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Video games as equipment for living

Ronald Soetaert UGent, Jeroen Bourgonjon UGent and Kris Rutten UGent (2011) CLCWEB-COMPARATIVE LITERATURE AND CULTURE. 13(3). p.1-9
abstract
In their article "Video Games as Equipment for Living" Ronald Soetaert, Jeroen Bourgonjon, and Kris Rutten postulate that with the emergence of new media there is need of a re-evaluation of all modes of communication and the ways in which literacy is conceptualized. Drawing on the concept of multi-literacy they suggest a rhetorical/ anthropological meta-perspective to describe human beings as symbol using animals and focus on particular symbol systems: narrative, drama, and video games. Specifically, they focus on the perspective of drama as a tool to analyze cultural artifacts in general and video games — as a new art form — in particular. They implement Kenneth Burke's notion of the pentad to illustrate their perspective in two case studies, the video games Civilization <http://www.firaxis.com/> and Heavy Rain <http://heavyrainps3.com/>. Soetaert, Bourgonjon, and Rutten illustrate how video games can be described as equipment for living because video game playing has become part of the many ways people create worlds and construct meaning and sense. Thus, they explore how new forms of media and art can be examined from the perspective of traditional disciplines such as rhetoric and anthropology and how rhetoric can transform itself in a digital world.
Please use this url to cite or link to this publication:
author
organization
year
type
journalArticle (original)
publication status
published
subject
keyword
PEDAGOGY
journal title
CLCWEB-COMPARATIVE LITERATURE AND CULTURE
CLCWEB-Comp. Lit. Cult.
volume
13
issue
3
issue title
New Perspectives on Material Culture and Intermedial Practice.
article_number
8
pages
1 - 9
Web of Science type
Article
Web of Science id
000301283300025
ISSN
1481-4374
language
English
UGent publication?
yes
classification
A1
copyright statement
I have transferred the copyright for this publication to the publisher
id
1989914
handle
http://hdl.handle.net/1854/LU-1989914
date created
2012-01-17 14:41:47
date last changed
2015-06-17 09:54:25
@article{1989914,
  abstract     = {In their article {\textacutedbl}Video Games as Equipment for Living{\textacutedbl} Ronald Soetaert, Jeroen Bourgonjon, and Kris Rutten postulate that with the emergence of new media there is need of a re-evaluation of all modes of communication and the ways in which literacy is conceptualized. Drawing on the concept of multi-literacy they suggest a rhetorical/ anthropological meta-perspective to describe human beings as symbol using animals and focus on particular symbol systems: narrative, drama, and video games. Specifically, they focus on the perspective of drama as a tool to analyze cultural artifacts in general and video games --- as a new art form --- in particular. They implement Kenneth Burke's notion of the pentad to illustrate their perspective in two case studies, the video games Civilization {\textlangle}http://www.firaxis.com/{\textrangle} and Heavy Rain {\textlangle}http://heavyrainps3.com/{\textrangle}. Soetaert, Bourgonjon, and Rutten illustrate how video games can be described as equipment for living because video game playing has become part of the many ways people create worlds and construct meaning and sense. Thus, they explore how new forms of media and art can be examined from the perspective of traditional disciplines such as rhetoric and anthropology and how rhetoric can transform itself in a digital world.},
  articleno    = {8},
  author       = {Soetaert, Ronald and Bourgonjon, Jeroen and Rutten, Kris},
  issn         = {1481-4374},
  journal      = {CLCWEB-COMPARATIVE LITERATURE AND CULTURE},
  keyword      = {PEDAGOGY},
  language     = {eng},
  number       = {3},
  pages        = {8:1--8:9},
  title        = {Video games as equipment for living},
  volume       = {13},
  year         = {2011},
}

Chicago
Soetaert, Ronald, Jeroen Bourgonjon, and Kris Rutten. 2011. “Video Games as Equipment for Living.” Clcweb-comparative Literature and Culture 13 (3): 1–9.
APA
Soetaert, R., Bourgonjon, J., & Rutten, K. (2011). Video games as equipment for living. CLCWEB-COMPARATIVE LITERATURE AND CULTURE, 13(3), 1–9.
Vancouver
1.
Soetaert R, Bourgonjon J, Rutten K. Video games as equipment for living. CLCWEB-COMPARATIVE LITERATURE AND CULTURE. 2011;13(3):1–9.
MLA
Soetaert, Ronald, Jeroen Bourgonjon, and Kris Rutten. “Video Games as Equipment for Living.” CLCWEB-COMPARATIVE LITERATURE AND CULTURE 13.3 (2011): 1–9. Print.