Thursday, September 6, 2012

Bitzer Reading


After reading Bitzer, a few things come to mind.

Bitzer says a rhetorical discourse comes into existence as a response to the situation, in the same sense that an answer comes into existence as a response to a question.  He says the rhetorical situation dictates the significant physical and verbal responses as well as the observations made. When he goes to talk about the fishermen speaking about catching fish, It made sense. When thinking about video games, is this why people get mad and swear if they lose or can't figure something out?

Bitzer used some pretty good examples to get his point across, but the fact that it was done in 1968 made it feel like I was reading his ground breaking thesis paper on rhetoric discourse, and some of his sentences would run on and on, to the point where I would run out of breath, just reading it.

He talks about three constituent parts make up any rhetorical situation. 1 Exigence, or problem existing in the world. An exigence is not rhetorical when it cannot be changed by human interaction. 2.  Audience, Rhetorical discourse promotes change through its influence of an audiences decision and actions. Members of an audience can function as mediators of change. 3. Constraints, are made up of people, events, objects and relations that limit decisions and actions.

A rhetorical situation may be defined as a complex of persons, events, objects and relations presenting an actual or ptiential exigence which can be completely or partially removed if discourse. Basically, the orator is invited by the situation. But it must be a fitting response. No one at the Gettysburg Address wanted to hear about the price of tea in China. My fitting response to this reading is, we need more pictures, less words.

2 comments:

  1. Really interesting thought about gamer "rage"! This is a huge part of gaming. I think you'll be interested in the McGonigal piece: Reality is Broken. She discusses, at one point, how constant losing is an integral part of games. The sense of satisfaction of getting it "right" after falling off the cliff over and over and over again.

    It also speaks to our notions of fairness, too, I think. If we feel like we've been cheated, we tend to get upset at the game or other players.

    And rhetorically speaking, "trashtalk" is another big point from McGonigal: we egg each other on through our joking, semi-malicious responses to build teamwork and familiarity with one another.

    Cool thoughts, Armando!

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  2. Meant to add, there's an article called "Painkiller Deathstreak" from the New Yorker, by Nicholson Baker, in which he discusses his attempts at learning to play current day shooters like Call of Duty: Modern Warfare 2, and his excessive losing streaks and overall badness. Among other things.

    Think this link should work: http://www.newyorker.com/reporting/2010/08/09/100809fa_fact_baker

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