A goal is not a slam dunk; a point guard is not a quarterback

As updated on Twitter not too long ago, I have an increasing issue with sports commentators describing specific in-game events by way of relating them to specific in-game events in other sports. The most recent example happened earlier tonight during the Olympic ice hockey game between Canada and Russia. There were multiple references to a goal-scoring play as a "slam dunk." While watching a college basketball game a couple weeks ago, I endured a commentator's description of Michigan State point guard Kalin Lucas as a "quarterback." 

In my mind, such references constitute not only a failure of creativity but also a lack of understanding the true nature of a particular sport. It shouldn't be that difficult to describe in-game actions on their own terms and to do so within that sport's established discourse. Sure, all sports have a certain degree of familiarity and/or similarity among them, but that's not enough of a reason to describe a point guard as a quarterback or to simplify a scoring play in hockey as a slam dunk. Such descriptions cheapen what makes each sport unique and promote misunderstanding among novice viewers as to what happened on the court, field or rink.

Of course, these instances probably aren't as common as I worry that they are. At least Rod and Mario of Fox Sports Detroit have enough decency and intelligence to never refer to a homerun by Miguel Cabrera as a "slapshot."

Writing about Writing: On the Suggested Revisions of Some Post-Apocalyptic Thoughts

In May 2009, I answered a rather unique CFP, one focusing on the relationship between post/apocalyptic belief systems and technology. Entitled Network Apocalypse: Visions of the End in an Age of Internet Media, the edited book collection endeavors to provide a variety of perspectives on how online communicative technologies influence ideas about humanity's imminent demise. Given my own interests in post-apocalyptic tales and videogames, I proposed to combine the two. The initial proposal to the editor of Network Apocalypse is available here. Once approved by the editor, I shared significant sections of my chapter draft here, here, here, here, here and here. I submitted the completed draft on November 1 and, just last week, received some detailed suggestions regarding revision. In the interest of keeping this particular writing process public to a certain degree, I'd like to share and reflect a bit on those suggestions.

5. Format
The inclusion of a 75-word abstract, a 20-word formulaic biographical statement and citations congruent with the Chicago Manual of Style are required. I expected such requests. The first two kinds of writing are standard; the editors of The Computer Culture Reader asked for similar pieces. Furthermore, the initial draft of my chapter is in MLA citation format, but I've no qualms about using Chicago. 

4. Foreshadowing
Some of the most important parts of my Network Apocalypse chapter are nowhere to be found in the introduction, namely observations concerning the influence of mods on the Fallout 3 experience. I realize this is something I probably could/should have taken care of prior to the submission deadline. While attributing it to carelessness is a possibility, it has more to do with my approach to writing. I don't think I'm alone in approaching it as an opportunity for learning. In other words, I don't often know what I want to say until after I've written it. For me, this particular act of communication has always had a strong writing-to-learn element. Only when I see my first words on the page or screen am I better able to understand. The cohesion and structure of my chapter will only benefit from revising to reveal greater foreshadowing.

3. Fascination
I've a confession to make: In explaining the importance and relevance of videogames, I often still invoke literature. I do this less and less as I develop a better vocabulary to address what videogames really are and just how divergent the medium is in comparison to other forms of entertainment and intrigue, but I slip sometimes. This chapter of mine features such a slippage in that I discuss the surging appeal and interest in post-apocalyptic themes in literature before videogames. I appreciate, though, that the editor sees the value in having the "literary stuff" as background support for videogames and not the other way around. This is also important to the overall argument I make, given the immersive, interactive elements of one medium over the other.

2. Further research
It's impossible to be definitive, so I was not surprised that the editor had some suggestions for further research. I also don't dread this part of the revision process as it will strengthen my current chapter but also my research overall. Curious as I am about the intersections and parallels among composition, literacy, technology and videogames, even this present work on the post-apocalyptic genre and thought processes has some connections. 

1. Fleshing Out
What should come out of the revision process is a clearer sense of the writer's argument, one bolstered by better explanation of the individual elements comprising the argument itself. This does relate to the organization and presentation of a particular perspective, but it has to do with clarity and emphasis, too. In other words, I must be stronger in my claims about the influence of online elements in a decidedly offline videogame experience.

Now, an argument could be made that this is merely an exercise in procrastination, that I'm putting off the actual revisions by writing about them here instead, but writing about writing is an important part of my process. It's an opportunity to re-gestate ideas already put forth, one that I take whenever I'm able and have the time. 

WYMHM: Jonathan Lethem on Philip K. Dick & what the weird technology known as the novel demands of us

We talked about what makes Dick so compelling and personal — what made us each take him so personally when we discovered his work. And in some ways, those are elements that are innate to this very strange technology — this gigantic pile of sentences stuck between two hard covers, that someone makes this incredible commitment to read. It‘s a bizarre commitment, very unusual the first few times you make it — to just sit and follow, in order, each of these sentences and make the artificial reality come to life yourself by reading. It‘s a crazy technology, very specific and weird. Now may not be the time to take it for granted. Instead, maybe we should point out that by doing this, you do achieve a kind of weird mind meld.

WYMHM: "ChatRoulette evokes patterns of behavior that are as old as the Internet."

Our fascination with spontaneous and random forays into anonymous online interactions echo those of early text-based chatrooms and bulletin board systems in the 1990s and even earlier. Shock, boredom, play, and voyeurism characterized these early online environments as much as they do now. In ChatRoulette, there is no registration or login; staring into the bedroom of a complete stranger is fascinating and completely disconcerting.

What I like most about the site is the fact that there’s only so much you can hide. This isn’t a place where police officers can pretend to be teen girls. This isn’t a place where you feel forced to stick around; you can move on and no one will know the difference. If someone doesn’t strike your fancy, move on. And on. And on.

WYMHM: The future (and present) of technical communication & documentation #345tw

Over time, I think job descriptions such as "technical writer" and "technical editor" will fall out of use. The field will outgrow them. Too many of us will argue that such titles fail to describe the real value of our work. Those of us who do not may increasingly need to defend their value against the mistaken belief that "anyone can write," especially as end-user interfaces become more intuitive and as software engineers and other development professionals expand their roles to include related tasks like communication.

perhaps organisations should also consider user documentation when budgeting for and developing a customer experience strategy for your organisation.

Technical documents are technical in nature. They lack the sexy, "cool" appearance of a glossy magazine or a best-selling novel. Even so, there is no reason why a technical document has to be cluttered, dense with copy, and uninteresting. By considering the appearance of your document and using visual enhancements, your work may stand out as the model of what all other documents should look like in your company or your field

WYMHM: "as a literary genre, [teaching statements] are as drab as they are predictable."

Teaching statements are justified as a mechanism to evaluate classroom ability but are poorly suited for that purpose. Indeed, it is hard to imagine how someone could ever get one wrong. How horrible would a teaching philosophy have to be for it to be a principal factor in precluding an applicant from securing a job or being promoted?

The most intractable problem with teaching philosophies is that they are literary exercises, and it is an open question as to whether someone who writes an inspiring one is actually a good teacher. Authors of impressive statements have demonstrated that they are good at the keyboard, not necessarily in the classroom.

WYMHM: On social networking and job hunting

experience suggests that the old adage that "it's not what you know but who you know" when it comes to finding a job could probably be updated. Thanks to social networking sites such as Facebook, Twitter and LinkedIn, in some industries that can be extended to who you "virtually know" – through websites workers can build contacts with people they may never have met, which means, when it comes to looking for a job, they can tell a lot more people.

WYMHM: "Videogames are some of the best learning environments around"

Gee says that video games optimize learning in several ways. First, games provide information when it is needed, rather than all at once in the beginning.

"We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you," he explains.

WYMHM: On the management & preservation of our digital data

It seems unavoidable that most of the data in our future will be digital, so it behooves us to understand how to manage and preserve digital data so we can avoid what some have called the “digital dark age.” This is the idea—or fear!—that if we cannot learn to explicitly save our digital data, we will lose that data and, with it, the record that future generations might use to remember and understand us.