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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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	<rdf:li rdf:resource="http://kotaku.com/5826559/why-debates-about-video-games-arent-about-video-games"/>
	<rdf:li rdf:resource="http://al3x.net/2009/04/04/reasoned-technical-discussion.html"/>
	<rdf:li rdf:resource="http://rhetoric.byu.edu/Pedagogy/Progymnasmata/Progymnasmata.htm"/>
	<rdf:li rdf:resource="http://versusclucluland.blogspot.com/2008/12/essential-jargon-procedural-rhetoric.html"/>
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  </channel><item rdf:about="https://medium.com/i-m-h-o/ef4772e3c628">
    <title>Stop working (so hard) — I.M.H.O. — Medium</title>
    <dc:date>2013-04-08T10:56:25+00:00</dc:date>
    <link>https://medium.com/i-m-h-o/ef4772e3c628</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["What did The Hustle™ accomplish? I gained weight. I wasn’t spending enough time with my (now) wife. I felt like shit. I began to resent my work, and the work I was producing clearly wasn’t my best. I started cutting corners. I went from a mindset of shipping with quality and integrity to “when is this going to be over?”" I've almost never worked like this - but every time I have, it's always been as terrible as I've suggested it will be beforehand. Mainly on the software end of things, but not always. And the hustle is short-term thinking: the long-term damage is usually so much worse, including, but not limited to: technical debt, RSI, ill health, weight gains, emotional exhaustion, damage to relationships, friendships, and family. I am not only convinced that nothing is worth that; I know it.]]></description>
<dc:subject>business productivity work overwork rhetoric mythicalmanmonth</dc:subject>
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<dc:identifier>https://pinboard.in/u:infovore/b:96af20edae24/</dc:identifier>
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<item rdf:about="http://kotaku.com/5826559/why-debates-about-video-games-arent-about-video-games">
    <title>Why Debates About Video Games Aren't Really About Video Games</title>
    <dc:date>2011-08-07T11:24:58+00:00</dc:date>
    <link>http://kotaku.com/5826559/why-debates-about-video-games-arent-about-video-games</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It's not enough to hope that games might be redeemed as fine art or to be played by people of all ages and backgrounds. Instead, video games' cultural future depends on a rich, diverse, magical ecosystem of weird games of all shapes, sizes, and purposes helping multitudes of people pursue a variety of goals and passions. It's not that games need to "rise to the level" of books and films and the like, but that they need to spread like those media into all the nooks and crannies of human activity. The more deliberately creators populate such an ecosystem, the harder it will become for games to become pawns in the debates of others."]]></description>
<dc:subject>games ianbogost rhetoric culture</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:6f1ebf268e06/</dc:identifier>
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<item rdf:about="http://al3x.net/2009/04/04/reasoned-technical-discussion.html">
    <title>Alex Payne — Mending The Bitter Absence of Reasoned Technical Discussion</title>
    <dc:date>2009-04-05T20:49:09+00:00</dc:date>
    <link>http://al3x.net/2009/04/04/reasoned-technical-discussion.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Usenet, IRC, forums, blogs, and now media like Twitter have all been black-marked as houses unfit for reason to dwell within. And so we roll our eyes, sigh, and quietly accept the idiocy, the opportunism, and the utter disrespect for our peers and ourselves that is technical discussion on the Internet. This need not be the case. It is possible to have a reasoned technical discussion on the Internet. People do it every day, particularly in smaller online communities where social norms are easier to enforce. We can do it."
]]></description>
<dc:subject>programming discussion argument rhetoric criticism conversation writing alexpayne</dc:subject>
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<item rdf:about="http://rhetoric.byu.edu/Pedagogy/Progymnasmata/Progymnasmata.htm">
    <title>Rhetorical Pedagogy: progymnasmata</title>
    <dc:date>2009-02-02T12:07:14+00:00</dc:date>
    <link>http://rhetoric.byu.edu/Pedagogy/Progymnasmata/Progymnasmata.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["A set of rudimentary exercises intended to prepare students of rhetoric for the creation and performance of complete practice orations (gymnasmata or declamations). A crucial component of classical and renaissance rhetorical pedagogy. Many progymnasmata exercises correlate directly with the parts of a classical oration."
]]></description>
<dc:subject>reference rhetoric oratory progymnasmata greek</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:c85205a8e27d/</dc:identifier>
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<item rdf:about="http://versusclucluland.blogspot.com/2008/12/essential-jargon-procedural-rhetoric.html">
    <title>Versus CluClu Land: Essential Jargon: Procedural Rhetoric</title>
    <dc:date>2008-12-12T14:22:54+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/12/essential-jargon-procedural-rhetoric.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users." Pliskin on Bogost's Procedural Rhetoric; both the post and its comments are smart, nuanced discussion around the idea.
]]></description>
<dc:subject>games criticism rhetoric ianbogost iroquoispliskin proceduralrhetoric</dc:subject>
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<item rdf:about="http://www.bogost.com/books/persuasive_games.shtml">
    <title>Ian Bogost - Persuasive Games</title>
    <dc:date>2008-11-30T15:29:20+00:00</dc:date>
    <link>http://www.bogost.com/books/persuasive_games.shtml</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I call this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals." Add to cart.
]]></description>
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