company that created the game have credentials that allow the gamer to believe that what they are playing is for the most part the truth about McDonald.





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