Although some people tend to look at video games as a mindless activity that has no meaning, with a close look they might think otherwise. The videogame industry has experienced a colossal growth spurt over the past decade, amassing an enormous and extremely diverse audience. Providing game developers with not only the ability to create any storyline or world they could imagine, but also with the ability to touch and influences the lives of hundreds of millions of people worldwide. With a seemingly limitless amount of material to analysis, i selected one video game in particular, Grand Theft Auto V (GTAV).
Developed by Rockstar Games, GTA V is one of the biggest open world games on the market, providing players with an action packed experience in which they get pick whatever they want to do. Since its release almost 3 years ago, it has been bashed by critics for being misogynistic, grotesquely violent, and an influencer of real world violence; all of which i find untrue and in a way ironic. The main point of the game was to be a satirical representation of our world today, allowing the player to do whatever he or she pleases. The developers never forced the players to commit violence in the game, it is just as packed with fun non violent activities such as driving, parachuting, investing, swimming, bike riding, hiking, working out, yoga, etc.; even with all these possibilities, most players still tend to kill, explode, and steal throughout their time in this virtual word.
So in my opinion, this game would be a great medium to do rhetorical analysis on.