Tag Archives: Rhetoric in Civic Life

Visual Rhetoric in Comics

We’ve all heard the statement “A picture is worth a thousand words.”  I’ve always wondered what those thousand words could be. Also, why do we pictures if we have enough words? Or why do we give some much weight to images?  In Chapter 3 of Rhetoric and Civic Life, we as a global culture are described as being a “Visual Culture.”   A Visual Culture is a culture that is ” distinguished by the ubiquity of visual forms of communication that appear in multiple media outlets at the same time (such as television, the Internet, cell phones, and magazines.)   For this post, we are going to talk about the visual rhetoric in comics…if the title didn’t give it away. And I warn you this topic is going to be a little long.

When talking about visual rhetoric, the first thing that needs to be understood is that the usage of symbols is a reflection of how we interact with our peers, interpret the world, give meaning to the world, and also how we communicate with those around us.  For example when one goes on Facebook or Twitter, you might notice that a lot of people post pictures of themselves going out with friends, having a few drinks, and not to mention a lot of over-exaggerated smiling.  On a first glance you probably think that these are just random pictures of someone posting about how much of a good time they are having or had that night.  But the rhetoric in just one photo says a lot more. What the person is also telling you is that they are sociable, that they aren’t afraid of alcohol usage, that they have a lot friends, that if you went out with them you too could have a great time. And not just those but array of other interesting themes/meanings.

To understand these themes/meanings one must also look at the different visual aesthetics within the images.

Visual Aesthetics:

1. Content: What is shown

2. Color: Hue (the actual colors),  saturation (the purity of the color), the value (how light or dark the colors are), also the stress and harmonies of color.

3. Spatial organization: geometrical perspective, shapes, form, movement, and direction of eye movement

4. Light: the type of light present and it’s source.

5. Expressive content: the feeling evoked by an image.

In comics, visual aesthetics are important. Why? Because…well…an example given by the Rhetoric in Civic Life is that no one is just reading the magazines for the stories. Although they are important, and sometimes interesting, we are not primarily influenced by the pretty words on the page.  For example, fashion trend magazines are made up of more images then they are words. Sometimes the ad pictures capture the reader more than the articles. It’s the same with comics, we love the stories, but we just  love the art even more.

The images that are going to be the main focus here are the spiderman comics. Specifically spiderman and his other incarnations under visual aesthetics.

Expressive Content and Content

Miles Morales

The image on the left is Miles Morale who is currently Spider-Man in the ultimate Spider-verse comics.  He is the first Afro-Latino Spider-Man in the Marvel series and has created a buzz over the image.

The image on the left is important because we Spider-Man’s race is not important in this image. Why is that important? Because with this image, we are being told that Spider-Man is Spider-Man. His race is not important because he is too busy doing something important for us to be hung up on his background.

 Also, it should be noted that the image is showing that this Spider-Man is a little younger and a little bit more adventurous with the actions in the picture. While in most pictures we see the original Spider-Man web-slinging  from building to building, this one surfing the streets of New York on two taxis. As a comic book reader, you are more willing to buy the comic because you know just from this picture that this is going to be very interesting and you want to see where this character is going.

Color and Light

The picture on the right is Spider-Woman also known as Spider-Gwen. The image of Spider-Gwen is interesting because we seen Spider-Gwen standing under an array of colorful pillars that represent the city of New York. Color is important in this image because it highlights Spider-Gwen’s colorful nature and also the city’s nature.  This is also reflected in the Coloring of Gwen’s costume. The white highlights her femininity and purity while also persevering her power with the use of black and purple.  What this usage of color here says that Gwen can be powerful and daring, while also being feminine at the same time.

Something that should also be noted in this picture is the fact that Spider-Gwen is the focus of this picture’s lighting. While there seems to be lights coming from inside some of the buildings, Spider-Gwen’s lighting gives off that off a sense of a beacon. As if to say that she is a beacon of light for the city.

Anita Sarkeesian’s Social Power and Ethos

Anita Sarkeesian is a media critic, blogger, and feminist activist famous for her video blog “Feminist Frequency”. Sarkeesian is also famous for starting a kickstarter to help fund her video blog “Feminist Frequency”. The feminist activist also made her way to fame off the video “radical feminist” shaming the media for its portrayal of feminist as radical, man hating, belligerent women. She is an important rhetor because she is a rhetor who fits the description of two other rhetorical concepts: Ethos and Social Power.
Ethos is defined as “that which is ‘in the character of the speaker'” also “the character of a rhetor performed in the rhetorical cat and known by the audience because of prior interactions.” (152) Anita Sarkeesian fits this description because she is known for her discussions and talks on feminism and game design. Also she uses ethos as a way of convincing the audience that her arguments are sound because she is a credible source of information. Another example of her ethos can be found that she has won a few awards because of her topics about women in the media. In the book Rhetoric and Civic Life “ethos is developed both prior to and within a rhetorical act.” (152) Meaning that Anita’s years of focusing on her topics and her works with media and social media before becoming famous for her videos also is a part of her ethos which contributes to her “Social Power” .
Social Power “is the influence that people possess within a particular structure, and that enables them to induce others to act.” (163) In Anita Sarkeesian’s case, she was able to use her social power to help fund a Kickstarter to fund her blog “Feminist Frequency” and have a platform to talk about her harassment and the harassment of other women in video games. In fact her social power has recently increased tremendously after the videos The Bechdel Test for Women in Movies and Ms. Male Character videos. Both videos are great example of Anita’s social power, because these two videos helped become her platform for discussing media and feminism topics as well as discuss the plans for her Kickstarter.
So how does this relate to the rhetoric of feminism and game design? Anita Sarkeesian demonstrates two things that every rhetor needs to create change: social power and ethos. Without ethos, anyone arguing for a specific side or viewpoint (specifically feminism and game design) wouldn’t have a platform to stand on. As the common saying goes “a man is only as good as his word”. In relation to rhetoric, it means that you word is a part of your reputation. And without that good reputation, it is easy to dismiss a rhetor’s argument. Also it goes along with Social Power.
In relation to feminism and game design, social power is used as a way to spearhead into a community as a voice for reformation. Social power is needed because without it the rhetor is a small voice within a big pool of people. It’s hard to hear a sound argument from someone without social power, because there is someone else with a bigger voice and bigger pull within a community. In the case of rhetoric of feminism and game design, a rhetor speaking on gender bias and gender roles in gaming would need some type of pull in the community to be heard. But ethos and social power only applies to rhetors making an argument and speaking. Also agency and Identification only apply to understanding the target audience and controlling the message being sent to the audience. To make a sound argument, the rhetor needs two other rhetorical concepts: Deliberative discourse and exigence.

(This post is an objective look at Anita Sharkeesian unrelated to recent incidents and gamergate. If you want to address that in relation to social power and ethos, let me know in the comments.)

Agency, Identification, and Memes

Gamers Should Be Able to Choose Any Type of Character They Want

In the “Gamers Should Be Able to Choose Any Type of Character They Want” meme the female player is angry and upset that when choosing a female character, the character has to look cute, show cleavage, and wear very revealing clothing/armor. However, her male counterpart gets to look tough and noble and powerful looking armor. The meme in the next panel uses a popular comic character showing her disgust and also the “I’m not having that face” and changes it so the female gamers can have their own version choices. Within the female gamers version of choices the gender roles are reversed and the male is character is wearing revealing clothing while the female character gets to wear armor and look muscular for battle.

In this meme the first rhetorical concept that can be seen used here is identification. Identification is defined as “a communicative process through which people are unified on the basis of common interests or characteristics.” (Palczewski, Ice, and Fritch 7). The artifact or meme used here gives the audience the idea that the person who created the meme understands what gender role looks like in games. The creator of the meme also used a female focal point because it shows that they have a common understanding of what they see as a problem in games. Another point about identification is that the creator of this meme chose a subject that is under heavy debate involving gender roles, feminism, and gaming. The creator is displaying to the audience that they understand and identify with the feminist issues of stereotyped gender roles in games and wanted to paint a clear picture of that issue for a wide audience. This point closely relates to another rhetorical concept called agency.

Agency is defined as “the capacity to act, that is, to have the competence to speak or write in a way that will be recognized or heeded by others in one’s community.” (9) Agency is a perfect rhetorical concept to understand in relationship with the meme presented, because the creator understands that they are speaking to an audience that is heavily centered on technology, the internet, and gaming. And since they are speaking to a gamer and internet cultured audience that they should use a type of medium that the community they were speaking to would understand. Also within agency the creator has control of the message (gamers should play as whoever they want.), but not how the message is perceived by the audience (how or what am I to do or feel about this message?).

The artifact or meme under the scope of the rhetorical concepts: agency and identification are a perfect example of the rhetoric of feminism and game design, because they display an important issue laid out for a targeted audience while also having control over what message is being displayed. This also allows the rhetoric of feminism and game design, specifically the meme, to gain footing within different communities.

The Language of Diversity in Games

Diversity has several different meanings in the dictionary.  Or at least several different ways of looking at the same meaning. For example in The American Heritage® Dictionary of the English Language, diversity means a point or respect in which things differ.  In the Collins English Dictionary, diversity means the state or quality of being different or varied. Also it says that diversity means the relation that holds between two entities when and only when they are not identical; the property of being numerically distinct. All of these meanings are valid but hold different meanings from one person to another.  This falls under Language as a symbolic action. 

When talking about the rhetoric of  diversity in games or rather game design, language is important. The different game design  terminologies and jargon used are explored in different manners for the sake of argument and exploration.  When thinking about language especially, when it comes to rhetoric, an important rhetorical components come to mind.

Public vocabulary 

In Rhetoric in Civic Life, public vocabulary means “culturally established and sanctioned” terms that compose people’s taken-for-granted understanding of the world.  An example of this in the book was words like “equality” and “justice” were related to civil rights. The vocabulary was also used as a way for enacting and calling on social change.

The same can be said for the words used in the video. “Diversity” is called on as a way of pointing at the big issues in game design: The lack of diversity in games.  Other words used to point at the big issues in games were: Stereotypes, Token Characters, Gender Roles, Sexuality, Classism, and Race.

Public vocabulary used in the video is important because it helps change the mindset of the audience that it is talking to.  It also gives the audience a different way of understanding the world.  The word stereotype is important in this video because it highlights one of the problems seen in game designs. No one wants to be a part of something that is stereotypical so the use of the word makes the audiance not want to associate with things that are stereotypical.

Another thing that should be looked at is the comments on the video.  (This youtube video being better than most when it comes to comments.) The word choices used in the video are reflected in the comments and are able to get people talking about the issues.  The public vocabulary used in the comments are important because it signifies who is on one side of the argument or on the other. Also it shows the different interpretations of the public vocabulary used.