Visual Rhetoric

  Visual Rhetoric

In my last blog post, I focused on rhetoric of all types and the ways that rhetoric can be used to enhance writing. My last blog discussed how rhetoric could be used by authors and designers in order to persuade readers, but it also discussed the reasons why consumers should guard against rhetoric in order to be smart viewers of content. As teachers, we have a responsibility to teach students how to use rhetoric, but also to recognize it in their daily interactions with content, especially online content. 

In this blog, I want to focus on a specific type of rhetoric that was discussed in Chapter 4 of our text: Visual Rhetoric. In this infographic, you can find more information on visual rhetoric:

Visual Rhetoric by ashlynnpartridge12


Visual rhetoric is the use of visuals to persuade a viewer or consumer. It is used by advertisements, graphics, video games, television shows, movies, social media, and much more. Visual Rhetoric was used from the beginning of time; it can even be traced to cave paintings. Even the creators of those paintings were using their visual to tell a specific story. Lawrence states that, "Even in constant illumination from a fuller source, we can see repetition in the cave paintings that appear to show movement of the animals" (Lawrence, 2022, p. 164).  As time has evolved and technology has advanced, we encounter visual rhetoric daily. Commercials use visual rhetoric to try and convince viewers to buy their product. Every aspect of the advertisement was created with purpose. The designers intentionally choose to use rhetorical appeals in their work.

One specific type of visual that students encounter frequently is video games. In an article written by Emily Johnson entitled "The Aural-Visual Rhetoric in Video Game Tutorials," Johnson breaks down how designers create video games with purpose. I thought this was especially interesting considering many of our students play video games regularly. Johnson writes that, "Designing the communication of this information so that it does not overwhelm or bore the player is a difficult task" (Johnson, 2024, p. 377). A game cannot be so difficult or overwhelming visually that it confuses the player, but it also cannot be so basic that it bores them. Therefore, the use of visual rhetoric is very crucial. Players need to be led visually to learn the controls of the game, but they need to do so at a comfortable pace. In addition, the article discusses the inclusion of auditory sounds into the formation of the player's overall view of the game. It concludes with the realization that "By better understanding both sound and visuals as important forms of multimodal communication, as aural-visual TPC, technical communicators can more explicitly dissect the way these rhetorical elements are used" (Johnson, 2024, p. 382). 

Just like in a video game, we are bombarded with auditory and visual rhetoric at all points during our day. As stated in the last blog and emphasized again here, students need to know that these things exist and play a major role in the way the world is viewed. Being a smart consumer means learning how to both use rhetoric to craft complete and compelling arguments, but also guarding against those arguments when needed. As Lawrence describes, "Visual rhetoric, then, is the study of how visual forms of communication can be persuasive" (Lawrence, 2022, p. 169). 

You can watch this video to learn more about visual rhetoric: 



References

Johnson, E. K. (2022). The Aural-Visual Rhetoric in Video Game Tutorials. Technical Communication Quarterly, 31(4), 374–384. https://doi-org.ezproxy.montevallo.edu/10.1080/10572252.2021.2021452

Lawrence, D. (2022). Digital writing: a guide to writing for social media and the web. Broadview Press.

Comments

  1. You make a strong connection between ancient cave paintings and modern digital media, showing that visual rhetoric is not new—only the tools have changed. I especially appreciate your focus on video games. Your discussion of Johnson’s point about balancing clarity and engagement highlights how persuasion is not always about selling a product; sometimes it is about guiding behavior and shaping experience. The inclusion of sound alongside visuals is important because it reinforces how persuasion is often multimodal. Your conclusion about teaching students to both analyze and create rhetoric is compelling. Media literacy today requires awareness, intentionality, and critical thinking in every digital space.

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  2. I like how you emphasized that visual rhetoric is not new! It is something society has used to persuade for centuries. Jill Gilstein stated in her article, “The object of visual rhetoric is used as a means of persuasion for a particular idea and may be accompanied by words or stand on its own” (Gilstein, 2024). Humans have been using pictures and words to sway others since the beginning. In Chapter 4, Lawrence discusses all the evidence of times in the past when visual rhetoric was used and how it affected others.

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  3. I like how you referenced your prior blog – giving a nice Segway from broad to specific rhetoric and then even more detailed by discussing video games as an important visual rhetoric for kids today. As Lawrence states, “procedures in software can be persuasive and lead to particular interpretations or actions through what is called procedure rhetoric” (Lawrence, 99-100).
    Game design goes so much deeper than just aesthetics. The creators focus more on the human behavior and interaction of the game than anything else. As the Rocky Mountain College of Art blog states, “Creating game art requires not only artistic skill, but also a mastery of software and interactive design principles” (RMCA, 2024). As an art teacher, I chuckle when these middle school kids talk about how they are going to become a game designer. They have absolutely no idea the level of knowledge outside of the actual game itself this entails!

    Reference List
    Lawrence, D. (2022). Digital Writing: A Guide to Writing for Social Media and the Web. Broadview Press.

    Rocky Mountain College of Art. (2024, August 8).The Psychology of game art: How colors and design affect player behavior. https://www.rmcad.edu/blog/the-psychology-of-game-art-how-colors-and-design-affect-player-behavior/

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