A Match Made in “Outer Heaven:”: The Digital Age Vis-à-Vis the Bomb in Guns of the Patriots

A Match Made in “Outer Heaven:”: The Digital Age Vis-à-Vis the Bomb in Guns of the Patriots

Jorge Gomez
Copyright: © 2015 |Pages: 35
ISBN13: 9781466682009|ISBN10: 1466682000|EISBN13: 9781466682016
DOI: 10.4018/978-1-4666-8200-9.ch009
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MLA

Gomez, Jorge. "A Match Made in “Outer Heaven:”: The Digital Age Vis-à-Vis the Bomb in Guns of the Patriots." Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2015, pp. 159-193. https://doi.org/10.4018/978-1-4666-8200-9.ch009

APA

Gomez, J. (2015). A Match Made in “Outer Heaven:”: The Digital Age Vis-à-Vis the Bomb in Guns of the Patriots. In I. Management Association (Ed.), Gamification: Concepts, Methodologies, Tools, and Applications (pp. 159-193). IGI Global. https://doi.org/10.4018/978-1-4666-8200-9.ch009

Chicago

Gomez, Jorge. "A Match Made in “Outer Heaven:”: The Digital Age Vis-à-Vis the Bomb in Guns of the Patriots." In Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 159-193. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-8200-9.ch009

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Abstract

The stealth-action videogame Metal Gear Solid 4: Guns of the Patriots features the tired heroics of Solid Snake (also known as Old Snake), a retired, legendary soldier whose services are demanded one last time by a world in perpetual war. This epic game, containing almost ten hours of cutscenes alone, delineates the consequences not only of nuclear proliferation, but of mass (re)production in a digital age. In this fourth and final entry in the Solid Snake saga the two go hand-in-hand: a nuclear age exacerbated by advanced technology, advanced technology proliferated under the banner of a post-Cold War war economy. In this chapter, Kenneth Burke's rhetoric of rebirth and Slavoj Žižek's ideological criticism, along with several ludological frameworks, are adopted to show how various multiliteracies can be unearthed from this artifact of digital rhetoric. The chapter closes with implications for digital rhetoric studies.

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