Digital Rhetoric Reflections
I’m thinking back to when this class began, and where my studies of digital rhetoric have brought me to now as the quarter draws to its close. I attended the Grand Text Auto event in early October, and investigated issues of interplay and video games as pieces of art. Currently, I have finished the bulk of my filming for my youtube video essay, eager and nervous to start editing and concocting a piece that will hopefully do my original vision justice. Lingering, still, is my initial feeling of technological intimidation, paired with a renewed hope to one day get a handle on this modern-day technology “thing” (doubtful, since it is persistently running at a pace much faster than my own). I suppose I shall resolve to tackle my fears one question and one answer at a time.
Fresh, captivating questions were inspired by my attendance of the Grand Text Auto event in October; my attention while listening to the speakers, and later, exploring the Terminal Time presentation, as well as the greater Grand Text Auto exhibit set the tone of inquiry which guided my dynamic digital studies in this course. Sadly, I did not clue you, my classmates, into my thoughts better, as I regretfully wish I would have. I had many questions to raise, that I wish I had raised early on. My apologies. Maybe I can belatedly make up for that lack of dialogue now…and you can let me know what you think about the following. Perhaps, also, this blog entry will serve the purpose of helping me to synthesize and review a few key ideas from throughout the quarter.
Some questions the class, specifically events and guest speakers, have sparked for me: How do we negotiate in video games? In gameplay at large? And what does the way that we play say about ourselves and our technological society? Mary Flanagan, who created the giant joystick offered me a rather pertinent metaphor through her art. At least in my interpretation, the giant joystick symbolized a way we play games and, on a larger scale, interact with technology. I find that the ever-growing tools of technology, devices like the joystick, can be bigger than us (largely because we treat them as they are bigger than us by relying on them as much as we do). Sure- we are the humans, and they are the machines, and we have not forgotten this. But sometimes I worry that the machines are starting to take over…
In the digital age, there are numbered complexities, issues inherent to our technological scape that we need to unpack and attack, but don’t. The average person doesn’t question the implications of our high-tech lifestyles, I feel: it is far easier to comfortably accept the conveniences which technology affords us without wondering what it inevitably forces us to compromise or even jeopardize (which can be a lot). The tools we use, the internet in particular, can indeed tower over us in their magnitude. Navigating the digital world can be much like trying to use the giant joystick. I remember awkwardly trying to maneuver the giant joystick (with the aid of my friend, who pressed the big red button for me), and I made my best attempt at playing even the most simplistic of video games only to fail at them: pac man, pong, and an outer space shootout game of some sort. The task seemed simple, and the classic games were familiar enough, but that damned big joystick! It complicates things in a big way, and forces you to think about the task at hand in a way you haven’t traditionally thought about it. The study of digital rhetoric has forced me to think of my simple, day-to-day interactions with the technological world in a new, critical way that has led to a rewarding exploration of digital identity: the way I play in this big digital game of modern day society with every last one of my relevant tools.
I think that the only way we can keep the machine from ruling us is to reclaim our real-world existence in a real-world way, uprooting those deeper issues of technology, and asserting, not only a consciously-informed knowledge, but our abilities to artistically “manipulate the machine”. This manipulation is exemplified, to some degree, in dealings with Eliza, the cyber psychologist, or in games like Facade (an interactive fiction), in which players like myself will trump the machine with our genuine humanness of thought, something the computer-programmed, simulated characters lack.
Finding control in the digital arena through self-sought knowledge can feel really empowering. We need to learn how the technological world operates and dictates a lot of how we live. Otherwise, will we find that the internet and other digital media will one day write our own history for us, the product of a vast network of historical and technological associations online in the style of the “Terminal Time” demonstration? That’s a bit scary to me…that technology implies so much more about life and society and self as each day passes.



