Reality and relevance (and the attendant sense of "fame") in the electronic arcade is achieved through persistence—the more often something occurs, the more pervasive its presence becomes, the more "real" that idea, that image, that persona then becomes in the alleyways of the electronic arcade (Crang, Crang & May). As new media designers and users, we are often quite aware of how we leave ghostly impressions of ourselves as we move through and create new additions to the electronic arcade, but learning how to build upon persistence and how to best shape our virtual, ghostly impressions for effective rhetorical or artistic purpose can be extremely difficult.

As I said in the introduction, I have long been looking for a narrative thread to tie together my various approaches to instructing new media theory and design. I have been trying to figure out how to make my classes more consistent and coherent, and to also help my students become better thinkers and designers. While most students expect new media courses to teach them about how to use certain software packages or various pieces of hardware, I have been reluctant to spend much time in my classes on "training."

     
  Man jumping over other man, an early film/still-image sequence by Eadweard Muybridge. Found at: http://sln.fi.edu/qa00/attic12/  
     
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