I'd like to focus my work in this class on game design as well, in an attempt to broaden my scholarly profile. If I could integrate game design into my scholarly work and pedagogy, that would be really rewarding for me.
So a site that I'd like to research and write about for the first paper is Depression Quest, a Twine game that aims to simulate the experience of living with depression. The game is relevant, I think, to the themes of this class for two reasons: 1) It's goal is to create better awareness of a mental illness, and this is something like activist work, and 2) the game and its designer, Zoe Quinn, were at the epicenter of Gamergate, a controversy that brought a great deal of public attention and scrutiny to sexual harassment, gender inequality, and sexism in the video game industry and among male video game fans. I'd like to pay attention to both the formal features and the social context of Depression Quest to see if I can discover what work this design has performed in the world.
More broadly, I'm interested in gamification, especially as it applies to pedagogy. When I teach 201, I plan to run the course as a collaborative project in game narrative. We will compose a massive twine game together set in Madison, WI, during the month of August, 1970. We will do a bunch of research on that month and the era generally, including archival research at the Wisconsin Historical Society and the campus archives. We will build a wiki together that includes characters, locations, events, items, and cultural details relevant to our setting. And then we will compose a branching narrative that spans the month, perhaps from the perspective of one or more playable characters.
I'd like to say more about this class idea in my second paper (or maybe my final paper?) and/or explore theories of gamification more deeply.
So I hope to learn at least these three things from an analysis of Depression Quest:
- How can a Twine game be effective and persuasive, both personally for a player and broadly as a part of a social movement?
- How does Twine work as a platform and/or as a social network of designers and players? (I'll need to know to teach the class)
- How can games and branching narratives be integrated into the teaching of writing? (I have ideas about this already, but I think close observation of a text and its social impact could broaden my ideas)

