McAllister articulates his grammar of gamework in the second chapter
of his book, where he advances a Marxist understanding of the relationship
between dialectic, rhetoric, and ideology. After explaining that
"dialectics is a way to search for truths, while rhetoric is
a way to convey truths" (29), he states that "[t]he interplay
between dialectical inquiry and rhetoric [. . .] is what enables
the constructions of histories, scientific facts, political exigencies,
and a host of other discursive formations" (29). Understood
in this sense, a study of the computer game complex is necessarily
a study of a multifaceted, dialectical system in which change and
the resistance to change is inevitable.
To understand the role that rhetoric and ideology play in this system,
it is important to understand that the various agents implicated
in the computer game complex employ rhetoric to gain dominance or
authority over certain aspects of the dialectic or system. Their
efforts result in struggles, or moments of observable contradictions,
some of which may be solved by rhetoric, some of which cannot (29).
McAllister is interested in those rhetorical events that result
in a "metanoetic experience," or a change of mind (30). These transformative
experiences are a result of an individual's ability to reconcile
her own ideologies with signifying rhetorical events and to do so
within the context of the dialectical system under which the rhetorical
events take place (30-1).
If this sounds complicated—and we argue that it is—McAllister
distills his theory down to five propositions that are specific
to the computer game complex:
- Computer games are comprised of rhetorical events that work
to make meanings in players;
- These rhetorical events are constructed primarily out of: (a)
developers' and marketers' idiosyncratic, homological, and inclusive
ideologies and (b) players interactions with the systems put in
place by the developers, which are also influenced by [players']
own [. . .] ideologies;
- The set of ideologically determined meaning-making rhetorical
events that comprise a computer game is designed to transform
players in some way;
- Since all rhetorical events take place within the context of
the dialectic, where various kinds of struggle are always being
engaged, the rhetorical events of any given computer game are
also always complicit in those dialectical struggles;
- Since dialectical struggles are never wholly discreet, any given
computer game-related rhetorical event is always connected to
other rhetorical events and struggles that are not game-related.
(31-2)
To address these propositions, McAllister introduces a "Grammar
of Gamework" (44) that is designed to "[provide] a description of
how meaning may be made and managed specifically by those who design,
market, and play computer games, and [. . .] simultaneously [offer]
a way for computer game scholars to talk about the processes and
techniques involved in this meaning-making process" (43). Reminiscent
of Kenneth Burke's Pentad, McAllister's grammar is composed of five
interrelated elements that, when combined in various ratios, "give
substance to the underlying and sometimes ephemeral dialectical
struggles they describe" (44).
McAllister's grammar of gamework is composed of the following five
elements:
As McAllister claims, these elements are
comprehensive and flexible enough to "[enable] rich and insightful
understandings of the nature of particular dialectical struggles located
both inside and outside the computer game complex" (64). They provide
game scholars with an inherently heuristic approach that allows them
analyze and map the complex dialectical and rhetorical relationships
that underlie the computer game complex and to identify how these
relationships shape the computer games themselves. |