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This study examines how short web-based computer games construct rhetorical meaning that extends beyond their interactive mechanics, focusing on satire and allegory. Drawing on Feinberg's taxonomy of satirical technique and Lakoff and Turner's theory of conceptual metaphor, the authors argue that such games can be analyzed as non-narrative rhetorical systems. Their central thesis is that these games communicate meaning even when their gameplay is rudimentary, and that this meaning arises from specific devices rather than from story or simulation.
The analysis proceeds through a set of illustrative cases, including The Mujaffa Game, Disgruntled Daytrader, Driving over Jakob Nielsen, and the authors' own pilot work, Vanitas Game. Across these examples, the authors identify incongruity, pretense through parody and low burlesque, surprise, superiority, exaggeration, and violence as the principal means of producing satirical effect. Allegorical meaning, by contrast, is shown to rely on conceptual mappings such as "life is a journey" and on metonymic relations, which the Vanitas game uses to express its theme of mortality. The discussion is qualitative throughout, grounded in close readings of individual games rather than in measured data.
The authors' most distinctive claim is that this genre of short games delivers its message through norm-breaking that also destabilizes the category of "game" itself. Examples include naive two-dimensional renderings of three-dimensional genres and a Pac-Man parody constructed in 3D, both of which violate expectations of form. Satire and allegory are presented as interwoven rather than separate: together they foreground the relationship between game and life, along with recurring desires for immortality and mastery that the authors argue are largely absent from ordinary, non-rhetorical games. The scope is limited to a specific, small corpus of web-based works, and the conclusions are offered as an analytical framework rather than as generalizable empirical findings.