Toxicity in Gaming
This class takes as its mission two specific goals:
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2. To explore toxic game communities and think through what that toxicity means for the games industry, gamers, game studies, Esports, etc.
Deep Dive Analysis of a Game and its player community
Requirements:
Game Selection: PlayerUnknown’s Battlegrounds
A. An analysis of the game (think about our rhetorical analysis project for a sense of how to do this) where you look at how the game is created, for what audience, what assumptions it makes, etc.
B. A similar analysis of the game’s community (players and fans)
C. A statement– factual, with evidence– of how the game addresses toxic behavior, whether the game or its fans are toxic, etc.
D. Detailed examples of why, based on your own theories, the game either is or is not overly toxic including what we can learn from that.
This option is about taking a risk but also about being creative and rhetorically smart; as you’d actually be implementing a plan, you’d have to catalog that, and you’d have to know that you were opening yourself up to the possibility of being deeply impacted by the toxic behavior you might be trying to combat.
Interventions might include:
A. Major input into a fan community (a forum, a Discord, a Reddit)
B. Producing a video or videos for distribution online
C. A social media campaign
D. An in-game intervention event of some sort
The only requirements for the intervention action itself are that your intervention: 1) is significant and well thought-out, 2) can be seen, and 3) illustrates that you’ve given the project careful rhetorical thought