Rhetoric & Technical Communication
Rhetoric & Technical Communication
Toscano, Aaron, Ph.D., Associate Professor, Dept. of English

Resources and Daily Activities

  • Dr. Toscano’s Homepage
  • ENGL 2116-083: Introduction to Technical Communication
    • ENGL 2116 sec. 083 Major Assignments (Summer 2020)
      • Final Portfolio Requirements
      • Oral Presentations
    • June 11th: Continue with I, Robot
    • June 15th: Ethics and Perspective Discussion
      • Ethical Dilemmas for Homework
      • Ethical Dilemmas to Ponder
      • Mapping Our Personal Ethics
    • June 16th: More on Ethics
    • June 1st: Effective Documents for Users
    • June 2nd: Final Project and Research Discussion
      • Epistemology and Other Fun Research Ideas
      • Making Résumés and Cover Letters Better
      • Research
    • June 3rd: Technology in a Social Context
    • June 8th: Information Design and Visuals
    • June 9th: Proposals, Marketing, and Rhetoric
    • May 18th: Introduction to the course
    • May 19th: Critical Technological Awareness
    • May 20th: Audience, Purpose, and General Introduction
    • May 21st: Résumé Stuff
      • Making Résumés and Cover Letters More Effective
      • Peter Profit’s Cover Letter
    • May 25th: More Resume Stuff
    • May 26th: Plain Language and Prose Revision
      • Euphemisms
      • Prose Practice for Next Class
      • Prose Revision Assignment
      • Revising Prose: Efficiency, Accuracy, and Good
      • Sentence Clarity
    • May 27th: More on Plain Language
    • May 28th: Review Prose Revision
  • ENGL 4182/5182: Information Design & Digital Publishing
    • August 21st: Introduction to the Course
      • Rhetorical Principles of Information Design
    • August 28th: Introduction to Information Design
      • Prejudice and Rhetoric
      • Robin Williams’s Principles of Design
    • Classmates Webpages (Fall 2017)
    • December 4th: Presentations
    • Major Assignments for ENGL 4182/5182 (Fall 2017)
    • November 13th: More on Color
      • Designing with Color
      • Important Images
    • November 20th: Extra-Textual Elements
    • November 27th: Presentation/Portfolio Workshop
    • November 6th: In Living Color
    • October 16th: Type Fever
      • Typography
    • October 23rd: More on Type
    • October 2nd: MIDTERM FUN!!!
    • October 30th: Working with Graphics
      • Beerknurd Calendar 2018
    • September 11th: Talking about Design without Using “Thingy”
      • Theory, theory, practice
    • September 18th: The Whole Document
    • September 25th: Page Design
  • ENGL 4183/5183: Editing with Digital Technologies
    • Efficiency in Writing Reviews
    • February 3rd: I’m in Love with the Shape of You(r Sentences)
    • January 20th: Introduction to the Course
    • January 27th: Rhetoric, Words, and Composing
    • Major Assignments for ENGL 4183/5183 (Spring 2021)
  • ENGL 4275: Rhetoric of Technology
    • April 13th: Authorities in Science and Technology
    • April 15th: Articles on Violence in Video Games
    • April 20th: Presentations
    • April 6th: Technology in the home
    • April 8th: Writing Discussion
    • Assignments for ENGL 4275
    • February 10th: Religion of Technology Part 3 of 3
    • February 12th: Is Love a Technology?
    • February 17th: Technology and Gender
    • February 19th: Technology and Expediency
    • February 24th: Semester Review
    • February 3rd: Religion of Technology Part 1 of 3
    • February 5th: Religion of Technology Part 2 of 3
    • January 13th: Technology and Meaning, a Humanist perspective
    • January 15th: Technology and Democracy
    • January 22nd: The Politics of Technology
    • January 27th: Discussion on Writing as Thinking
    • January 29th: Technology and Postmodernism
    • January 8th: Introduction to the Course
    • March 11th: Writing and Other Fun
    • March 16th: Neuromancer (1984) Day 1 of 2
    • March 18th: Neuromancer (1984) Day 2 of 2
    • March 23rd: Inception (2010)
    • March 25th: Writing and Reflecting Discussion
    • March 30th & April 1st: Count Zero
    • March 9th: William Gibson’s Neuromancer (1984)
  • ENGL 4750-090 & ENGL 5050-092 Video Games & Culture
    • Assignments for Video Games & Culture
    • August 25th: Introduction to the Course
    • November 10th: Aggression & Addiction
    • November 3rd: Moral Panics and Health Risks
    • October 13th: Narrative, ludology, f(r)iction
    • October 20th: Serious Games
    • October 27: Risky Business?
    • October 6th: Hyperreality
    • September 1st: History of Video Games
    • September 22nd: Video Game Aesthetics
    • September 29th: (sub)Cultures and Video Games
    • September 8th: Defining Video Games and Critical Theory Introduction
      • Marxism for Video Game Analysis
      • Postmodernism for Video Game Analysis
  • ENGL 6166: Rhetorical Theory
    • April 13th: Umberto Eco & Jean Baudrillard
    • April 20th: Moving Forward on Theory
    • April 27th: Last Day of Class
    • April 6th: Lyotard’s The Postmodern Condition
      • What is Postmodernism?
    • February 10th: St. Augustine, On Christian Doctrine [Rhetoric]
      • Oratory and Argument Analysis
    • February 17th: Knoblauch on Magical and Ontological Rhetoric
    • February 24th: Rene Descartes’ Discourse on Method
    • February 3rd: Aristotle’s On Rhetoric Books 2 and 3
      • Aristotle’s On Rhetoric, Book 2
      • Aristotle’s On Rhetoric, Book 3
    • January 13th: Introduction to Class
    • January 27th: Aristotle’s On Rhetoric Book 1
    • March 16th: Friedrich Nietzsche
    • March 23rd: Mythologies and Meaning of Meaning (part 2)
    • March 30th: Derrida’s (refusal to have) Positions
    • March 9th: Mary Wollstonecraft’s A Vindication of the Rights of Women
    • Rhetorical Theory Assignments
  • LBST 2212-124, 125, 126, & 127
    • August 21st: Introduction to Class
    • August 23rd: Humanistic Approach to Science Fiction
    • August 26th: Robots and Zombies
    • August 28th: Futurism, an Introduction
    • August 30th: R. A. Lafferty “Slow Tuesday Night” (1965)
    • December 2nd: Technological Augmentation
    • December 4th: Posthumanism
    • November 11th: Salt Fish Girl (Week 2)
    • November 13th: Salt Fish Girl (Week 2 con’t)
    • November 18th: The Hitchhiker’s Guide to the Galaxy (Part 1)
      • More Questions than Answers
    • November 1st: Games Reality Plays (part II)
    • November 20th: The Hitchhiker’s Guide to the Galaxy (Part 2)
    • November 6th: Salt Fish Girl (Week 1)
    • October 14th: More Autonomous Fun
    • October 16th: Autonomous Conclusion
    • October 21st: Sci Fi in the Domestic Sphere
    • October 23rd: Social Aphasia
    • October 25th: Dust in the Wind
    • October 28th: Gender Liminality and Roles
    • October 2nd: Mary Shelley’s Frankenstein
    • October 30th: Games Reality Plays (part I)
    • October 9th: Approaching Autonomous
      • Analyzing Prose in Autonomous
    • September 11th: The Time Machine
    • September 16th: The Alien Other
    • September 18th: Post-apocalyptic Worlds
    • September 20th: Dystopian Visions
    • September 23rd: World’s Beyond
    • September 25th: Gender Studies and Science Fiction
    • September 30th: Mary Shelley’s Frankenstein
    • September 4th: Science Fiction and Social Breakdown
      • More on Ellison
      • More on Forster
    • September 9th: The Time Machine
  • LBST 2213/HTAS 2100: Science, Technology, and Society
    • December 10th: Violence in Video Games
    • December 15th: Video Games and Violence, a more nuanced view
    • December 1st: COVID-19 facial covering rhetoric
    • December 3rd: COVID-19 Transmission and Pandemics
    • December 8th: 500-word Essay
    • November 10th: Planet of the Apes. (1964) Ch. 27-end
    • November 12th: Frankenstein (1818) Preface-Ch. 8
    • November 17th: Frankenstein (1818) Ch. 9-Ch. 16
    • November 19th: Frankenstein (1818) Ch. 17-Ch. 24
    • November 3rd: Planet of the Apes. (1964) Ch. 1-17
    • November 5th: Planet of the Apes (1964) Ch. 18-26
    • October 13th: Collins & Pinch’s The Golem at Large (Technology), Ch. 5 and 6
    • October 15th: Collins & Pinch’s The Golem at Large (Technology), Ch. 7 and Conclusion
    • October 1st: The Golem at Large Introduction & Ch. 1
    • October 22nd: The Time Machine
    • October 29th: H.G. Wells and Adaptations
    • October 6th: Collins & Pinch’s The Golem at Large (Technology) Ch. 2
    • October 8th: Collins & Pinch’s The Golem at Large (Technology), Ch. 3 & 4
    • September 10th: Science and Technology, a Humanistic Approach
    • September 15th: Collins & Pinch’s The Golem (Science), Ch. 2
    • September 17th: Collins & Pinch’s The Golem (Science), Ch. 3 and 4
    • September 22nd: Collins & Pinch Ch. 5 & 6
    • September 24th: Collins & Pinch Ch. 7 & Conclusion
    • September 29th: Test 1
    • September 8th: Introduction to Class
  • New Media: Gender, Culture, Technology (Spring 2021)
    • February 16: Misunderstanding the Internet
    • February 23rd: Our Public Sphere and the Media
    • February 2nd: Introduction to Cultural Studies
    • January 26th: Introduction to New Media
  • Science Fiction in American Culture (Summer I–2020)
    • Assignments for Science Fiction in American Culture
    • Cultural Studies and Science Fiction Films
    • June 10th: Interstellar and Exploration themes
    • June 11th: Bicentennial Man
    • June 15th: I’m Only Human…Or am I?
    • June 16th: Wall-E and Environment
    • June 17th: Wall-E (2008) and Technology
    • June 18th: Interactivity in Video Games
    • June 1st: Firefly (2002) and Myth
    • June 2nd: “Johnny Mnemonic”
    • June 3rd: “New Rose Hotel”
    • June 4th: “Burning Chrome”
    • June 8th: Conformity and Monotony
    • June 9th: Cultural Constructions of Beauty
    • May 18th: Introduction to Class
    • May 19th: American Culture, an Introduction
    • May 20th: The Matrix
    • May 21st: Gender and Science Fiction
    • May 25th: Goals for I, Robot
    • May 26th: Isaac Asimov’s I, Robot
    • May 27th: Hackers and Slackers
    • May 30th: Inception
  • Teaching Portfolio
  • Topics for Analysis
    • American Culture, an Introduction
    • Feminism, An Introduction
    • Frankenstein Part I
    • Frankenstein Part II
    • Futurism Introduction
    • Langdon Winner Summary: The Politics of Technology
    • Marxist Theory (cultural analysis)
    • Oral Presentations
    • Our Public Sphere
    • Postmodernism Introduction
    • Protesting Confederate Place
    • Punctuation Refresher
    • QT, the Existential Robot
    • Religion of Technology Discussion
    • Rhetoric, an Introduction
      • Analyzing the Culture of Technical Writer Ads
      • Rhetoric of Technology
      • Visual Culture
      • Visual Perception
      • Visual Perception, Culture, and Rhetoric
      • Visual Rhetoric
      • Visuals for Technical Communication
      • World War I Propaganda
    • The Great I, Robot Discussion
      • I, Robot Short Essay Topics
    • The Rhetoric of Video Games: A Cultural Perspective
      • Civilization, an Analysis
    • The Sopranos
    • Why Science Fiction?
    • Zombies and Consumption Satire

Contact Me

Office: Fretwell 280F
Phone: 704.687.0613
Email: atoscano@uncc.edu
Science Fiction in American Culture (Summer I–2020) » June 18th: Interactivity in Video Games

June 18th: Interactivity in Video Games

This is it! The last “day” of new material. Your Essay #2 Final is Due Monday, 6/22, so I hope to have feedback on your drafts to you by today.

Watch These and Think

  • Red Hot Chili Peppers “Californication” (1999)
  • GTA: San Andreas “Black Project” walkthrough (2005)

Canvas Post

There’s not too much to highlight about these videos. I’m more interested in your take on them, so don’t forget to post on Canvas. Here’s the prompt:

Last post!!! In 250 words, please reflect on the following prompt before Friday, 6/22 by 11:00 pm.

Video games are quite often science fiction related. Players use futuristic weapons, travel in hi-tech vehicles, and boost their health immediately. The music Video: Red Hot Chili Peppers “Californication” (1999) is a comment of American culture, and it’s set in a video game engine similar to the Grand Theft Auto “sandbox” games. The video game sequence from the GTA: San Andreas (2005) “Black Project” walkthrough, which takes place in the fictional Area 69, an obvious parody of science fiction tropes of the government hiding alien secrets.

Consider our other texts (especially the virtual reality ones) and comment on why video games are a more interactive and immersive technology for indulging in science fiction themes.

Interactivity and Immersion in Video Games

I might have mentioned once or twice that my video game book came out in January. In it, I discuss the interactive nature of video game in several chapters, but “interactivity” isn’t the main goal of any one chapter. Below, I’ve excerpted passages from the book that deal with interactivity and immersion.

Excerpt #1

Video games have always been interactive, but contemporary video games are more immersive experiences, allowing gamers to become the avatars they control on screen. Americans (as well as citizens of other industrialized nations) have many electronic options for entertainment beyond traditional media such as television and film. Video games, like all entertainment, fulfill a demand for fun, leisure, and escape. Entertainment choices and popularity reveal prevailing ideology, suggesting a culture has leisure, capital, and collective interests to which entertainment industries market. American ideology influences the violent video games popular in America, but the themes are not unique to American culture. However, the popularity of these video games suggests violence, misogyny, and the apotheosis of the individual are desired themes marketed toward gamers—mostly male gamers. Video games reproduce cultural messages of, among other themes, masculinity, femininity, and misogyny. It is impossible to remove misogyny (or racism) from patriarchal society, and the phallocentric themes reproduced in video games and other media can be said to be values of the culture. Although not everyone in a culture may value misogyny, its reproduction in video games suggests misogynistic themes are popular for the mostly male audiences to which these games are marketed. (p. 122)

Excerpt # 2

The immersive worlds of video games often mimic closed, yet free-market virtual economies. Capitalism influences much of the game design and, obviously, the economics of the game industry. This highly profitable industry entertains (and will continue to entertain) millions of Americans. As noted previously, these virtual worlds are places to indulge in fantasies impossible in the real world. They extend gamer abilities, allowing leaps, flights, acrobatics, etc., by manipulating a controller. Perhaps not for all video games, but for adventure and role-playing games, starting a new game begins a new adventure to embark on. The individual may very well accumulate skills, resources, lovers, and vast amounts of virtual currency. Video games allow gamers to indulge in the fantasy of the American Dream, the myth where everyone succeeds. To some extent, other media allow this indulgence, but video games offer a much more immersive environment for doing cultural work—reproducing ideology. (p. 144)

Excerpt #3

Consider the following examples that valorize competition: sports, dating shows, and reality TV challenges. Video games allow players to indulge in all of those and more. Sports indulgence is obvious when considering the Madden NFL series is thirty years old, so, for at least that long, players have been able to tackle, kick, and score virtually. Dating is not as obvious (except GTA: SA as discussed in chapter 5), but saving the princess is a common enough theme metaphorically representing “winning the partner of one’s dreams.” Shows like the Bachelor and Bachelorette certainly demonstrate the popularity of dating competitions. Reality competitions—other than dating—have an interactive counterpart in video games, reflecting the contrived challenges of shows such as Survivor.[22] Although the competition begins as a team effort, contestants vote off undesirable, expendable teammates, ending with a sole victory at the conclusion of the season. Contestants on the show have very limited resources and must complete arduous physical challenges to advance to the next rounds. A similar video game text that reflects this competition is the Fallout series, which takes place in a post-apocalyptic wasteland. These single-player role-playing adventure games require characters to build themselves up in order to survive in the video game world. Resources in the world are scarce, requiring players to gather glass, metal, batteries, etc. to assemble weapons, protection, and other tools. (p. 159)
Note: 22 (p. 165): Other popular reality TV competitions somewhat similar to popular post-apocalyptic video games are the contrived challenges of cooking shows such as Guy’s Grocery Games, hosted by celebrity chef Guy Fieri. In that reality TV show, contestants have a certain amount of time to make a meal using only items related to the challenge’s theme. These challenges test the contestant’s ingenuity and efficiency in a timed setting.

Toscano, Aaron A. Video Games and American Culture: How Ideology Influences Virtual Worlds. Lexington Books, 2020.

Future Stuff

Your Essay #2 Final is Due Monday, 6/22 on Canvas in .doc, .docx, or .pdf format. Hope you enjoyed the material this summer term. Take a look at the reading lists for other science fiction courses I teach if you want more reading or viewing to bring joy (or despair…it happens) to your lives.

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