Introduction
The fundamental question
this study asked was how do technologies and individualities work dialectically
to form identities in the composition classroom? More specifically, where do we
draw the line/s between composition instruction and technology's impact on the
self? At an institutional level, to what extent should we be concerned with the
individuality of our students? Should we perceive our students as something
other than"our students"? Must we be"serious faculty members"? The
topic of lines within and beyond the academy has its presence in the history of
composition studies (Derrida,1974; Ulmer, 1985) and
this is increasingly the case today as we seek to formally articulate the value
of technology in The WPA Outcomes Statement. Some scholars argue that
technology is a tool for literacy and as such it is vital to the classroom
(Adler-Kassner & Estrem,
2005; Harrington, 2005; Maid, 2005). Others contend that digital and electronic
advancements are continually changing how individuals think at a fundamental
level, which disrupts how we have been trained to think (i.e. literately) which
forces, invites, and/or allows us to negotiate our cultural practices (Ulmer,
1985, 2014; Holmevik 2012). As such, these scholars
shift away from literacy in order to advocate for post-pedagogies that do not
presume literacy and its conventions. Literacy and its conventions exclude
whereas post-pedagogies transcend academic boundaries while encouraging
artistic creation and play with and through technologies.
WPA-OS
In The WPA Outcomes
Statement: A Decade Later, Micheal Callaway
(2013) asks:"What Role Should Technology Play?" (p. 271). His question follows
the 2008 OS, which had been updated to include the section,"Composing in
Electronic Environments" According to the new language, digital technology in
particular should be harnessed for the processes of composing, researching, and
critique (p. 3). Calloway contends, however, that the update presumes
technology is merely a tool for writers. A passage from his critique is worth
quoting at length because it has yet to be resolved in the 2014 OS amendment.
According to Calloway:
Since new literacies
and new technologies are rapidly emerging and meshing, the discipline bears the
responsibility of developing outcomes that
broaden and enrich the discipline's understanding of writing, one that
acknowledges the interrelation of writer, writing, technology and self-formation, and that recognizes
and encourages the multiple literacies
that students bring with them when they enroll in composition courses" (p.
282-283).
The 2014 iteration does
not situate the outcomes for digital technology in a separate section. Instead,
the OS clarifies CWPAs definition of "composition" as"processes" that
are contingent upon digital technology. Indicating a new "understanding
of writing," as Callaway puts it, the OS's Introduction now reads:
'Composing' refers
broadly to complex writing processes that are increasingly reliant on the use
of digital technologies. Writers also attend to elements of design,
incorporating images and graphical elements into texts intended for screens as
well as printed pages. Writers' composing activities have always been shaped by
the technologies available to them, and digital technologies are changing
writers' relationships to their texts and audiences in evolving ways (p. 1).
While the language updates
technology from a tool for the processes to an element that's integral to
the processes, the new understanding of"composing" continues to eschew
technology's agency in the process of"self-formation," as Callaway puts it.
Specifically, individuals remain institutionalized and codified as"faculty" or"students" and"writers" which neglects, as Calloway says, any reflexivity
pertaining to"previous training, experiences and expectations" (p. 272).
OS-X Updates Available
Despite its immediacy,
Calloway's concern is nothing new amongst scholars of"electracy,"
which is to say the digital"complement[s] and supplement[s]" of literacy,
according to Gregory Ulmer ("EGS", 2015). In his 1995 essay,"One Video Theory:
(some assembly required)," Ulmer explores how the self, as a construct, is
being reconstructed not because of literacy or technologies that amplify
literacy, but because of what he calls"the electronic epoch," of which, he
insists,"does not come after literacy, but between, bringing literacy and orality into a potentially supportive rather than
exclusionary relationship for the first time in history" (p. 259). In this
context, Jan Rune Holmevik calls for a pedagogy of
play, arguing that"play acts as a conductor for the invention of electracy" (p. 20). He is primarily concerned with the ways
in which videogames, as modes of entertainment, disrupt institutional logics
and spaces while simultaneously opening new territories for"aesthetic
experiences that inspire new practices" (p. 20). Reflecting upon LinguaMOO, a gamespace that also
functioned as a classroom, Holmevik and co-creator
Cynthia Haynes describe the decorum in the electrate
classroom as:" . . . a new type of learning environment that would facilitate
collaboration, encourage communication, stimulate student interest in reading
and writing, transcend geographical and cultural barriers, be a fun and
creative place to work and socialize, and, last, provide a space in which to
conduct as well as present collaborative research and writing" (p. 120).
Games as Aesthetic
Education
Holmevik taught a course that I took during my first year as
a doctoral student in the Rhetorics, Communication, Information Design program at Clemson University. We read a
variety of books about play, electracy, and game
theory; as a relatively new first-year composition instructor, I was sold on
the passage in Inter/vention that reads:"Knowing there is a goal or destination, but not necessarily knowing exactly
what that might be or how to get there is what sets us on the path to discovery"
(p. 20). This sentiment encouraged me to experiment with videogames in the
classroom. It also allowed me to engage with my students in a way that seemed
friendlier and less hierarchal (I am a student, after all). What I expected
from that experience, I wasn't sure. One book in particular, Gamer Theory
by Mackenzie Wark, struck me as a text that could be
the catalyst for a project that I would later call"Electrate
Dream Interpretation." Wark laments the individual's
loss of power when play becomes work and work becomes play (p. 16-17). He
explains that the new challenge is:"ah, but even to phrase it thus is to
acknowledge the game—to play at play itself, but from within the game"
(p. 19).
To that end, Wark argues that games should not be taken seriously, that
they are"not representations of this world. They are more like allegories of a
world made over as gamespace" (p. 20), but these
allegories are also algorithms, he says, which is to say the sum of both parts
constitutes an allegorithm that is finite, contained
in the gamespace itself, concluded when the
technology turns off (p. 211). However, I wondered that if, like allegories,
there's more to the digital story. Yes, Wark has a
point:"In the guts of your machine you may spot some capacitors made by kemet, or maybe semiconductors from Intel" (p. 45). Yes, as
he says,"these probably contain tanalum, a marvelous
conductor of electricity also very good with eat. They were possibly made with coltan (short for columbite-tantalite)
dug out of the ground in the Congo, where there's plenty of coltan,
from which tantalum is refine" (ibid). But he also says,"the form of the
digital game is an allegory for the form of being . . . it is not a question of
adding games as the tail end of a history of forms but of rethinking the whole
of cultural history after the digital game" (p. 225). This strongly suggested
to me that there's a way to decode the symbols, the meaningless signs that"billow and float, pool and gather, arbitrary and useless" (Wark,
p. 40-41) in a way that might provide some personal, cultural (and pedagogical)
insight, while retaining the meaninglessness of the algorithms as data.
Similarly, Brian Schrank (2014) contends that videogames are not simply material;
rather, they are inherently metaphorical:"Games, like paintings, have their
own patterns of perception, interpretation, and participation" (p. 1). He argues that"games teach players how to engage and optimize
systems as well as how to manage their desire in a contemporary world" (p. 4).
That is to say, our critical engagement with videogames is contingent upon our
own unique aesthetic experiences, and that experience has the capability to
reconfigure commonplaces, but to what degree? To return to Callaway, he argues
that the WPA-OS must indicate that"students do not only need instructions on
how to use or apply technology, but also they need instruction on how to critically
engage technology" (p. 272). Critical engagement has its dangers, to be sure,
and it remains within the apparatus of literacy. In the context of electracy, Ulmer takes up the question I've raised about
critical engagement in his 2002 essay,"The Object of Post-Criticism."
Parodying (or perhaps locked in) criticism, he says:"What is at stake in the
controversy surrounding contemporary critical writing is easier to understand
when placed in the context of modernism and postmodernism in the arts. The
issue is 'representation'--specifically, the representation of the object
of study in a critical text. Criticism now is being transformed in the same way
that literature and the arts were transformed by the avant-garde movements" (p.
83).
He speaks of the collage
as a political weapon, one that shatters the agency of logocentrism
into shards of glass, and one that brings"art and life closer to being a
simultaneous experience" (p. 84). Echoing Claude Levi-Strauss, he calls the"operation" a kind of bricolage that by nature
ruptures the ownership and conventions of critical thinking and artistic
creation (p. 84). According to Ulmer,"Explanations lend a false sense of
unity, homogeneity, universality, to a heterogeneous body of materials,
ignoring or sublating real differences in the
interest of an artificial verisimilitude of plausibility" (1995, p. 253).
Therefore, Ulmer explores the allegory in relation to the subversive capacities
of post-criticism. He observes that we commonly interpret texts via. the mode of"allegoresis" (x
symbolizes y, etc.); we should, however, interpret texts via the mode of"narrative allegory," which"unfolds as a dramatization or enactment
(personification) of the 'literal truth inherent in the words themselves'" (p.
95). Similarly, Shrank insists:"videogames are art . . . the avante garde emerges through videogames"
(1). Of the game Night Journey, Schrank says: "There is a lugubrious sensual logic that the creatures and slow-dancing plants
emanate. When a fish or bird hauntingly appears, for instance, it hovers there
like some endearing bug-eyed hallucination. It is trying to communicate
something that is just beyond the edge of making sense, and in order for the
player to 'get it,' their sanity must slip a bit into that dreamworld"
(p. 10).
Videogames
are subversive pieces of avante garde
art and they analogous to dreams; this is the fundamental assumption of EDI.
Moreover, academic writing should be playful, subversive, and heterogeneous; it
should stray and play within conventions, old styles, paper, uniformity, et. al. Carl
Jung (1945) says: "Usually a dream is a strange and disconcerting product
distinguished by many 'bad qualities,' such as lack of logic, questionable
morality, uncouth form, and apparent absurdity or nonsense" (p. 6). When we view videogames as dreams, then allegorithms
become more significant in many ways, particularly in relation to line/s,
identities, and technologies. Moreover, when we use analytical procedure we
also leverage the merits of literacy, electracy, and
play. So after not knowing what to do with games, I
now want to extend Carl Jung's dream interpretation procedure from dreams to
the allegorithms of gameplay as a way to enable
students and instructors to see how video games, as analogues to dreams, are
not, as Jung says, "stupid, meaningless, and worthless" (p. 6). To that end, if we
are to value what Jung calls the"emotional nature," "autonomy," and"self-knowledge" of the individuals playing out roles, or as he would say,
selves playing out "personalities," as students in the composition classroom
then a post-critical project that integrates video games and dream
interpretation techniques can help us to accomplish just that (p. 145).
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