In my last post, I reflected on why we should care about how women are represented on the screen. I drew attention to the fact that women constitute a majority of the humans on earth, but numbers alone should not dictate how we portray people in our media. In a democratic and liberal society, we hold all of humanity to be equally valuable and, as such, equally deserving of being portrayed realistically and robustly. What I only briefly noted before was that beyond women, misrepresentation (or lack of representation entirely) also affects a number of other demographics, particularly minority groups. For example, the lack of African-American representation in Hollywood was a concern raised a few years ago with the #OscarsSoWhite campaign.

Addressing representation on the screen is an important and worthy task; however, over the past semester, I have come to realize how a focus on visual representation can distract us from deeper, more insidious dysfunctions in our media. It is those, often invisible, factors that I want to address in this post. 

To do so, we first need to take a brief detour into a book I had to read for my class on Digital Games & Society this past fall semester. The book by Ian Bogost, a scholar and game designer, is called Persuasive Games but before we talk about games (which we will!), I want to look at an idea he proposes in his opening chapter: procedural rhetoric.Bogost writes:

Procedural rhetoric is the practice of using processes persuasively, just as verbal rhetoric is the practice of using oratory persuasively and visual rhetoric is the practice of using images persuasively (28).Ian Bogost

When we talk about issues of visual representation in cinema, we are thus focusing on visual rhetoric. We are thinking about how what we see on-screen makes an argument for how we should view and understand the world. 

If we were to focus on a film’s dialogue, then we would be considering its verbal rhetoric. We would be exploring how what a character says and how they say it might make an argument for how we should view and understand the world.

But Bogost wants us to think about this new form of rhetoric that is based not on images or words but on procedures.

Procedural rhetoric is a general name for the practice of authoring arguments through processes. . . . its arguments are made not through the construction of words or images, but through the authorship of rules of behavior, the construction of dynamic models. Ian Bogost

Bogost is wanting us to think about how things are made to work. In a cinematic narrative, what arguments do the filmmakers make about how the world-at-large works through the world that they create within their film? For instance, The Matrix introduces us to a version of the world in which our daily realities are actually lies: what we see is a false facade. Thus, The Matrix makes a procedural argument about the nature of reality and about our capacity for knowledge.

The Matrix

 

In computation, those rules are authored in code, through the practice of programming.Ian Bogost

Bogost’s concept of procedural rhetoric is easier to understand within the context of the digital realm. Computer code is a very tangible means by which individuals can construct new worlds, programming certain ideas and procedures into their infrastructures. However, computer code is also not an ideal example since most of us are illiterate in that regard. (Another topic to address in the coming days.) Instead this is where I will turn to video games as a more accessible example, which allows us to think about procedural logic through the mechanics of how the game works, i.e. how the game is coded.

In a paper I wrote this semester, I looked at a game called Uncharted: The Lost Legacy. The game is part of a larger franchise in which gamers play as Nathan Drake, an intrepid explorer and supposed descendant of Sir Francis Drake. The Lost Legacy, however, did not feature Nathan Drake and rather told its story through the eyes of two popular female characters from the franchise: Chloe, the Indian-Australian thief and occasional ally to Nathan Drake, and Nadine, the South African mercenary who was Nathan’s opponent in Uncharted 4: A Thief’s End. The game does a fantastic job in terms of representation. Both main characters are women of color, and they talk about many things without referencing a man (i.e. passing the Bechdel Test). Chloe and Nadine are not sexualized; they are capable, witty, and intelligent. Much of the game dialogue is actually dedicated to critiquing the male-centric nature of the previous Uncharted games, which was unexpected and quite enjoyable, especially for me as a female gamer. 

I appreciated Uncharted: The Lost Legacy on so many levels, yet I couldn’t fully embrace the game–because of its procedural rhetoric.

In my paper I wrote:

Despite positive representation, the game continued the same exploitative game mechanics of the previous Uncharted games. Besides the absence of an interminable appearance of crates that need to be pushed off cliffs, the game is still a mixture of combat and puzzle solving in a foreign, exotic land whose treasures have yet to be uncovered.

The Lost Legacy does attempt to justify the treasure hunting in the character of Chloe, who is ostensibly also on a mission to deepen her knowledge of her heritage and provide the country of India with access to a hidden part of its history. In addition, both Chloe and Nadine are not only women, they are also women of color, so the narrative is no longer one of white men invading and plundering.

However, once one peels back the narrative layer of the story and examines the game’s mechanics, one still finds an inherently imperialistic game, where killing and raiding ancient monuments is framed as not only acceptable but also pleasurable. Nadine’s ethnic identity also does not change the fact that she is helping Chloe not for altruistic reasons but for the payout.Rachel Lara Watson

It can be easy with games like Uncharted: The Lost Legacy to recognize the positive representations and laud the game developers for their commitment to progress. But these representations interact with the procedural logics to construct new meanings. What does it mean that the game developers at Naughty Dog replaced Nathan Drake with two women of color who perform the same exploitative (and often destructive) actions that he used to perform? My stomach actually turns when I think about this. That isn’t progress!

Uncharted: The Lost Legacy Screen Capture

Though cinema does not require its audience to engage with and play out a set of mechanics, there are still procedural rhetorics built into cinematic worlds that necessarily also interact with a film’s visual (and verbal) rhetorics. A similar cinematic example to Uncharted: The Lost Legacy is the film The Help. The Help is a film whose main characters are all women, several of whom are also women of color, and it passes the Bechdel Test. However, if you pay attention to the procedural rhetorics of the film, the narrative is essentially one of white women “saving” helpless black women while trying to work through their white guilt. In addition, Skeeter, the main character and a white woman, ultimately reaps a financial benefit from the whole situation by writing a book in which she takes it upon herself to tell the stories of “the help”. (To read a more comprehensive argument about why The Help is problematic, check out this article.)

My argument in this post is not that we should disregard visual rhetoric and questions of representation. My argument, rather, is that when we focus on those elements and fail to consider the procedural rhetoric, we fail to understand how the visual representations are worked out in the film. 

In conclusion, I want us to be more attentive to the arguments in cinema, video games, and other forms of media that are made “through the authorship of rules of behavior, the construction of dynamic models.” What is being modeled to us on-screen? What arguments are being made about how the world works? And how do those logics then shape how we must read and interpret the visual representations?

What are your thoughts? I’d love to hear your responses in the comment section below. And please, as always, remember to subscribe!

Playing video games is something I always wish I had more time to do, but because it requires significant mental energy and engagement, after long days of reading, writing and talking in class, I tend to opt for curling up with hot tea and a TV episode or book. Nevertheless, there were some great gaming moments from last year!

1. Uncharted 4: A Thief’s End

As a kid, I used to sit on my mom’s lap and play video games like the King’s Quest series with her and my brothers. Now I’m all grown up, but I still love the collaborative experience of playing video games with family. That family happens to be just Josh for now, but playing games together constitutes some of our favorite date nights. This game, in particular, was a total blast. It was a fantastic end to the full Uncharted series (and yes we did also go back and re-experience the series through the awesome remastered Nathan Drake Collection that was released right before). The story was strong, and the gameplay was the best of the series yet. My only regret was how little time we got with Elena on this chapter.

2. The Dreamfall Chapters: The Longest Journey

This is the one game on my list that wasn’t released in 2016. I stumbled across it during a Steam sale and completely fell in love. (It’s quite long so I’m still steadily working through it.) In the game you switch between two parallel (I think?) worlds: one is a cyberpunk hyper-modernist future, where totalitarian governments sedate their populace through “Dream Machines”, and the other is a fantasy-inspired realm whose human occupants are trying to eradicate any magic folks. The game is actually a sequel to two other Dreamfall games, which I haven’t played, so I’m not entirely sure how the two worlds connect, but I do know that the female protoganist, Zoe, has recently awoken from a coma and in her coma she advocated for those trapped in the dream world (due to the Dream Machines). The dream world touches both the cyberpunk and fantasy realms. However, now that Zoe has woken from her coma, she has no memory of what she saw and learned in the dream world. Kian, the male protagonist, lives in the “fantasy realm” and is a recent traitor of his fellow humans. He is now advocating for the magic people of the realm. So, the story is extremely rich and the characters are complex and nuanced. The narrative also does some really interesting critique of modernist assumptions about progress and reason through extending such ideas to their logical, dystopian outcome. So basically Dreamfall Chapters is everything I love in a game: great female characters, awesome story, good graphics, fun puzzles to solve, and some intellectual nerdiness. The only sad thing is that I have to play it on a Mac, which trips up the gameplay at times.

3. Rise of the Tomb Raider

After a long wait, the latest Tomb Raider was finally released for PS4. Josh and I played this one together as well, and it was a lot of fun though not as satisfying as Uncharted 4. The animation and world-building has advanced significantly since the last iteration of Tomb Raider, and Lara now has a better wardrobe of practical clothing. I really love her as a character, and it’s fun playing as a tough, ambitious female, but the narrative and character development was still not as advanced as it could have been. The ending was also quite anti-climatic. Nevertheless, it was still a lot of fun!

4. Lifeline

Thanks to John D. for telling me about this game. Lifeline is an iOS text-based adventure game that requires the player to make different decisions to see how the story will unfold–like a choose your own adventure. Mechanically, the game functions as a text conversation between you and the main character, Taylor, who has accidentally crashed on a strange planet and needs advice and guidance in order to survive. As such, time factors into the developments–you have to wait for Taylor to respond to your texts so several days pass as you play. The game is surprisingly addictive and immersive. I was quite fixated on keeping Taylor alive, and I was increasingly fascinated by the mysteries that this weird planet holds. Plus it was fun to play simultaneously with a number of my friends; we were all texting each other about our progress (or failures) so it felt somewhat communal.

5. Pokemon Go

And finally I can’t leave without acknowledging that I too got caught up in the frenzy that was Pokemon Go. I loved Pokemon as a kid, so running around in real life to capture charmanders and pikachus was pretty fantastic, even if the excitement was short-lived. Go Team Red!

Special Notes:
I want to acknowledge a couple of games from last year that I’m still dying to play but haven’t had a chance to yet. First, there is Firewatch about a lone park ranger in the Wyoming wilderness who stumbles into a mystery. (Which I know nothing about since I haven’t played the game yet.) This story reminds me one of my favorite Jack Kerouac narratives from his novel Lonesome Traveler about spending a summer alone in the Cascade mountains just reading and enjoying the solitude while watching for fires. Mmm lovely. Firewatch sounds a little more dangerous than that though.

And then there is the latest Witcher 3 which got great reviews. Josh played it but I didn’t have the time to play it myself…so eventually I’ll get there.
Finally, That Dragon, Cancer also came out last year. It’s an indie game that immerses you in the lives of a family whose youngest son was born with cancer. Apparently the game is life-changing and extremely profound not just from a narrative perspective but also from the perspective of the mechanics, which challenge your standard video game expectations about control and action as a player. To be honest, I haven’t had the guts to play this one since I know it’s pretty emotionally devastating…one day.

Any other good games from last year? I’d love to hear what you enjoyed playing.

In a Wired article earlier this year, entitled “Fitness Isn’t a Lifestyle Anymore, Sometime’s It’s a Cult,”  writer Meaghen Brown observes the recent trend towards collaborative fitness, reflecting on movements like CrossFit, Orange Theory, and specifically The November Project. She writes: “Fitness researchers see the trend as both natural and encouraging. ‘Perhaps what was unnatural was the movement toward exercising alone that the fitness industry often promoted,’ says Pedro Teixeira, one of the most extensively published experts on motivation and exercise. ‘We tend to find meaning and pleasure in sharing our activities with others.’

In my last post about this topic, “Health and Fitness Online Part 1“, I talked about Daily Burn, which is a digital tool tapping into this same “movement” and “community-oriented” mentality. Daily Burn recognizes that the average person doesn’t always have time to drive to a gym and instead delivers the community experience to your living room–or wherever you prefer to work out–through live streamed and video archived workouts, paired with a vibrant online forum staffed with personal trainers and nutrition experts. 

As affordable as Daily Burn is ($14.95/month), that price can still be hefty for a large chunk of the population. For many Americans, fitness is a luxury because the price of gym or fitness movement memberships is simply untenable. Even for those who can afford the membership, is it really worth it if you are only using it occasionally? (See NPR’s “Why We Sign Up For Gym Membership But Never Go to the Gym,”) I faced this same problem after I was no longer at university, with access to the school fitness center and access to my college roommates with whom I would work out. 

Before I discovered Daily Burn, I stumbled across an app called “MakeMe“. MakeMe’s premise is simple–it’s a group accountability app. You can use it for all sorts of things, but the primary objective is to recreate the kind of accountability network you may have had in college or living with roommates. You begin by identifying a goal that you would like to achieve, for instance, working out 4 times a week. Then you identify and connect with a group of friends (or acquaintances!) who also wish to accomplish that goal, or something similar. MakeMe allows you to plug all that data in and then sets up a communal challenge.

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Then the challenge begins. Every day you sign in to inform the group whether you “Made It” or took an off day. Your amount of off days depends on the parameters you set for the challenge. Photos and location tags allow you to “prove the make” and earn extra points. In addition, you gradually earn cards throughout the challenge that you can also play instead of or in addition to your makes. Cards range from strategic–3 day unplugs let you take a few days off if needed–to team-building with various encouraging phrases aimed at one or all of your teammates. Another form of affirmation comes with the ability to “fist-bump” your teammates, essentially the equivalent of a “like” in MakeMe.

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Throughout it all, the app keeps track of you and your team’s progress. If one team member fails, other team members can use cards to “save them” . At the end of the designated duration of the challenge, the app then tells you how you did and who managed to complete the challenge successfully.

The beauty of this app is its flexibility. You, the individual, set the parameters. Over the years in which I have used this with my friends, we have tried a number of different incentives and consequences, and we have altered the goals as needed. In addition, each participant can tweak the team goals to suit their individual needs, without altering everyone else’s personal goals, at the start of each challenge.

Though the app is specifically geared to accountability, it ends up acting like a social network as well. My current team predominately lives in Southern California, while I live in Colorado. Through the app, I can keep up with their lives and see a glimpse into what they’re up to because of the photos and comments left by my friends. 

The app, of course, is not perfect. It can be buggy at times, and we still don’t quite understand some of the mechanics. It is also only as effective as the team members make it. We have to sign in regularly and actually use it for it to work. But we do. For the endorphin-releasing fist-bumps. For the joy of each other’s sweaty selfies. Even for the occasional moment of guilt when we’d rather stay in bed but know that the others are putting in the work and so should you.

This is accountability for a digital age, and I think MakeMe gets at the heart of what using technology well looks like. We cannot rely on technology to do the work of fitness for us. Technology aimed at improvement should simply provide a scaffolding, while we the humans continue to do the work. That being said, I find most fitness or improvement technologies are simply mimicries of analog tools such as notepads. Yes, they may add up your calories and allow you to easily search a database for food items, but you could also do this with pen and paper and a little mental math. These types of technologies simplify analog tasks but they don’t truly utilize technology to empower in innovative ways. MakeMe, in contrast, while it is still simple, taps into both gameification and network logic in a brilliant way–harnessing the energy of one’s existing community along with humanity’s love of games to help one succeed in daily life. 

It is not enough for technology to simply copy our analog lives into the cloud. Rather improvement technologies should harness the cloud and other technological capabilities to serve and empower our analog lives. At the end of the day, we can only rely on ourselves to make the next step forward but technology could lend a helping hand.

Please note that my link to Daily Burn is an affiliate link – I receive a month’s worth of credit if you try the program out. (It’s a 30 day free trial!)
The featured image was made available for use through a CC.0 license on Pexel.

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