ENG 231 11.T/R: Ethical Systems and Trolley Problems

Introduction to Ethics

Today I want to give some sense of what constitutes ethics. I’ll start by attempting to differentiate ethics from morals. Both ethics and morals are a part of what we call practical philosophy–rather than dealing with “what is,” practical philosophy deals with how we should act. In simplest terms, both the study of ethics and morals deal with right and wrong. Generally, morality is thought to deal with personal convictions developed via abstract or religious/spiritual principles. Morals can be stated as laws: “thou shalt not kill.” Ethics are thought to be rules derived from “external” agencies–our secular social/institutional contracts. Ethics are far more fuzzy and ambiguous, and often arise as questions that problematize morals. “Thou shalt kill if a solider in war.” And something can be ethical, but not moral and vice versa. Murder, then, is almost always immoral and usually unethical (except, for say, the soldier example, which we wouldn’t call “murder”). However, adultery is often immoral, but it isn’t necessarily unethical (while it is against our understanding of right/wrong, it isn’t something socially deemed illegal–even legally it is grounds for divorce but not prison).

As I said, these are some generic, standard distinctions between morals and ethics. At heart it is a distinction between whether a law or rule has a transcendent or material basis–that is, was this law delivered to us from on high (whether a religious height such as God or a secular height such as Reason–does the principle extend from something trans-human)? I should say that I find the distinction between morality and ethics a bit too simplistic (and so does Bruno Latour–I’ve written about this and him here).

I think of ethics otherwise. For me, morality is the study of the rules that govern our behavior, our internalization of the rules, what we value and believe. The spiritual-internal vs. secular-external distinction isn’t particularly productive for me. I don’t care if the rules come from state agencies or spiritual institutions. Again, morality is how we develop and internalize the rules: thou shalt not kill. A moral. I am not particularly concerned where the rule comes from or who enforces it. I see morality as the study of the rules we internalize, and how those rules govern our behavior.

Ethics, for me, signals how we employ, actualize, our moral values in lived experience. It is how/whether we (choose to) act. It is attending to when the rules seem to fail us, or when rules appear in conflict, or those moments when we make a decision that we think is right even though the rules would tell us it is probably wrong (I think you can probably see how Papers, Please is an ethical game in the sense I am describing–a game in which what is “right” isn’t clear, a game that makes us decide through a haze of uncertainty). If morality is our sense of what should be, ethics is the study of how we actually act. Ethics operates in relation to morality, often in its shadow, in the places where morals break down. I think the study of ethics is the most interesting when we encounter a situation in which or moral convictions come into conflict. Again, if we believe that “thou shalt not kill,” then how do we also celebrate the soldier? How do we operate in the face of competing morals, competing “goods,” competing obligations?

My understanding of ethics is heavily indebted to the work of philosopher Emmanuel Levinas. Levinas’s work encourages us to recognize our aversion to difference, and the lengths humans will go to eliminate alterity (that which is strange, different, unknown or unknowable to them). He jests that we have an allergy to the strange and different, to the other. We seek to “joyously possess” the world as a certain knowledge. Such possession is akin to mastery–to rule the world without question. To eliminate questions that make us uncomfortable. Rather than deal with the other, we desire the same–we desire to know, label, categorize, understand something. Facing something we do not know, or cannot know, brings out the worst in us. To be ethical, for Levinas, is to learn to inhabit this discomfort, disequilibrium and repress the desire to transform something Other into something familiar, what he calls “the same.” To welcome the other as an other, to let them be different, rather than to convert them into the “same” thing that I already know. [First principle is ethics not ontology–before we know what is, we are aware of the presence of an-other that calls us into being etc etc].

Ethics, for Levinas, is learning to recognize and prioritize others, to put their needs ahead of our own. Ethics becomes extra complicated when we realize that others make different demands on us–and no matter how generous we might want to be, we cannot give everything to everyone. To give to one other often means we have to take away from an other. Thus, in his later career, Levinas pays more attention to the concept of justice. Justice requires I choose between the competing demands of the other and the neighbor–that I chose knowing I must betray one of them. Their is no justice without choice, no choice without imposition. [Levinas’s formula: to make the choice that causes the least amount of violence].

More than just an analytical science of how we act, ethics for me marks our ability to handle, to process, the unknown. How do we feel, and respond to our feelings, when we encounter the strange? Do we curl back in repulsion? Express exasperation (*why do they do that? that’s so weird?*). Or do we become self-critical? Do we invite reflection (*why don’t I do that?*). In short, for Levinas ethics is a practice of hospitality. How/do we welcome the stranger? Something different? Further, what happens when we encounter something we cannot control, when we have to make a decision with no clear right answer, when we face something that resists our mastery?

What does this have to do with the distinction between morality and ethics? I believe that the more we recognize and study ethics (as moments of moral indecision), the better we become at carefully choosing how to act when we have no one true, certain, “right” answer to guide our choice. We have to learn to deal with complexity, and the icky feeling that it can produce in us. Video games can help us do that.

Our last project, focused on the work of Miguel Sicart and the game Detroit Become Human>/a> questions whether games, by constructing *sophisticated* ethical problems, can make players more ethical in the sense I have just worked out.

Trolley Problems

Let’s talk about the Trolley Problem, created by Foot and complicated by Thompson. Very simply: the trolley problem is a philosophical thought experiment created in the 1970’s by philosopher Philippa Foot. If you have a laptop or mobile device in front of you, then click the following link.

Let’s play 4 quick choose your own adventure games.

So, if you haven’t guessed by now, here is my theory for what video games have learned is their unique province: they can leverage the emotional unrest, affectation, difficulty, disequilibrium of Trolley Problems. Foot’s trolley problem is meant to explore the moral consistency, or lack thereof, people use to make life or death decisions. Video games can proceduralize this thought experiment, to make it more visceral or “real.” We feel the decision–this kind of feeling is called “affective” or pathetic (deriving from the Greek term for emotion, pathos).

In a book or a film, we are left to watch the trolley driver pull the switch or not. The author decides. The author justifies. Perhaps she does so to secretly stir our outrage, to get us to deconstruct her flawed reasoning. She can spur reflection, contemplation, resistance. But we are always a bystander to the action, distanced from the choice. We are witness.

But not so in a game. I remember my first play through of Dragon Age: Origins. The details are a bit foggy–I remember encountering some elves and some werewolves. The werewolves were created by dark elven magic? And then, like Frankenstein’s monster, abandoned by their creators. At some point a wolf had killed an elf. Maybe it was self-defense? I honestly don’t remember. But I remember, unexpectedly, having to decide which species to exterminate. Only one can survive. Neither is innocent. And there is no heroic path to saving them both (well there is, but you are probably only going to have that option if you have made a series of other decisions, and only about 1 in every 10 player unlocks that “perfect” ending). The game forced me to be responsible. I must pull the lever and determine who gets hit by the train.

I’ve played games since roughly 1984 on my Atari 2600. I’ve murdered hundreds of thousands, if not millions of aliens and demons and terrorists and zombies and horde (“For the Vangaurd” or “For the Alliance!”). I’ve killed all these things from a moral position that authorizes their death. I’ve never been troubled by all this killing. Those aliens threaten our light. Those demons threaten Tristram. Those terrorists threaten democracy. Those zombies would eat me and the few others remaining in Raccoon City. I killed them all without friction. (Save for Silent Hill 3, one of the greatest mindfuck games of all-time unfortunately lost to history–“they look like monsters to you?”).

But Dragon Age interrupted my joyous possession of the world, my righteous action, my moral foundation. It stung me. This was something different. I introduce the Trolley Problem, the lever, the notions of disequilibrium, ethics, and agency as a way of thinking about games. I imagine many of you are already thinking of games that leverage this dynamic. Soon we will work together to generate lists of games–AAA, mobile, indie–that we can play and explore as a class (in addition to my required experience: Walking Dead episode 1).

Homework

As I indicated above, our first project investigates how video games incorporate ethical decision-making. Not all games do this well–what we need is some theoretical material that gives us a lens for viewing and analyzing games.

We’ll be using the lens constructed by scholar Miguel Sicart, first reading one of his essays and then chapters from his book Beyond Choices. As you read Sicart, keep asking yourself: how does the terms, distinctions, ideas he articulates help me answer these questions:

  • What should/shouldn’t game designers do to make effective ethical dilemmas in their games?
  • What should/shouldn’t players do to have more powerful ethical experiences while playing games?

To get us started, I want to read Sicart’s 2013 article “Moral Dilemmas in Computer Games” (you will find this in the Files section of Canvas). I’m not sure how much experience you have reading academic articles, so I’ve designed a Canvas “Quiz” to help structure your reading. Academic articles often have dense, disciplinary-laden prose; given that these articles are written for experts in the field, they do not always define key terms. Further, academic articles often have to acknowledge key debates even if that isn’t the purpose of the article (for instance, you’ll notice Sicart spends a lot of time reviewing definitions of “game play” early in the article–although I do think that section contains some useful and important information).

A Wicked Brief Lecture on Ethics

I’d open with this simple definition of ethics: it is the study of how we make difficult choices. To study ethics is to become more self-reflective and self-aware. As the skit from The Good Life implied, this can lead to a kind of paralysis by analysis (philosophers and theorists often are excellent at discovering and mapping complexity, less great at deciding on one definitive course of action). Rhetoricians (some of us) recognize the need for deep analysis, but often insist on a moment of decision, where analysis has to turn into action. That is a lecture for another course.

Given the complexity of human decision making, there’s a lot of different theories and approaches to ethics. Let me lay out 4 of them:

  • Deontology or Moral Law
  • Teleology or Consequentialism
  • Virtue Ethics
  • Hospitality Ethics

Deontological ethics are based on identifying moral laws and obligations. To know if we are making the right decision, we ask ourselves what the rules are. For instance, if you didn’t lie to Herschel because lying is wrong, then you were invoking a deontological frame. You made a deontological decision. You worked back from the specific concrete moment to a (prior) conviction. Deontological ethics get critiqued because sometimes moral laws come into conflict and because it requires absolute adherence to the law without thought of context. Three Minute Philosophy: Kant.

Consequential ethics look ahead, from the action and decision, to its consequences. You use prior knowledge to make hypotheses about what will happen. Your focus here isn’t on what other people or institutions would declare right or wrong, but on producing “the greater good.” Different philosophers have emphasized different terms for “good” here–pleasure and pain, help and harm, etc. This is called utilitarianism, which strives to imagine what will make the greatest good for the greatest amount of people. Another form of consequentialism is hedonism, which strives to make the most pleasure and minimize pain. If you didn’t lie to Herschel because you thought lying might lead him to question you further or kick you out of the farm, then you probably made a hedonistic decision. If you didn’t lie to Herschel because you thought lying might lead him to question you and kick you and Clementine out of the farm, then you made a consequential decision. Consequential ethics get critiqued because they can lead us into hurting minority populations (one can absolutely argue, for instance, that slavery contributed to the “greater good”–I’d say they are wrong–but one can rationalize pain in relation to happiness, which can lead us down dark paths). Ethics Explained Intro to Consequentialism.

Virtue ethics are a bit different–and a bit of a mash up between deontology and consequentialism. Like consequential ethics they rely on our imagination. Virtue ethics asks us to imagine, in that situation how an Ideal, good person would act. What are the characteristics of (to quote/fix Cicero) “the good person acting well”? This, in a sense, mixes deontology (who is the good here? what rules do they follow? what institutions would they represent?) with the situational flexibility of consequentialism. If deontology operates around rules that govern behavior, virtue ethics begins by establishing the characteristics common to good people (bravery, compassion, justice, etc). If you didn’t lie to Herschel because you believe a good person should tell the truth and be brave, and trust others (etc.), then you are exercising virtue ethics. Note: this is different than deontology, because here you don’t *have* to follow the rules, and there might be times that lying (say, to protect someone from Nazi pursuit), is justified. Ethics Center: Consequentialism.

Ethics of hospitality also involve an effort of imagination; this time it is our task to put ourselves in the other person’s shoes and imagine a decision from their perspective. Is this a decision we would want someone to make if they were in our position? We can think of this as a more radical version of the Christian ethic of the Golden Rule (from Leviticus: “do unto others as you would have them do unto you”–note, though, never quote Leviticus in an actual argument because that shit can go south on you real quick), accept here we are self-skeptical enough to realize that the other might not want the same things as us. So rather than assume the other is just like us, we train ourselves to recognize and honor their difference, their alterity. Hence hospitality, since we train ourselves to welcome the strange, the unfamiliar. Ethics, here, trains people to negotiate the unknown and the contingent. Ethics as the impossibility of ever walking in another’s shoes, but trying like hell all the same. [article on Levinas]

Thinking About the Walking Dead

Okay, so we have four different senses of ethics. Chances are all four reverberate through every decision you make. As a phenomenologist, Sicart is interested in what percolated to the surface as you made a decision. This is why rigorous reflection is so important to his method of ethical analysis: what were you thinking about at the time you made a decision? And how did the game designers reward/frustrate/respond to that decision-making? Did they pull a bait and switch (they anticipated I would make X decision, but surprised me). Did decisions become too predictable? To anticipate what I expect to find in the Sicart Summary papers, did they institute a scoring system that told you when they did good, and, if they did, then what notion of ethics are they reinforcing?

These are some of the questions you should be asking yourself as you play your game. Over the next week, I’ll ask you to play about 6-10 hours of your game. You will keep a gaming journal–after every play session (which really shouldn’t be more than 90 minutes), you should write for 15 minutes. Trace important decisions the game asked you to make, their level of complexity, their consequences. Identify where/how the designers made decisions that either amplify or diminish the ethical potential / impact of your game.

There is no right or wrong reflection here. You have space to articulate something smart about a game in light of Sicart’s theories. You might play a game that *doesn’t* involve ethical decision making, but does (you think) engender high ethical impact (my personal favorite for this is The Last of Us).

So, let’s talk about Shawn and Duck.

Did you lie to Hershel?
Yes: 46%
No: 54%

Did you save Duck or Shawn?
Duck: 52%
Shawn: 48%
We are dealing with a legit “trolley problem”

Let’s talk Sicart. Link for Quiz responses.

Hidden link!

Homework

Quick poll: I have a smart phone or a laptop that I can use in class.

Download the Poll Everywhere App for your phone.

As I indicated above, our final project investigates how video games incorporate ethical decision-making. Not all games do this well–what we need is some theoretical material that gives us a lens for viewing and analyzing the choices games provide.

We’ll be using the lens constructed by scholar Miguel Sicart, first reading one of his essays and then chapters from his book Beyond Choices. As you read Sicart, keep asking yourself: how does the terms, distinctions, ideas he articulates help me answer these questions:

  • What should/shouldn’t game designers do to make effective ethical dilemmas in their games?
  • What should/shouldn’t players do to have more powerful ethical experiences while playing games?

To get us started, I want to read Sicart’s 2013 article “Moral Dilemmas in Computer Games” (you will find this in the Files section of Canvas). I’m not sure how much experience you have reading academic articles, so I’ve designed a Canvas “Quiz” to help structure your reading. Academic articles often have dense, disciplinary-laden prose; given that these articles are written for experts in the field, they do not always define key terms. Further, academic articles often have to acknowledge key debates even if that isn’t the purpose of the article (for instance, you’ll notice Sicart spends a lot of time reviewing definitions of “game play” early in the article–although I do think that section contains some useful and important information).

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ENG 301 11.T: Welcome Back! Let’s Get Going

Today’s Plan:

  • Reminder: Labor-Based Grading
  • Project Two: Developing a Proficiency Grade
  • Reminder: Advising WEP Major / Writing Minor
  • Community Engagement Project Deliverables and Work Logs

Labor-Based Grading

I wanted to review the syllabus and this course’s idiosyncratic assessment system. Remember that this course is built around labor-based grading, and the syllabus indicates that you will receive a base grade of a “B” if you turn all assignments in, relatively on time, and they meet base expectations for quality.

To earn an “A” in the class, you have to engage in extra-labor. The syllabus lists the following options:

  • For Project 1, submitting revisions until they reach a 90% on the rubric and/or address instructor comments
  • Visiting office hours in order to share drafts or ask meaningful questions about a project/reading/work (1-2 visits per semester)
  • Bringing drafts of Project 1 or Project 4 to the Writing Center
  • Making consistent and meaningful contributions to class discussions (especially when we are reviewing scholarship or are grade-norming)
  • Showing leadership and responsibility in group projects
  • Going above and beyond during our Community Engagement Project (noting what extra work you did in your self-reflection)
  • Developing a professional portfolio and/or online presence in the Job Materials project

Yesterday I awarded extra-labor credit in Canvas. 4 people have completed a revision of their Job Report (or produced an excellent job report that already spoke to a significant labor investment). Only one person attended the Writing Center. I awarded

Project 2 Grades

Since I changed the Project 2 format, I decided to simply base the grade on the number of the assignments you completed over those three weeks. There were 5 total assignments:

  • Fadde and Sullivan Discussion Questions
  • Marisol’s Email
  • Lauer and Brumberger Reading/Discussion Post
  • Grant Writing Program Revision
  • Revised Flyer

So, if you completed 5/5, then you got a 90%. If you completed 4/5, then you got 84%. If you completed 3/5, then you got a 72%. If you completed 2/5, then you got a 50%. I awarded some bonus points here (over the LBG standard 85%) because I thought the quality of work and discussions over those weeks was strong.

Community Engagement Project Deliverables and Work Logs

Before break, you had an opportunity to meet with your team and review your organization’s assets and/or needs. Today, I’d like you to meet with your team and sketch out your goals for the next two weeks. I awarded 6 people credit for leading class discussions (if you feel you should qualify for this and I didn’t award credit, then send me an email and I will both reconsider and pay extra attention to your contributions the rest of the way).

Organizations often using something called a gantt chart to help organize and facilitate team projects; they are a core element of project management. A gantt chart identifies key stages in a project, the deliverables for that stage, and the person(s) responsible for completing it.

I don’t think we need something as complicated as a gantt chart for these projects (though as potential professional communicators and researchers, it is important that you know what they are). I do need to know on what your team will focus, and what each member will be responsible for.

Deliverables
Given the time we have this semester, I’m setting up the following deliverable due dates:

  • Deliverable #1: April 3rd
  • Deliverable #2: April 17th

In some cases, I have a clear idea what your deliverables might be. For instance, Grant Writing: your Deliverable #1 will be a funding report and your deliverable #2 will be a draft of a Colorado Common Grant Application (likely for the Poudre River Trail Corridor Inc–I have a lot of material of theirs that you can revise into a grant application). For other groups the future is more wide open. I’ll be coming around today to meet with each group to help identify goals and responsibilities.

Work Logs
Given how idiosyncratic the team projects can be, I’ve devised a system for rewarding your investment and labor: work logs. Logs are generally quick memos that your write me each week that documents what you did for the 4 hours you worked on the project. In your first work log (due this Sunday), I would like you to identify the days/time you will invest your four hours every week: make a clear schedule. This can be one four hour block, though I recommend establishing two 2-hour blocks a week, or one 2 hour and two 1 hour blocks (in addition to Project Management, this is an exercise in Time Management and Deadlines).

You can share URLs to work-in-progress for my review, describe reading and learning you did (say a new technology) with details on how that work shows us in your deliverable drafts, etc. These work logs will be due on Sundays at midnight, and I will review them every Monday morning, so you can also include questions you might have or identify work that you want me to review before our Tuesday meetings.

Note that work logs are also an anonymous way for you to inform me that someone else is late with progress on a deliverable. But, also, note that you are responsible for doing 4 hours of work a week regardless of what other people have done.

Homework

Make sure your team emails me a memo by the end of today’s class indicating what deliverables you will have completed by April 3rd and who is responsible for what elements of that/those deliverable(s).

Start working on those deliverables in preparation for Thursday’s class (location TBD–I have to put in a computer lab request today).

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ENG 231 9.R: Games as Tragedy Papers

Paper Description (2025)

This project asks you to analyze a game in terms of tragedy. I know that is not very specific, but I cannot necessarily predict what *kind* of of analysis you should do, or what “terms of tragedy” will be relevant to your experience of the game. So, if I am cryptic here, it is because I am giving you space to tell me about your game and what makes it tragic–or, what elements of the game most resonate with the scholarship on tragedy we have read.

I have one major, non-negotiable content requirement for the paper: it has to draw upon Aristotle, Curran, and one other source from Canvas, to craft a theory of catharsis. This section has to summarize, compare, and/or contrast at least 3 different versions of catharsis explored by Curran in her piece. I want someone who has never heard the term to read this section of the paper and understand that there’s several viable ways scholars use this term to describe different (but, um, maybe similar) aesthetic experiences.

You might use more than one definition of catharsis in your paper, exploring how different senses are operating simultaneously.

You might spend more time in your paper focusing on the complex ways the game modulates our relationship to the tragic protagonist.

Maybe you want to walk through a lot of scenes that show us the characters tragic flaw (hamarita) in action.

Whatever you choose to do, the paper should “close read,” similar to how we read a song in class, or the ways I try to analyze Last of Us, particular scenes. Take us really close to a specific scene–the scenes that most help us understand what, in terms of tragedy, the game does well. Or, show us what it doesn’t do well! Whatever. It is your paper, your experience. I just want to make sure that you can take esoteric, complex theory (catharsis) and apply it to a lived experience. Because that’s the world I want to live in–a world in which people can use their own experience as evidence for the world they want to construct.

Paper Requirements (2024)

The paper should be 8 to 12 pages (say 1700 to 3000 words). Some people do write more. I do not have time to read more than 20 pages.

The paper needs to explore and define catharsis, drawing on the resources listed below. The discussion of catharsis should be about a page, and should reference at least Curran and Aristotle. Essentially, Curran lays out six different senses of catharsis. You need to pick or modify one, and compare it to some others.

I have also indicated that, in addition to catharsis, you should use one of the other terms from our collaborative handbook.

The paper should then close read 2-4 scenes from the game that help me understand the answer to one (or more) of the following questions:

  • Is this game a tragedy (by Aristotelian standards)?
  • Did you have a cathartic experience?
  • How/does the interactive nature of the game augment/diminish its potential as a tragedy capable of producing catharsis?
  • Explore the complex relationship to the game’s protagonist / argue for the agent of the tragic action etc (think of the range of work we saw in the project presentations!)

Your answer(s) to that/those question(s) is your thesis. The paragraphs examining scenes are your evidence in support.

Finally–remember that this is mostly advisory. Meaning–you have to show me you can read several academic sources and define catharsis–but, after that, what you do in the paper is up to you. Make it smart. Point to specific elements, scenes, choices, dialogue in the game. But the exact argument of the paper is up to you.

Catharsis Resources

Here’s what I have:

Aristotle’s Definition of Tragedy:

VI.2-3
Tragedy, then, is an imitation of an action that is serious, complete, and of a certain magnitude; in language embellished with each kind of artistic ornament, the several kinds being found in separate parts of the play; in the form of action, not of narrative; through pity and fear effecting the proper purgation of emotions.

Here is my blog post on catharsis, which you can quote and argue against in your paper:

I’ll say that I don’t think the purpose of tragedy is to release fear or pity. That’s too narrow. Both in the sense that I don’t think tragic exploration limits itself to what we fear and who we pity (for suffering what seems injust or caprice whims of fate).

Catharsis reaches out to us and reminds us, rekindles, relights, what is already there. Our fear of death. Our fear of loss. Our struggle to find meaning in our lives. Our desire for a soulmate. The pain of rejection or betrayal. Catharsis is a term for the resonance between what we see on the stage, the screen, the page, and our own troubles. This isn’t to say we can’t have a powerful sympathetic response to a narrative to which we have no lived correlate–I find Eli Weisel’s Night to be incredibly powerful despite the fact that I have not experienced genocide. Night is doing powerful work, I would simply insist that it is not cathartic work, because there is no resonance for me. This does not mean it is not “pedagogic” instructive–it certainly aims to teach us how (not) to live. But there is no movement, connection to my life (and, without falling into the “universal” rabbit hole, etc. etc).

So, if I had to lay down a fundamental first principle for catharsis, it would be that there must be a fundamental identification between the action of the tragedy and the audience/reader/player.

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ENG 301 9.T: Project 1 Feedback, Community Engagement Teams

Today’s Plan:

  • Project 1 Feedback
  • Williams and Bizup
  • Lauer and Brumberger
  • Community Engagement Teams
  • Homework

Project 1 Feedback

I’ve got a postmortem doc.

Williams and Bizup

I’ve also got a Williams and Bizup doc.

Community Engagement Teams

I’ve put together an overview of the projects available this semester.

Homework

Work on your Project 1 Revision.

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ENG 301 8.R: Social Media Crash Course

Today’s Plan:

  • Elements of Social Media Management
  • Let’s Craft Some Tweets
  • Photoshop: Let’s Crop and Adjust Some Images
  • Homework: Read Lauer and Brumberger, Canvas Discussion

Elements of Social Media Management

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ENG 301 7.R: Designing Text / Reading for Tuesday

Today’s Plan:

  • Review Flyer Redesigns
  • Very Quick Exercise #1: Taking and Saving a Screenshot
  • Very Quick Exercise #2: Cropping a Photograph
  • Very Quick Exercise #3: Placing Text on an Image
  • Document Design

Review Flyer Designs

Intersections Between Technical Communication and Document Design

As I mentioned last class, my degree is in Rhetoric and Composition. While “rhetoric” can have many different definitions, it generally concerns how humans can gain the attention of others in order to better communicate complicated ideas and solve collective problems (philosophy is an individual exercise, rhetoric a social one). Hence why so many graduate programs in Rhetoric and Composition offer specializations in visual rhetoric and design: the techniques we use to develop oral and print content are also relevant in visual fields. Tuesday, I talked mostly of graphic design principles–how we approach designing visuals that, while they might contain words, have rhetorical purposes that words alone probably cannot achieve. Today I want to talk about how some of those basic principles–Contrast, Repetition, Alignment, and Proximity–operate in print documents, and how we can design print documents to maximize reader comprehension. This carries us into the realm of technical communication, which invests significant energy in studying how people actually read documents, and what we can do to help them read more/efficiently (see, for instance, website heat maps).

There’s two things I want to emphasize regarding document design today:

  • Crafting Meaningful Headings
  • Labeling Graphs and Figures

Let’s work in this sample document.

Homework

Read the Fadde and Sullivan essay (files section of Canvas). Answer one of the discussion questions on pages 145-146 (and let me know which one you are answering!)

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ENG 301 7.T: Design Crash Course

Today’s Plan:

  • CRAP
  • What Not To Do
  • Works Every Time Layout
  • Homework

As I said last class, I do not consider myself a designer. But I am someone who, when the occasion arises, can design something. While I might not think of myself as a creative genius, nor as someone who knows the fine minutia of the discipline, I know enough to create something that will look nice, communicate its purpose clearly, and not ended up being mocked in front of a class like this one.

What I have always liked about Rhetoric and Composition as an intellectual field is that our analytical tools, the ways of seeing we develop, are methods for generating, creating, composing. That is, we look at things to learn how to (and how not to) make them. Flyers. Speeches. Video games. Societies.

Today we work with flyers.

Basic Principles

My first foray into design was Robin Williams’ Non-Designer’s Design Book. In it, Williams lays out the basic C.R.A.P.:

  • Contrast
  • Repetition
  • Alignment
  • Proximity

What Not to Do

Golumbiski and Hagen’s layout sins. How many sins does your image have?

Examples.

Works Every Time Layout

First, let’s talk Canva (and templates in general).

Homework

Redesign your poor visual, using G+H’s Works Every Time Layout as a guide. You can use any technology you are comfortable with for your redesign.

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ENG 231 7.T: Prepping Presentations

Today’s Plan:

  • Review Catharsis / Walking Dead questions
  • Presentation Expectations
  • Sign Up for Presentations
  • Thursday’s class: Writing Time in Ross 1240

Brainstorming Some Walking Dead Paper Angles

First, let’s clear up what catharsis might mean, especially the idea that catharsis is a kind of pleasure. We all get that catharsis for Aristotle means that we watch something painful and then (sort of) feel good about it. But why do we feel good about it? How do we flush out the particulars? This is where things get tricky. Let me introduce two/ interpretations–I roll with the second more than the first.

Okay, the first is that we recognize in the protagonist something that plagues ourselves, one of our foibles, weaknesses, flaws. Hence we pity them. Or we see that they are the victims of the bad circumstances and we pity them. And, at the same time, because we identify with them, we fear that we could succumb to the same fate, make the same bad decisions.

But the play resolves itself, through the play we learn to overcome those bad things, to fix our flaw, to be better. And thus, we are purged, cleansed, of our pity and fear. The pleasure here is tied to the pleasure of learning, of becoming better.

I don’t really buy that model. Rather, I think we reconcile, accept, those flaws. Perhaps we learn the importance of overcoming our flaws, perhaps we are better at avoiding them. But I think catharsis more as a coming to terms with our frailties, learning to live with them, coming to recognize humanity as something over than divine, ideal, or perfect. Pleasure here is more timid, subdued. It is a kind of peace that eschews from a contentment with our/selves.

Question(s) to throw at Walking Dead:

  • Is this game a tragedy (by Aristotelian standards)?
  • Did you have a cathartic experience?
  • How/does the interactive nature of the game augment/diminish its potential as a tragedy capable of producing catharsis?
  • Can you close read one or two key moments in the game to illustrate your answers to the questions above?
  • Let’s talk about your relationship to Lee. Is it sympathetic or empathetic? [What is the distinction between the two?]
  • Let’s talk about whether the anxiety a question-based game produces resonates with “pity” and “fear”

Research Presentation Expectations

Your research presentations need to be 4 minutes or less. You should read a paper or prepared notes–I’m looking for a polished rehearsed talk, not an improv performance. Note that a four minute speech is about 550-600 words. Given that we have to get through 12/13 presentations, I need you to make sure that your talk does not exceed 4 minutes.

I want these talks to focus on particular scenes/moments/decisions in your game that you discuss in your papers. Given the limited time, I’d prefer if you didn’t spend too much time defining catharsis (or another term) in the talk. We are all working within the same theoretical bounds, so only discuss a theoretical/lens term if you are using it in a very specific way (or are using a term we didn’t include in our class document). While space is limited, it might be nice to give us a 2-3 sentence overview of the game (general plot? genre? main character(s) names).

I am torn on the idea of using mixed media in your presentation–while watching a game can give us a powerful sense of how it operates as a tragedy, we only have 4 minutes per project. It makes more sense for you to describe your scene, perhaps with an accompanying screenshot.

Given that there’s a range of approaches to writing this paper, I don’t want to constrict the content of the presentation too much. I will say that a base expectations for the presentation, similar to the paper, revolves around answering those Walking Dead questions above–detailing not only if a game is a tragedy, but how it operates as a tragedy. Potentially what a game does to amplify its tragic sense of catharsis. Or what it does to diminish catharsis. Whatever your argument, the presentation should focus on one particular scene/moment in the game as evidence for one of these arguments.

If you want to include multimedia in your presentation, then I would request you make a Google Slides and share it in the Week 8: Presentation turn-in. Alternatively, you can submit a script for your presentation as a Google Doc or Word Doc.

Presentation Sign Ups

I’ve slotted 12 presentations for Tuesday and 13 for Thursday. To keep this equitable, I’ll start by asking if I have volunteers for Tuesday.

Thursday’s Class

I have two objectives for Thursday’s class. First, I’d like to break y’all into groups to discuss your papers. Those of you working on Walking Dead, God of War, or Nier can brainstorm/compare your play notes thus far.

After group discussions, I’ll give you time to work on your papers and presentations.

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ENG 231 6.R: Catharsis Resources

Today’s Plan:

  • Brainstorming Some Walking Dead Paper Angles
  • Revisiting the Schedule
  • Tragedy / Catharsis Resources
  • Homework

Brainstorming Some Walking Dead Paper Angles

First, let’s clear up what catharsis might mean, especially the idea that catharsis is a kind of pleasure. We all get that catharsis for Aristotle means that we watch something painful and then (sort of) feel good about it. But why do we feel good about it? How do we flush out the particulars? This is where things get tricky. Let me introduce two/ interpretations–I roll with the second more than the first.

Okay, the first is that we recognize in the protagonist something that plagues ourselves, one of our foibles, weaknesses, flaws. Hence we pity them. Or we see that they are the victims of the bad circumstances and we pity them. And, at the same time, because we identify with them, we fear that we could succumb to the same fate, make the same bad decisions.

But the play resolves itself, through the play we learn to overcome those bad things, to fix our flaw, to be better. And thus, we are purged, cleansed, of our pity and fear. The pleasure here is tied to the pleasure of learning, of becoming better.

I don’t really buy that model. Rather, I think we reconcile, accept, those flaws. Perhaps we learn the importance of overcoming our flaws, perhaps we are better at avoiding them. But I think catharsis more as a coming to terms with our frailties, learning to live with them, coming to recognize humanity as something over than divine, ideal, or perfect. Pleasure here is more timid, subdued. It is a kind of peace that eschews from a contentment with our/selves.

Question(s) to throw at Walking Dead:

  • Is this game a tragedy (by Aristotelian standards)?
  • Did you have a cathartic experience?
  • How/does the interactive nature of the game augment/diminish its potential as a tragedy capable of producing catharsis?
  • Can you close read one or two key moments in the game to illustrate your answers to the questions above?
  • Let’s talk about your relationship to Lee. Is it sympathetic or empathetic? [What is the distinction between the two?]
  • Let’s talk about whether the anxiety a question-based game produces resonates with “pity” and “fear”

Revisiting the Schedule

  • Tuesday, Feb 1st: Meakin et al
  • Thursday, February 3rd: Discuss Meakin. Build worklist of terms/ideas/heuristics. Identify games. Team assignment: research a term other than catharsis and share with the class. Aristotle’s Poetics Start. Homework: Read Curran. .
  • Tuesday, February 8th: Read/Lecture: Aristotle’s Poetics (20min), Discuss Curran / focus on Catharsis (30min). Lecture #2: intro to memesis, with discussion of Aristotle and Player Complicity (as “action,” hamaritia, perhaps riff on Meakin and “epiphany,” plot, continuity, rupturing complicity. Homework: Play game and journal #1.
  • Thursday, February 10th: Discuss Catharsis (again). Empty time for catch up? Reviewing Project 1 papers? Homework, Read Maetas, 2001, An Preliminary Poetics for Interactive Drama and Games. Play your game and journal #2.
  • Tuesday, February 15th: Discuss Mateas, hammer out working heuristic. Homework: Play game and journal #3.
  • Thursday, February 17th: Read Potzsch and Waszkiewicz (in addition to the Meakin, an example of what your paper might look like). Homework: Play your game a lot #4 #5.
  • Tuesday, February 22nd: Read more Potzsch, revist Meakin. Homework: Play your game #6. Write Your Paper.
  • Thursday, February 24th: Game talk presentations. Homework: Write Your Paper.
  • Tuesday, March 1st: Game talk presentations. Homework: Write Your Paper.
  • Thursday, March 3rd: Papers due at midnight.

So, I have not asked you to read anymore secondary material for your paper–we didn’t read the Mateas or the Potzsch.

I also don’t feel anyone will be ready to present on their paper next Thursday. So here’s the plan. Our February 24th session is cancelled. We will sign up for in-class research presentations next Tuesday, and you will give those presentations on March 1st and March 3rd. I’ll have some presentation expectations to share with you next Tuesday, but generally prepare for talking for 3-4 minutes, giving a quick outline of what you looked for in your game, and focusing our attention on one scene for a close reading (the kind of which we brainstormed on Tuesday). Papers will be due the Friday before spring break.

Catharsis Resources

Here’s what I have:

The catharsis portion of your paper needs to reference the Aristotle, the Curran, the Meakin et al, and at least on other source (doesn’t have to be academic) on catharsis and/or another related term from our heuristic.

Homework

Read Pötzsch and Waszkiewicz, Life Is Bleak (in Particular for Women Who Exert Power and Try to Change the World): The Poetics and Politics of Life Is Strange.

I’m offering this as a model for your paper. I will ask you to invest a bit more energy in defining catharsis, but otherwise they offer a great outline for thinking about these papers:

  • Intro
  • Definition of Catharsis>/li>
  • Reading the Play as a Tragedy (breaking it into acts, summarizing how each act “works” in terms of the tragic action)
  • Arguing for something cool/different/unexpected

Given how long we have for these papers, I am thinking that they should check in (gods help me) around 3000-4000 words (6-8 double spaced). I anticipate some of you will write considerably more than that.

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ENG 301 6.R: Grant Writing Crash Course

Today’s Plan:

  • Parts of a Grant
  • General Strategies
  • Grant Research / Tools
  • Revising a Grant Application for Concision and Readability

Parts of a Grant

Let’s take a look at the Community Resource Center’s Common Grant Application. While there:

  • User’s Guide
  • Tips
  • Length of a Narrative: 4 pages, single-spaced

Grant writing 101: A Few Introductory Tips

  • Invention/Organization: Always be sure to read an RFP / application form extremely carefully and provide exactly [only] what the app / prompt is asking for
  • Invention/Diction: Always scan an organizations website and promotional materials for language and terms
  • Research: It is easier to find funds for “new” projects than for “general operating costs”
  • Style: Your prose must be concise, yet detailed and engaging. Every word or sentence has to count (because)
  • Organization/Style: Your reader is under no obligation to read your entire proposal. They will likely skim. We have to do everything we can to make the most important part of our application the most prominent and accessible

Grant Writing Research Tools/Process:

Homework

Revise the program section of our sample grant.

Find and take a photo of an “ugly” or “ineffective” flyer.

Also, here’s the calendar for the next few weeks:

  • Tuesday, Week 7: Grant Writing Crash Course. Homework: Revising the Project section of a grant application.
  • Thursday, Week 7: Design Crash Course. Homework: Redesigning a bad flyer. Read Fadde and Sullivan.
  • Tuesday, Week 8: Discuss Fadde and Sullivan. Designing Information crash course.
  • Thursday, Week 8: Social Media Crash Course. Homework: Designing social media materials. Work on Major Project. Begin drafting Presentation script.
  • Tuesday, Week 9: Designing Professional Presentations crash course. Homework: Complete Team Presentations.
  • Thursday, Week 9: Team Presentations [October 20th]
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