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Rhetorical Analysis

In the altered version of Risk®, we based our rules on the commonplace of allies. Through this, each group member became an important stakeholder in the critical situation of finishing the tasks, resting on another commonplace that “two heads are better than one.” Thus, our game took a collaborative tone, with diction uniting each individual in the pathos of fiero and nache. All this evidence supports the McGonigal claim that fun, collaborative work succeeds.

McGonigal inspired our incentivization of individual and collaborative academic work through the four game requirements presented in Reality Is Broken: a feedback system, rules, goals, and voluntary participation. Our feedback system enhanced the satisfying fiero pathos of our game by immediately giving us visual cues for success. The spreadsheet that served to show us our successes and goals was also visible to the other group members. We all celebrated when others defeated a level, tying ourselves closer together via this vicarious pride.

The commonplace that “numbers don’t lie” holds true in the feedback system to also add an objective logos tracking our progress numercially. We achieved this structure through infantry being distributed based on completion of tasks, leading to a another aspect to a game: goals. Our final goal is the completion of individual and collaborative Taskstreams, which are both part of the game. The meeting of our goals perpetuates the flow of playing the game. Our goal, to defeat the different levels, could only be accomplished by working together.

In addition, collaboration made some extremely difficult tasks much easier, such as editing a paper. While the assignment itself and most of the tasks enclosed were mandatory, the method of completing it and the rules were voluntarily agreed upon by all group members. The ethos of this game relies on the honesty and significance of each player. The rules facilitated our ability to trust each other, as we all had a common code to follow.

The heart of our game--an ethos of trust and mutual confidence in each other that has helped us learn--fuels the fiero and nache that we experience. We feel pride in our own accomplishments, but we also are happy when team members succeed. Through clever use of diction, such as ally, we have brought in ethos born of commonplaces in their connotations. Ally indicates the good guys, a group of people you can trust who look out for your best interests. We all follow the rules, a key aspect to a game. This is kindled further by the fiero and nache of helping each other and ourselves.

The manufactured pathos emotions stem from the structure provided by the logos of our game. Both these allowed the ethos of camaraderie and reliability laced in our creatively cooperative game of Risk. Because of this authentic play of a true game per McGonigal, our group has demonstrated that gameplay does indeed enhance the enjoyment and quality of work.

 

Author: Bernadette Saddik
Last modified: 3/18/2013 8:21 PM (EST)