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University of Illinois at Urbana-Champaign

Video game rhetoric and materialist contingency: genre, circulation, and narrative

Abstract

dc:description

As technology changes, people find new ways to entertain themselves, tell stories, and create imaginary worlds. This dissertation examines the development of Dragon Quest, a video game created for Nintendo’s Famicom game console. I argue Dragon Quest provides insights into the rhetorical techniques that comprise video game design. Attending to Dragon Quest as digital rhetoric highlights how rhetorical contingencies shape the invention of, engagement with, and circulation of video games. This rhetorical analysis analyzes technical documents, business contracts, and popular video game press to provide a historical understanding of the economic, social, and aesthetic exigencies that shaped Dragon Quest. In the first chapter, I trace the emergence of the role-playing game (RPG) in the United States, how it traveled to Japan, and the ways Dragon Quest utilized conventions of this genre. In the second chapter, I attend to the patterns of circulation that Dragon Quest traveled once it left Japan and Enix sold it to North Americans as Dragon Warrior. Chapter three looks at how Dragon Quest creates a linear narrative form through the management of game spaces. The dissertation concludes by arguing that rhetorical analysis of a video game as rhetorical history brings new understandings to how critics might engage the material and economic components of genre, circulation, and narrative. The contingent materials that constitute digital media both allow for and delimit how game designers might approach the creative process. The relationship between technology and human being, however, allows for new rhetorical possibilities, even as other rhetorical possibilities become negated, disadvantageous, or impractical.

Degree

thesis:*
Name thesis:degree_name
Ph.D.
Level thesis:degree_level
Dissertation
Discipline thesis:degree_discipline
Communication
Grantor
University of Illinois at Urbana-Champaign
Year dc:date
2015

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Boone, George W
Contributors dc:contributor
  • O'Gorman, Ned
  • Finnegan, Cara A.
  • Davis, Susan G.
  • Hamilton, Kevin

Subjects

dc:subject × 12

Rights

dc:rights
Statement dc:rights
  • Copyright 2015 George W. Boone
Language dc:language
en

Identifiers

dc:identifier.*
Handle dc:identifier
http://hdl.handle.net/2142/88061
OAI identifier oai:identifier
oai:www.ideals.illinois.edu:2142/88061

Chain of custody

source
Harvested from
University of Illinois - Urbana-Champaign
Base URL
www.ideals.illinois.edu/oai-pmh
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Boone, George W. Video game rhetoric and materialist contingency: genre, circulation, and narrative. Dissertation thesis, University of Illinois at Urbana-Champaign, 2015. http://hdl.handle.net/2142/88061