Games that Change Minds: Cultural Hegemony & Ideology
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Questions and Answers

What is the main idea behind Stuart Hall's concept of cultural hegemony?

  • A struggle over shifting balances and configurations of cultural power. (correct)
  • A concept that only applies to high culture.
  • A struggle for zero-sum domination over cultural power.
  • A theory that popular culture has no cultural power.
  • According to Slavoj Žižek, what do popular narratives often reflect?

  • Deeper social structures.
  • Personal beliefs and values.
  • Historical events.
  • Deeper ideological structures. (correct)
  • Why doesn't merely providing correct information necessarily change minds?

  • Due to cognitive biases and prior experiences. (correct)
  • Due to lack of education.
  • Due to lack of interest in the topic.
  • Due to lack of intelligence.
  • What is the main concept of Reactance?

    <p>Negative reaction to perceived threats to one's freedom of choice.</p> Signup and view all the answers

    What is the focus of Virtue Ethics?

    <p>Inherent character.</p> Signup and view all the answers

    What is the main challenge of persuasion in debates?

    <p>Debating often reinforces existing beliefs rather than changing them.</p> Signup and view all the answers

    What is the goal of persuasive games, according to the design principles?

    <p>To change attitudes.</p> Signup and view all the answers

    According to Stuart Hall, cultural power is about shifting ______ and configurations, not zero-sum domination.

    <p>balances</p> Signup and view all the answers

    Slavoj Žižek believes that every expression in popular culture is inherently ______.

    <p>ideological</p> Signup and view all the answers

    The Dress Illusion highlights how individual differences and prior experiences affect ______.

    <p>perception</p> Signup and view all the answers

    The majority of people, 57%, saw the dress as ______ and black.

    <p>blue</p> Signup and view all the answers

    Cognitive biases and prior experiences can lead to ______ when people are presented with correct information.

    <p>reactance</p> Signup and view all the answers

    Consequentialism is an ethical framework based on the ______ of actions.

    <p>outcomes</p> Signup and view all the answers

    Games can change minds by using ______ rhetoric, emphasizing processes and systems over static messages.

    <p>procedural</p> Signup and view all the answers

    According to the design principles, theme is not ______.

    <p>meaning</p> Signup and view all the answers

    Study Notes

    Cultural Hegemony and Ideology

    • Struggle over cultural hegemony is prevalent in popular culture, involving shifting balances and configurations of power, rather than zero-sum domination.
    • Every expression in popular culture is inherently ideological, reflecting deeper ideological structures through repetitive patterns of heroism and villainy.

    The Dress Illusion

    • The Dress Illusion highlights how individual differences and prior experiences affect perception, with 57% seeing the dress as blue and black, and 30% as white and gold.
    • Perception is influenced by factors such as light exposure and daily habits (e.g., night owls vs. early risers).

    Changing Minds

    • Merely providing correct information does not necessarily change minds due to cognitive biases and prior experiences.
    • The concept of reactance refers to a negative reaction to perceived threats to one's freedom of choice.

    Ethical Frameworks

    • Consequentialism is an ethical framework based on action outcomes (Utilitarianism).
    • Deontology is an ethical framework based on duties and rights (Natural rights).
    • Virtue Ethics focuses on inherent character.
    • Ethical Egoism prioritizes self-centered consequences.

    Cognitive Processes

    • Assimilation involves integrating new information into existing models.
    • Accommodation involves updating models to incorporate new understanding.
    • Cognitive biases include confirmation bias, cognitive ease, belief bias, and the backfire effect.

    Persuasion Challenges

    • Debating often reinforces existing beliefs rather than changing them.
    • Reaching an affective tipping point is crucial for real change.

    Procedural Rhetoric in Games

    • Games can change minds by using procedural rhetoric, emphasizing processes and systems over static messages.

    Design Principles for Persuasive Games

    • Theme is not meaning; meaning arises from gameplay.
    • Player agency differs from real-world agency.
    • Aim to change attitudes, not behaviors.
    • Avoid identity tourism.
    • Choose the right player perspective.
    • Ensure meaningful choices.
    • Address complicity in systems.

    Examples of Complicity in Games

    • Games like Middle Passage and Train explore themes of complicity and moral choices within systems, raising questions about blind obedience and moral standing.

    Fun as an Insidious Element

    • Fun can subtly influence players' attitudes and beliefs.

    Cultural Hegemony and Ideology

    • Struggle over cultural hegemony is prevalent in popular culture, involving shifting balances and configurations of power, rather than zero-sum domination.
    • Every expression in popular culture is inherently ideological, reflecting deeper ideological structures through repetitive patterns of heroism and villainy.

    The Dress Illusion

    • The Dress Illusion highlights how individual differences and prior experiences affect perception, with 57% seeing the dress as blue and black, and 30% as white and gold.
    • Perception is influenced by factors such as light exposure and daily habits (e.g., night owls vs. early risers).

    Changing Minds

    • Merely providing correct information does not necessarily change minds due to cognitive biases and prior experiences.
    • The concept of reactance refers to a negative reaction to perceived threats to one's freedom of choice.

    Ethical Frameworks

    • Consequentialism is an ethical framework based on action outcomes (Utilitarianism).
    • Deontology is an ethical framework based on duties and rights (Natural rights).
    • Virtue Ethics focuses on inherent character.
    • Ethical Egoism prioritizes self-centered consequences.

    Cognitive Processes

    • Assimilation involves integrating new information into existing models.
    • Accommodation involves updating models to incorporate new understanding.
    • Cognitive biases include confirmation bias, cognitive ease, belief bias, and the backfire effect.

    Persuasion Challenges

    • Debating often reinforces existing beliefs rather than changing them.
    • Reaching an affective tipping point is crucial for real change.

    Procedural Rhetoric in Games

    • Games can change minds by using procedural rhetoric, emphasizing processes and systems over static messages.

    Design Principles for Persuasive Games

    • Theme is not meaning; meaning arises from gameplay.
    • Player agency differs from real-world agency.
    • Aim to change attitudes, not behaviors.
    • Avoid identity tourism.
    • Choose the right player perspective.
    • Ensure meaningful choices.
    • Address complicity in systems.

    Examples of Complicity in Games

    • Games like Middle Passage and Train explore themes of complicity and moral choices within systems, raising questions about blind obedience and moral standing.

    Fun as an Insidious Element

    • Fun can subtly influence players' attitudes and beliefs.

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    Description

    Explore the concept of cultural hegemony with Stuart Hall and how media reflects ideology with Slavoj Žižek. Learn about the Dress Illusion and its relation to popular culture.

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