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223 Pages·2012·2.37 MB·English
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Wordplay and the Discourse of Video Games Routledge Studies in New Media and Cyberculture 1 Cyberpop 9 Mobile Technology and Place Digital Lifestyles and Commodity Edited by Gerard Goggin and Culture Rowan Wilken Sidney Eve Matrix 10 Wordplay and the Discourse of 2 The Internet in China Video Games Cyberspace and Civil Society Analyzing Words, Design, Zixue Tai and Play Christopher A. Paul 3 Racing Cyberculture Minoritarian Art and Cultural Politics on the Internet Christopher L. McGahan 4. Decoding Liberation The Promise of Free and Open Source Software Samir Chopra and Scott D. Dexter 5 Gaming Cultures and Place in Asia-Pacifi c Edited by Larissa Hjorth and Dean Chan 6 Virtual English Queer Internets an d Digital Creolization Jillana B. Enteen 7 Disability and New Media Katie Ellis and Mike Kent 8 Creating Second Lives Community, Identity and Spatiality as Constructions of the Virtual Edited by Astrid Ensslin and Eben Muse Wordplay and the Discourse of Video Games Analyzing Words, Design, and Play Christopher A. Paul NEW YORK LONDON First published 2012 by Routledge 711 Third Avenue, New York, NY 10017 Simultaneously published in the UK by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2012 Taylor & Francis The right of Christopher A. Paul to be identified as author of this work has been asserted by him/her in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. Typeset in Sabon by IBT Global. Printed and bound in the United States of America on acid-free paper by IBT Global. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Paul, Christopher A. Wordplay and the discourse of video games : analyzing words, design, and play / Christopher Paul. p. cm. — (Routledge studies in new media and cyberculture) Includes bibliographical references and index. 1. Video games—Social aspects. 2. Video games—Design. 3. Vocabulary. 4. Visual literacy. I. Title. GV1469.17.S63P38 2012 794.8—dc23 2011039068 ISBN13: 978-0-415-89306-0 (hbk) ISBN13: 978-0-203-12403-1 (ebk) To Erin Contents Acknowledgments ix Introduction: The New Rhetoric of Video Games 1 PART I: The Context 1 Socializing Gamers 21 2 Video Games as ‘Kid’s’ Toys 39 3 Talking Game Design 53 4 Consoles Read Rhetorically 68 PART II: The Texts 5 GTA, Humor, and Protagonists 87 6 EA Sports and Planned Obsolescence 100 7 Rearticulating Rewards in WoW 116 8 Theorycraft and Optimization 131 9 Balance and Meritocracies 144 viii Contents PART III: Using Wordplay 10 Words, Design, and Play 161 References 199 Index 217 Acknowledgments Writing a book is peculiar. There are aspects of writing I found to be iso- lating and solitary, but this book would have been impossible to complete without the eff orts and assistance of a whole host of people. The ideas gen- erated here may be credited to me on the author line, but would not have been possible without the people who pressed me, made suggestions, and encouraged me along the way. Thank you to everyone who helped make this possible. Several pieces of this book have been previously published in one form or another. Parts of the introduction were published in the Journal of Virtual Worlds Research in my essay “Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds.” The base for Chapter 7 previously appeared in the SAGE journal Games and Culture as “Welfare Epics? The Rheto- ric of Rewards in World of Warcraft.” Finally, my work on theorycraft in Chapter 8 was originally published in Game Studies as “Optimizing Play: How Theorycraft Changes Gameplay and Design.” Part of the analysis of EVE Online in chapter one previously appeared in the ACM’s proceedings for FDG’11 as “Don’t Play Me: EVE Online, New Players, and Rhetoric. Thank you to the reviewers who helped improve those essays, the editors who worked with me, and the editorial assistants worked in the trenches. I would be remiss if I did not thank the wonderful people at Routledge and IBT Global who worked with my on the book project, particulary Erica Wetter, Matt Byrnie, Felisa Salvgado-Keyes, and Ryan Kenney. Jason Weidemann was also an invaluable resource who made this project better. As the son of two teachers, I have been extraordinarily fortunate to benefi t from the knowledge provided by a bevy of exceptional teachers throughout my academic career. Thank you to all of them, especially the three amazing women who shaped my graduate school, undergraduate, and high school educations. Thank you Karlyn Kohrs Campbell, Adrienne Christiansen, and Donna Yeargan. Without the three of you this would not have been possible. I would also like to extend my appreciation to the students who routinely press me on what I believe and how I think about video games and rhetoric. Chapter 5 would not have been possible without the students in my video games classes. There are also a number of people x Acknowledgments to thank in the broader game studies community. Thanks to T. L. Taylor, Mia Consalvo, and Bonnie Nardi for reading my work over the years and off ering feedback. Thanks to the AoIR, DiGRA, and game studies com- munities for presenting compelling ideas and asking interesting questions. Thanks to Ruan Pethiyagoda who read and commented on drafts from a very intelligent student perspective. If there is a group I could not complete this book without it is my family and friends. From the people of the Cardboard Tube Samurai and Brave Companions who helped me put in enough World of Warcraft time to kick off my work in game studies to Jason Pittman who worked with me on an introduction to the discipline when I started what became this project, thank you. Thank you to Martha Aby who beta tested the book and off ered her feedback. Thank you Casey, who carved out the time to read drafts, even as other things were imposing on you. Thanks to my parents, sister, and grandma with whom I would not have been in this position. Mom and Dad read drafts, put in their feedback and asked the questions I needed to get asked to better articulate my ideas; they also both played a game or two with me, and I would have never been able to write about video games without them. Mom even went so far as to help index the book. It helps having a librarian in the family. Lisa was always full of good humor and our gaming history is documented in an awesome Atari photo. Grandma taught me plenty about playing with others via Uno and is quite the card sharp. Thank you to Samantha, Loki, and Kali who kept me company dur- ing the writing and editing, even if they drove me nuts sometimes. Finally, thank you Erin. You are an excellent, amazing partner and I appreciate all that you do. The comments you make on my drafts make the writing bet- ter and make me laugh, both of which I appreciate. There are no words to thank you properly, not even on Dictionary.com.

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"In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul exam
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