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Eric Wardell

inkblurt · The Contexts We Make - 0 views

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    I'm posting this article because the author and this website are referenced in our book and I think this is also relevant to the ideas presented in O'Reilly's book. We often see discussions about knowing the audience and bringing them to certain and specific actions which brings into question the kind of rhetorical situations we react to online.
Eric Wardell

AXE's Channel - YouTube - 1 views

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    This probably seems ridiculous that I'm sharing this, but this directly relates to a paper I wrote last semester about the rhetoric employed by AXE and now I think they're making a move that applies to this class. Here we have some combination of McLuhan's idea of media being an extension of man and we see elements of IF as people actively contribute the making of a graphic novel and then are characterized by the creators for their input all the while fusing their digital selves to some sort of global and digital AXE alliance. Imagine how difficult it would be to by a different product once you become part of their story and your digital self participates (to channel the ideas of Barry Brummett) in this particular reality.
Kwabena Opoku-Agyemang

Maryland To Ban Employers From Asking For Facebook, Twitter Passwords - 0 views

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    Lawmakers are finally putting a stop to this practice. Since we broached the topic of rhetorical strategies in making arguments in class, the argument one law expert makes is interesting: ""It lays down boundaries on what you can and can't do. It takes a gray area and makes a bright line ... The bill is a win for employees who want to protect their data security and their personal content passwords. But it's also a win for employers. ... Employers don't want to have access to this content. With access comes responsibility."
anonymous

Best Practices For Writing For Online Readers - 0 views

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    A few rhetorical strategies.
Jessica Murphy

Gamification: Green Tech Makes Energy Use a Game-and We All Win. - 1 views

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    McLuhan and Bogart would probably enjoy this article because it involves procedural rhetoric. It examines how "gamification strategies"--using games to change behavior in real life--can promote energy efficiency. Companies like SimpleEnergy are creating apps that let users track their energy usage, find ways to improve, and compete with friends and neighbors for spots on a leaderboard. Gamification succeeds because apparently social pressure can motivate people even more than monetary incentives, and these initiatives combine both types of incentives: An energy usage competition at the University of Hawaii led to some dorms cutting energy usage by up to 20 percent. This specific method also allows users to save money and conserve energy without "radical infrastructure changes" or the corruption and waste that often results from government subsidies to politically-connected "green" companies like Solyndra and possibly Sapphire Energy. In addition, the apps provide large-scale energy usage data that researchers can use to measure both change over time and the impact of energy usage on other variables.
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