A New Way of Writing:
Using Games and Game Design in the First
Year Writing Classroom
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
WLP
FYWP
• Applied research lab
• Games for civic engagement
• Game design for development
• Media literacy advocacy
• First Year Writing Program
• Intro to College Writing
• Research Writing
• Focus on multimodal writing
www.engagementgamelab.org www.emersoncollege.edu
Producer Adjunct Instructor
Learning Objectives
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Analyze rhetorical situations and respond to rhetorical situations.
Identify the type of research called for in different writing projects
Invoke an appropriate audience depending on rhetorical situation and genre choice.
Identify differences and similarities of writing conventions across genres
Why Games?
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
• As Texts
• Reading multimodal
• All games have a rhetorical situation
• Creates new ways of thinking critically
• As Writing
• Creating in a multimodal context
• New way of understanding form/genre
• Group writing practice
…Also fun!
Why Games?
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
“Rather than focusing on what happens inside the
artificial world of a game, gaming literacy asks how playing,
understanding, and designing games all embody crucial ways of
looking at and being in the world. This way of being embraces
the rigor of systems, the creativity of play, and the game design
instinct to continually redesign and reinvent meaning”
- Eric Zimmerman
Zimmerman, Eric. "Gaming Literacy Game Design as a Model for Literacy in the Twenty-First Century." The Video Game Theory
Reader (n.d.): Http://ericzimmerman.com/files/texts/Chap_1_Zimmerman.pdf. Routledge. Web.
Why Games?
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Bogost, Ian. “The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie
Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT
Press, 2008. 117–140. doi: 10.1162/dmal.9780262693646.117
“Video games do not simply distract or entertain with
empty, meaningless content. Rather, video games can make
claims about the world. But when they do so, they do it not with
oral speech, nor in writing, nor even with images. Rather, video
games make argument with processes. Procedural rhetoric is the
practice of effective persuasion and expression using processes.”
– Ian Bogost
“So…you play Call of Duty?”
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Games we play:
• Dsy4ia
• LIM
• Papers, Please
• Cart Life
• Kentucky Route Zero
• Gone Home
• Werewolf
Games we talk about :
• Dear, Esther
• Depression Quest
• That Dragon Cancer
• Train
• Dog Eat Dog
• Portal
• Earthbound
…nope!
The Genres
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Rhetorical Analysis
Critical Essay
Memoir
Game Design
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Rhetorical Analysis:
Group play of Gone Home
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Rhetorical Analysis:
Group play of Gone Home
Students will…
Write a 1-3 page rhetorical analysis of Gone Home, using the
experience of playing in the classroom as well as the outside discourse.
• Two week session
• Two in class play sessions (4 hours) using a hot-seat.
• One in class peer review for essay
• One in class essay/critic presentation
• Final draft due beginning of fifth class
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Rhetorical Analysis:
Group play of Gone Home
- Hot Seat play, letting class guide the controlling player
- Emphasis on materiality of holding controller, controlling a
character in first person
- Thinking about the player versus the character
- Nonlinear storytelling
- Audience meaning making versus authorial meaning
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Rhetorical Analysis:
Understand Discourse
http://thiscageisworms.com
- Each student is assigned an essay from a critic, academic and non-
acedemic, present how that writer wrote about Gone Home
- Focus on synthesizing information, doing a rhetorical analysis of those
essays, and getting more context for how different audiences interpret
the same work
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Memoir:
Games as Memory Triggers
Students will…
Model“Earthbound”memoir by Ken Baumann to create their own
4-6 page Creative Nonfiction essay engaging with the past/present
reflection revolving around a piece of media.
• Three week session
• Four sessions reading/playing Earthbound in class/homework
• Visual map of memorys
• In class discussion on different I perspectives
• In class discussion/lecture on shape of the essay
• First draft peer review / instructor conferences / final draft
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
What is Earthbound?
“I realize that the malls in Earthbound aren't like
most American malls—they don't sprawl out,
repping shopping corridors like malignant
appendages. They're department stores.”
http://kotaku.com/what-the-f-k-kind-of-game-is-earthbound-
580416562
The Book
The Game
A quirky Japanese role playing
game Satirizing American culture
through a Japanese lens
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Memoir:
Games as Memory Triggers
By (at least my) modern standards, what makes Crazy
Taxi work so well as an arcade game undercuts it as a
home-console title. It’s only meant to be played in a
small number of just-a-few-minutes sessions, to milk
more quarters from the gamer, not binged on for hours
and hours like my family did back then. I can see now
that this experience-rationing is designed into the game:
spend too long in Crazy Taxi’s city in one sitting, and you
start to realize how small it is, how the places just don’t
fit together.
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Critical Essay:
Analyzing Digital Games
Students will…
Play all three games assigned and choose one to write an interdisciplinary
researched essay that engages with the game criticism discourse.
• Three week session
• In class student presentations on game criticism essays
• Library research workshop and annotated bibliography
• In class discussion/lecture on each game
• Group peer review / instructor conferences / final draft
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Critical Essay:
Analyzing Digital Games
Cart Life
Papers, Please
Kentucky Route Zero
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Critical Essay:
Analyzing Digital Games
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Students will…
Work in groups to research, design, prototype, test, and deploy
a tabletop game that addresses a specific rhetorical situation.
• Four week session
• Continued student presentations in class.
• Workshop>playtest cycle
• Game design journals
• Public beta playtest
• Final play session/event
Game Design:
Designing a Rhetorical Game
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Game Design:
Designing a Rhetorical Game
Constant workshoping is
similar to peer review
practices and helps cement
this type of learning in other
fields
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Game Design:
Presentation
Student Teams present
their games to Emerson
at Public showcase
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Game Design:
Designing a Rhetorical Game
Most games make the players start at an unnaturally equal starting point, perhaps
because that might be the only way to convince people to play. Nonetheless, Top
Gov has the players start out from unequal positions so they can better
understand the inherently unequal nature of geopolitics. Furthermore, it regulates
the game because it helps those players that start out denuded of military to more
viscerally understand the vulnerability of militarily weaker nations.
- From the Top Gov rhetorical analysis
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Game Design:
Designing a Rhetorical Game
As the media, you are given the task of choosing the alien and the option
to throw the other players off the scent of the alien or allow the game to
be played fairly. This simulates the by partisan of various news outlets,
such as Fox News or MSNBC, that spins the news in order to hurt an
opposing view, or to push their ideals to the forefront.
- “They Came From Planet Terror” rhetorical analysis
Things students had to say about the course
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
Gained a new found respect for games and
writing and the thought and effort that goes
into both of them
I never would have chosen to take a
video game class of my own accord. It
forced me into learning something new
and I am now walking away with a
wealth of knowledge that I simply did
not have before.
I hope the game I helped develop as
the final project, which we left in the
Game Development Lab, evolves into
a commercial successful commodity,
that I might benefit my intellectual
property.
The “things that I did wrong” slide
Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
- Freedom of choice led to incredible
difficulty
- Focusing so much on defining a game at
the start of the course did not provide a
good critical frame
- Letting students choose their groups led
to imbalanced expertise
- Do not be an expert in all the things
Thanks! Lets talk!
Jordan Pailthorpe
jordanpailthorpe@gmail.com
@jpailthorpe
www.jordanpailthorpe.com
Steam ID/PSN: Praisedasun
Engagementgamelab.org
@engagelab

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A New Way of Writing: An Interdisciplinary Approach to Using Games and Game Design in the First Year Writing Classroom

  • 1. A New Way of Writing: Using Games and Game Design in the First Year Writing Classroom Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com
  • 2. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com WLP FYWP • Applied research lab • Games for civic engagement • Game design for development • Media literacy advocacy • First Year Writing Program • Intro to College Writing • Research Writing • Focus on multimodal writing www.engagementgamelab.org www.emersoncollege.edu Producer Adjunct Instructor
  • 3. Learning Objectives Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Analyze rhetorical situations and respond to rhetorical situations. Identify the type of research called for in different writing projects Invoke an appropriate audience depending on rhetorical situation and genre choice. Identify differences and similarities of writing conventions across genres
  • 4. Why Games? Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com • As Texts • Reading multimodal • All games have a rhetorical situation • Creates new ways of thinking critically • As Writing • Creating in a multimodal context • New way of understanding form/genre • Group writing practice …Also fun!
  • 5. Why Games? Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com “Rather than focusing on what happens inside the artificial world of a game, gaming literacy asks how playing, understanding, and designing games all embody crucial ways of looking at and being in the world. This way of being embraces the rigor of systems, the creativity of play, and the game design instinct to continually redesign and reinvent meaning” - Eric Zimmerman Zimmerman, Eric. "Gaming Literacy Game Design as a Model for Literacy in the Twenty-First Century." The Video Game Theory Reader (n.d.): Http://ericzimmerman.com/files/texts/Chap_1_Zimmerman.pdf. Routledge. Web.
  • 6. Why Games? Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Bogost, Ian. “The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 117–140. doi: 10.1162/dmal.9780262693646.117 “Video games do not simply distract or entertain with empty, meaningless content. Rather, video games can make claims about the world. But when they do so, they do it not with oral speech, nor in writing, nor even with images. Rather, video games make argument with processes. Procedural rhetoric is the practice of effective persuasion and expression using processes.” – Ian Bogost
  • 7. “So…you play Call of Duty?” Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Games we play: • Dsy4ia • LIM • Papers, Please • Cart Life • Kentucky Route Zero • Gone Home • Werewolf Games we talk about : • Dear, Esther • Depression Quest • That Dragon Cancer • Train • Dog Eat Dog • Portal • Earthbound …nope!
  • 8. The Genres Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Rhetorical Analysis Critical Essay Memoir Game Design
  • 9. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Rhetorical Analysis: Group play of Gone Home
  • 10. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Rhetorical Analysis: Group play of Gone Home Students will… Write a 1-3 page rhetorical analysis of Gone Home, using the experience of playing in the classroom as well as the outside discourse. • Two week session • Two in class play sessions (4 hours) using a hot-seat. • One in class peer review for essay • One in class essay/critic presentation • Final draft due beginning of fifth class
  • 11. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Rhetorical Analysis: Group play of Gone Home - Hot Seat play, letting class guide the controlling player - Emphasis on materiality of holding controller, controlling a character in first person - Thinking about the player versus the character - Nonlinear storytelling - Audience meaning making versus authorial meaning
  • 12. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Rhetorical Analysis: Understand Discourse http://thiscageisworms.com - Each student is assigned an essay from a critic, academic and non- acedemic, present how that writer wrote about Gone Home - Focus on synthesizing information, doing a rhetorical analysis of those essays, and getting more context for how different audiences interpret the same work
  • 13. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Memoir: Games as Memory Triggers Students will… Model“Earthbound”memoir by Ken Baumann to create their own 4-6 page Creative Nonfiction essay engaging with the past/present reflection revolving around a piece of media. • Three week session • Four sessions reading/playing Earthbound in class/homework • Visual map of memorys • In class discussion on different I perspectives • In class discussion/lecture on shape of the essay • First draft peer review / instructor conferences / final draft
  • 14. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com What is Earthbound? “I realize that the malls in Earthbound aren't like most American malls—they don't sprawl out, repping shopping corridors like malignant appendages. They're department stores.” http://kotaku.com/what-the-f-k-kind-of-game-is-earthbound- 580416562 The Book The Game A quirky Japanese role playing game Satirizing American culture through a Japanese lens
  • 15. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Memoir: Games as Memory Triggers By (at least my) modern standards, what makes Crazy Taxi work so well as an arcade game undercuts it as a home-console title. It’s only meant to be played in a small number of just-a-few-minutes sessions, to milk more quarters from the gamer, not binged on for hours and hours like my family did back then. I can see now that this experience-rationing is designed into the game: spend too long in Crazy Taxi’s city in one sitting, and you start to realize how small it is, how the places just don’t fit together.
  • 16. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Critical Essay: Analyzing Digital Games Students will… Play all three games assigned and choose one to write an interdisciplinary researched essay that engages with the game criticism discourse. • Three week session • In class student presentations on game criticism essays • Library research workshop and annotated bibliography • In class discussion/lecture on each game • Group peer review / instructor conferences / final draft
  • 17. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Critical Essay: Analyzing Digital Games Cart Life Papers, Please Kentucky Route Zero
  • 18. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Critical Essay: Analyzing Digital Games
  • 19. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Students will… Work in groups to research, design, prototype, test, and deploy a tabletop game that addresses a specific rhetorical situation. • Four week session • Continued student presentations in class. • Workshop>playtest cycle • Game design journals • Public beta playtest • Final play session/event Game Design: Designing a Rhetorical Game
  • 20. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Game Design: Designing a Rhetorical Game Constant workshoping is similar to peer review practices and helps cement this type of learning in other fields
  • 21. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Game Design: Presentation Student Teams present their games to Emerson at Public showcase
  • 22. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Game Design: Designing a Rhetorical Game Most games make the players start at an unnaturally equal starting point, perhaps because that might be the only way to convince people to play. Nonetheless, Top Gov has the players start out from unequal positions so they can better understand the inherently unequal nature of geopolitics. Furthermore, it regulates the game because it helps those players that start out denuded of military to more viscerally understand the vulnerability of militarily weaker nations. - From the Top Gov rhetorical analysis
  • 23. Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Game Design: Designing a Rhetorical Game As the media, you are given the task of choosing the alien and the option to throw the other players off the scent of the alien or allow the game to be played fairly. This simulates the by partisan of various news outlets, such as Fox News or MSNBC, that spins the news in order to hurt an opposing view, or to push their ideals to the forefront. - “They Came From Planet Terror” rhetorical analysis
  • 24. Things students had to say about the course Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com Gained a new found respect for games and writing and the thought and effort that goes into both of them I never would have chosen to take a video game class of my own accord. It forced me into learning something new and I am now walking away with a wealth of knowledge that I simply did not have before. I hope the game I helped develop as the final project, which we left in the Game Development Lab, evolves into a commercial successful commodity, that I might benefit my intellectual property.
  • 25. The “things that I did wrong” slide Jordan Pailthorpe | @Jpailthorpe | Jordanpailthorpe@gmail.com - Freedom of choice led to incredible difficulty - Focusing so much on defining a game at the start of the course did not provide a good critical frame - Letting students choose their groups led to imbalanced expertise - Do not be an expert in all the things
  • 26. Thanks! Lets talk! Jordan Pailthorpe jordanpailthorpe@gmail.com @jpailthorpe www.jordanpailthorpe.com Steam ID/PSN: Praisedasun Engagementgamelab.org @engagelab

Editor's Notes

  • #3: The Engagement Lab is an applied research lab at Emerson College focusing on the development and study of games, technology, and new media to enhance civic life. The Lab works directly with its partner communities to design and facilitate civic engagement processes, augment stakeholder deliberation, and broaden the diversity of participants in local decision-making. I primarily work as the creative producer for client based projects and specifically focus on finding the connections between While I am also an Adjunct Instructor in the FYWP program where I primarily teach wr121 research writing. Our program director is John Trimbur and he has allowed us complete freedom in course design, only needing to abide by a four part project structure regardless of what those projects are
  • #5: Two fundamental elements I was thinking about when creating this course: For those students who don’t care at all about games, how do I make this appealing and useful to them? How do I help others in my program understand why studying games in a research writing class (as opposed to a digital media class) makes sense?
  • #6: Eric Zimmerman is a game designer and academic who theorizes the relationship between literacy and games. In his essay Gaming Literacy Game Design as a Model for Literacy in the 21st Century he writes Gaming literacy turns the tables on the usual way we regard games. Rather than focusing on what happens inside the artificial world of a game, gaming literacy asks how playing, understanding, and designing games all embody crucial ways of looking at and being in the world. This way of being embraces the rigor of systems, the creativity of play, and the game design instinct to continually redesign and reinvent meaning.
  • #7: Ian Bogost argues that videogames, thanks to their procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form “procedural rhetoric,” a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change those positions, leading to potentially significant long-term social change. . In his essay “the rhetoric of videogames, bogost writes In a video game, the possibility space refers to the myriad configurations the player might construct to see the ways the processes inscribed in the system work. This is really what we do when we play video games: we explore the possibility space its rules afford by manipulating the symbolic systems the game provides. The rules do not merely create the experience of play—they also construct the meaning of the game. Procedural rhetoric affords a new and promising way to make claims about how things work. As I argued earlier, video games do not simply distract or entertain with empty, meaningless content. Rather, video games can make claims about the world. But when they do so, they do it not with oral speech, nor in writing, nor even with images. Rather, video games make argument with processes. Procedural rhetoric is the practice of effective persuasion and expression using processes. Since assembling rules together to describe the function of systems produces procedural representation, assembling particular rules that suggest a particular function of a particular system characterizes procedural rhetoric.
  • #8: The biggest misconception around my course and I would say games in general is the thought that what is seen in mainstream media is all that the medium offers. While I absolutely think there is merit and value to playing and thinking about Call of Duty critically, no we don’t play Call of Duty. My course is dedicated to utilizing the games that are built for critical engagement from the outset, games that don’t put their emphasis on “fun” but on their rhetorical positions. There is an entire subculture of games engaging with incredibly nuanced cultural and political ideas such as identity politics (Ds4yia, LIM), Power relations(Paper’s Please), and economic inequality (Cart Life). In addition, my class also engages with games that are less mechanic oriented and instead attempt to rival literary novels, plays, and poetry. (Kentucky Route Zero, Gone Home). I encourage my students to think past the preconceptions of all media, and the framing of the class begins by breaking down the idea of what a game is and can be, what’s expected when we say “videogame” or “Board game” eventually by the end showing enough examples for them to see games as viable creative medium that has just as much potential to tell stories, advocate for ideas, present new ways of thinking, and invoke empathy.
  • #9: So though we play a lot of games, my research writing course is broken into four genres of writing: Rhetorical analysis Memoir Critical Essay Game Design
  • #10: Gone Home Creates an immersive 3d environment in which players don’t commit any kind of violence, but instead utilize the perspective to learn through exploring a space, unraveling a narrative as the player makes their way through the house. Genre: First person 3D exploration Mechanics: Players investigate what happened to the house and the inhabitants by exploring objects and diaries left in the space. The mechanics are super minimal in that players don’t have many difficulties completing the game or getting stuck due to puzzle solving. Much of the game is linear, though the drive is the writing and the mystery of what happened to your family since you left. In this way, the narrative is the prime element, with the player’s ability to explore a space operating as the progressive element. Learning Goal: Understanding storytelling through game based interaction. More specifically, it also teaches how to empathize with the complex elements of a family. Why is it fun?: Gone Home taps into our human drive for inquiry, both physically and mentally. The game sets up the player in front of an empty house and only tells them that this is your new family home. Everything else is told through audio diaries and objects the players find in the house. The player never interacts with a human character. The game is completed in under 2 hours.
  • #13: One piece that bled through to another class was actually one that I didn’t have to read. The Gone Home blog post “Went Home” by chaoticblue was actually assigned to Matt when we were each assigned different posts to read about the game. Still, the piece came to mind when I had to write an essay for my “Queer Dreams” class, a class about Queer Theory. While I can’t use an informal blog post as a major academic source for that paper, it got me thinking about possible paper topics. I enjoyed thinking about this blog post and some of the other Gone Home blog posts as worthy pieces of criticism. I especially liked thinking about an informal post that was highly emotional. The writer even says “Maybe I’m just whiny?” towards the end of the post. These emotions aren’t out of place for a discussion about such a topic, however, since the writer is essentially criticizing how the game affects and effects people’s emotions and how true it is to emotional experiences. I also like how we’re giving “informal” or “non-academic” media the attention it sometimes deserves because only paying attention to peer-reviewed works written by doctoral candidates sitting in their ivory academic towers seems a bit classist and out-of-touch for my taste. Blog posts, even highly emotional ones such as this, can still include important criticism and bring up legitimate arguments, and it was interesting to look at them in a “research writing” and academic context. These pieces, after all, are writings that require some degree of research.
  • #14: This is the most traditional assignment in my class, and provides a welcome break for those a little flustered with games or the inability to choose their own subjects/topics to write about. That said, the text specifically functions as both a great memoir to model how the past/present works, but also shows how someone can write about a videogame without JUST writing about a videogame. The goal for me is to show my students how to use videogames, and other media, as a lense into deeper ideas found in literary works. I allow them to choose their own subject, though require that it is a specific album, movie, TV show, or game that was prominent in their childhood.
  • #15: Mention lets play Mention structure of the book
  • #16: By (at least my) modern standards, Crazy Taxi is an okay game; everything that makes it work so well as an arcade game undercuts it as a home-console title. It’s only meant to be played in a small number of just-a-few-minutes sessions, to milk more quarters from the gamer, not binged on for hours and hours like my family did back then. I can see now that this experience-rationing is designed into the game: spend too long in Crazy Taxi’s city in one sitting, and you start to realize how small it is, how the places just don’t fit together.
  • #18: Cart life In Cart Life, players control one of three characters, each of whom has a different street vending job; Vinny sells bagels, Andrus runs a newspaper stand, and Melanie sells coffee from a cart.[2] While at their stalls players interact with customers by selling them items and can manage their stall by selecting stock, setting prices, and buying new equipment. Players must also look after the character's day-to-day lives, including having adequate food, drink, and sleep. Each character has unique situations to address; Melanie, for example, has a daughter who she walks to and from school Papers Please Make decisions based on information presented to the player. As a border guard, your job is to judge whether or not people are let into the country. You must determine if their papers are correct based on the rules of who can be let in on that day. The core mechanic is information parsing and comparing in order to make “correct” judgments. The game consistently barrages you with consequences for your actions. You are always consistently asked to reflect on your ethical approach, and the game does not provide you with a “right” answer or a “correct” way to win the game. The game instead teaches through putting the player in tough situations and getting the player to see how large institutional forces affects the individual, on both sides of the fence. Kentucky Route Zero
  • #19: I don’t remember what she looked like, where she was from, or even how old she was, but I do clearly remember what I was feeling after I met her. Once I had looked through her documents, I made a firm decision that she was indeed qualified to cross the border. I inked her passport with a large green ‘APPROVED’ stamp and handed it back to her. Expecting her to immediately turn around and exit into the country, I was surprised when she slipped a note onto my desk. Before I could open it up, she was gone… I thought back on my virtual family and how every one of them was sick and counting on me to make money to help them. I thought about the girl and what might happen to her. Would I ever even find out? So, I did what I knew would help my family and I progress in the game and stamped his passport with a big fat ‘APPROVED’. As he was walking out, I caught myself whisper something out loud. “...sorry”.
  • #20: Here they are forwarding their reflections on what games can be from a perspective of engagement and combining that with the rhetorical analysis work in the other two assignments. This project seems extremely daunting to students at first, but after getting in groups and beginning the brainstorming process things fall into place quite quickly.
  • #22: Note game maker tool Twine