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dc.contributor.advisorPostigo, Hector
dc.creatorEpstein, Geoffrey
dc.date.accessioned2022-01-17T16:41:49Z
dc.date.available2022-01-17T16:41:49Z
dc.date.issued2021
dc.identifier.urihttp://hdl.handle.net/20.500.12613/7224
dc.descriptionThis thesis contains supplemental material that was not uploaded due to copyright restrictions. If you need to access the material, please contact the author directly.
dc.description.abstractVideo games are a unique form of media in that they can persuade through interactivity. This thesis examines two categorical modes of video game interactivity, kinesthetic mechanics and non-kinesthetic mechanics, to suggest ways in which kinesthetic mechanics are more persuasive than non-kinesthetic mechanics. Video game mechanics are rules by which the game is played, and kinesthetics refers to non-trivial, time and space sensitive, dexterous inputs. This thesis utilizes methods of discourse analysis and autoethnographic personal narrative to look for five rhetorical methods that are utilized by game developers and experienced by players. This process suggests correlations between developer intention, user community experience, and my own gameplay experience. These rhetorical methods are: immersion and self-presence, kinesthetic resonance, narrative persuasion, affordance and enthymeme, and self-determination theory (SDT) motivation. These rhetorical methods can be found in most contemporary video games and are utilized to get players to engage with a game and elaborate on the themes and messages therein. I hypothesize that each of these methods is more persuasive through kinesthetic mechanics and compare and contrast experiences with a game that has kinesthetic mechanics and a game that has non-kinesthetic mechanics to test my hypotheses. My findings suggest that kinesthetic mechanics can prove to be more persuasive through certain rhetorical methods, however, more data could be helpful particularly where community experience is concerned. I conclude with recommended methods and considerations for future research.
dc.format.extent160 pages
dc.language.isoeng
dc.publisherTemple University. Libraries
dc.relation.ispartofTheses and Dissertations
dc.rightsIN COPYRIGHT- This Rights Statement can be used for an Item that is in copyright. Using this statement implies that the organization making this Item available has determined that the Item is in copyright and either is the rights-holder, has obtained permission from the rights-holder(s) to make their Work(s) available, or makes the Item available under an exception or limitation to copyright (including Fair Use) that entitles it to make the Item available.
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/
dc.subjectCommunication
dc.subjectRhetoric
dc.subjectAutoethnography
dc.subjectDiscourse analysis
dc.subjectKinesthetic
dc.subjectRhetoric
dc.subjectVideo game mechanics
dc.subjectVideo games
dc.titleThe Rhetorical Potential of Kinesthetic Video Game Mechanics: An Autoethnographic and Discourse Analysis of Video Game Mechanics
dc.typeText
dc.type.genreThesis/Dissertation
dc.contributor.committeememberIliadis, Andrew
dc.contributor.committeememberLombard, Matthew
dc.description.departmentMedia Studies & Production
dc.relation.doihttp://dx.doi.org/10.34944/dspace/7203
dc.ada.noteFor Americans with Disabilities Act (ADA) accommodation, including help with reading this content, please contact scholarshare@temple.edu
dc.description.degreeM.A.
dc.identifier.proqst14687
dc.creator.orcid0000-0002-2522-8613
dc.date.updated2022-01-10T23:20:55Z
refterms.dateFOA2022-01-17T16:41:49Z
dc.identifier.filenameEpstein_temple_0225M_14687.pdf


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