Saturday, January 28, 2012

"MANUFACTURING MIND GAMES: GETTING TO KNOW NEW RHETORIC" 
by: Shelley Jane Graff 

(Cover of Ian Bogost's book -- Persuasive Games: The Expressive Power of Video Games)

                The rapid increases of interconnectivity and technological convergence have, and continue to, dramatically change the ways in which people interact on a global scale.  Computers have afforded humanity an entirely new realm in which one is able to ‘exist.’  This realm is not a physical realm, but a technologically based realm that seems to dramatically shrink space and reduce time; a place for new mediums of expression which continue to redefine the practices of human beings worldwide to flourish.  One such new medium is that of the videogame.   The videogame, though still often viewed as a toy, involves a highly complex system of functions which appear to have the potential to be organized in some extremely unique ways. 

In the book Persuasive Games: The Expressive Power of Videogames by Ian Bogost, he discusses the notion that the human experience involves a great deal of ‘processes’ and ‘procedure.’  Bogost writes: “The computer magnifies the ability to create representations of processes.” (p. 5) Going on to note that: “The type of procedures that interest me here are those that present or comment on processes inherent to human experience.” (Bogost, p. 5) This approach makes a good deal of sense.  After all, this technological ‘realm’ is an arena with the ability to contain the ultimate “controlled environment” that an intelligent subject could potentially interact with at this time in history.  Complete with its’ own procedural rhetoric. 

                I once had the question posed to me: Does one interact with their friends on Facebook; or does one interact with the Facebook software—which then interacts with your friends?  Or, as Bogost states: “This is really what we do when we play videogames: we explore the possibility space its rules afford by manipulating the game’s controls.” (p. 43) His argument breeds many intriguing questions, including: to what extent is an interactive computer system able to influence human behavior?  In this way, Bogost sees a new territory that remains a conceptual ‘no-man’s-land’—while highly thrilling, it is also riddled with potential hazards.  

                [Word Count = 335 words total

(Author Ian Bogost -- From:  http://www.flickr.com/photos/navaboo/4430089694/sizes/m/in/photostream/