Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the player to recognize harmful hegemonic masculine norms and their effects on men and their relationships. This is rhetorically significant, as God of War’s interrogation of hegemonic masculinity encourages players to interrogate hegemonic masculine norms in the material world.
Identifer | oai:union.ndltd.org:pacific.edu/oai:scholarlycommons.pacific.edu:uop_etds-4701 |
Date | 01 January 2020 |
Creators | Morgan, Andrew A. |
Publisher | Scholarly Commons |
Source Sets | University of the Pacific |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | University of the Pacific Theses and Dissertations |
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