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1 of 11
Today
1)   Some Sound Talk
2)   Transition: Games
3)   James Gee: the reading
4)   The Crimson Room
5)   Activity/report back
6)   Homework
Some Sound Stuff
We talked a bit about what adding sound
would do to your projects last time. What
I’d like to do this time is put a few
songs/audio pieces in front of you to give
you a sense of how sound operates
rhetorically.

The next slide is a bunch of links I’ll be
using
NiN: Hurt Johnny Cash: Just as Hurt
 Cobra: Press Trigger Robyn: Cobrastyle
Nothing Else Matters Nothing Else Matters
        Ghost Inside Ghost Inside
       Hit me Baby Hit me, Tony
          Give Love Give Love
Wake Up Call Wake Up Call Wake Up Call
On Games
This one is a topic that is dear to my
heart. It’s also, of course, a visual-verbal-
aural (and interactive) form of argument.

James Gee is sort of the go-to scholar for
gaming and learning, so I had you start
with him.
Tell me something
Tell me a few things you learned about
Gee, as a person, from the reading.

Don’t make me go all Quizzy on you.


Of key importance
Are those criteria he begins to
enumerate on page 4.

Keep them in mind and pair up.

Once you’re paired up, one of you go to
the game linked on the course website.
You’ll end up here:
Spend some time
This is an unconventional video game
called The Crimson Room.

Your goal is to get out.

Play for a bit, and see what happens.
As you play, think about how you’d
respond to this…
Discussion
Which of Gee’s 16 criteria apply to your
playing of Crimson Room… and how?

What do you have to learn to play, and
what did you learn from playing?
For Thursday
You’re going to watch a Lisa Nakamura
video on “griefing” in games, and we’ll
talk about what that means culturally and
how that is a key element of digital
rhetoric.

We’ll also have some work time, so come
with VVA project questions.

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ENG IMS 224, March 26th

  • 1.
  • 2. Today 1) Some Sound Talk 2) Transition: Games 3) James Gee: the reading 4) The Crimson Room 5) Activity/report back 6) Homework
  • 3. Some Sound Stuff We talked a bit about what adding sound would do to your projects last time. What I’d like to do this time is put a few songs/audio pieces in front of you to give you a sense of how sound operates rhetorically. The next slide is a bunch of links I’ll be using
  • 4. NiN: Hurt Johnny Cash: Just as Hurt Cobra: Press Trigger Robyn: Cobrastyle Nothing Else Matters Nothing Else Matters Ghost Inside Ghost Inside Hit me Baby Hit me, Tony Give Love Give Love Wake Up Call Wake Up Call Wake Up Call
  • 5. On Games This one is a topic that is dear to my heart. It’s also, of course, a visual-verbal- aural (and interactive) form of argument. James Gee is sort of the go-to scholar for gaming and learning, so I had you start with him.
  • 6. Tell me something Tell me a few things you learned about Gee, as a person, from the reading. Don’t make me go all Quizzy on you. 
  • 7. Of key importance Are those criteria he begins to enumerate on page 4. Keep them in mind and pair up. Once you’re paired up, one of you go to the game linked on the course website. You’ll end up here:
  • 8.
  • 9. Spend some time This is an unconventional video game called The Crimson Room. Your goal is to get out. Play for a bit, and see what happens. As you play, think about how you’d respond to this…
  • 10. Discussion Which of Gee’s 16 criteria apply to your playing of Crimson Room… and how? What do you have to learn to play, and what did you learn from playing?
  • 11. For Thursday You’re going to watch a Lisa Nakamura video on “griefing” in games, and we’ll talk about what that means culturally and how that is a key element of digital rhetoric. We’ll also have some work time, so come with VVA project questions.