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Syllabus 4/1 (2015) J. E. Ruggill, “Video Game Studies” 1 VIDEO GAME STUDIES Judd Ethan Ruggill, Arizona State University INTRODUCTORY ESSAY “Video Game Studies” is a threecredithour upperdivision undergraduate elective offered by the Communication Studies program at Arizona State University (ASU), the largest public university in the United States. Communication Studies enrolls approximately 300 undergraduate majors and fifty M.A. students, and is housed in the School of Social and Behavioral Sciences (SSBS). SSBS is one of three schools that make up ASU’s New College of Interdisciplinary Arts and Sciences. “Video Game Studies” is open to all students but principally enrolls Communication Studies majors. It has no prerequisites save a minimum grade point average, and has a cap of sixty seats. Finally, the course is taught from a critical/cultural studies perspective and is offered as a hybrid, meaning that it has both weekly inperson and online components. There were three principal design opportunities/challenges that shaped the creation and implementation of “Video Game Studies.” The first flowed from the mission and structure of the university. In addition to being the largest public university in the United States, ASU prizes access, meaning that virtually any interested student may enroll. While this commitment to openness is outstanding for classroom diversity, it also means that the range of student abilities and experiences in a given course can be extreme. As a result, course structure and materials must be designed accordingly. For “Video Game Studies,” this translated into the selection of an introductorylevel textbook, even though the course is intended for upperdivision students. The goal was to ensure a smooth and consistent learning curve for even the least experienced students. According to comments from the official student evaluations for the course, the textbook selection and attendant function were largely successful (e.g., “I think the coursebook [sic] worked well with keeping the class organized and kept the students interest. It was an easy read, yet very informative”; “The text book [sic] was rather modern and easy to understand and got the information to me in a way that was really easy to understand”). That said, the level of the textbook still proved challenging to some students (e.g., “The book was very informative though at times difficult to get through”; “The text was a lot to take in, if you were a non experienced gamer”), suggesting that additional supplemental materials and/or pedagogical strategies may be in order for the next iteration of the course.

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 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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V IDEO  GAME  STUDIES  

Judd  Ethan  Ruggill,  Arizona  State  University  

INTRODUCTORY  ESSAY  

“Video  Game  Studies”  is  a  three-­‐credit-­‐hour  upper-­‐division  undergraduate  elective  offered  by  the  Communication  Studies  program  at  Arizona  State  University  (ASU),  the  largest  public  university  in  the  United  States.  Communication  Studies  enrolls  approximately  300  undergraduate  majors  and  fifty  M.A.  students,  and  is  housed  in  the  School  of  Social  and  Behavioral  Sciences  (SSBS).  SSBS  is  one  of  three  schools  that  make  up  ASU’s  New  College  of  Interdisciplinary  Arts  and  Sciences.  “Video  Game  Studies”  is  open  to  all  students  but  principally  enrolls  Communication  Studies  majors.  It  has  no  prerequisites  save  a  minimum  grade  point  average,  and  has  a  cap  of  sixty  seats.  Finally,  the  course  is  taught  from  a  critical/cultural  studies  perspective  and  is  offered  as  a  hybrid,  meaning  that  it  has  both  weekly  in-­‐person  and  online  components.      

There  were  three  principal  design  opportunities/challenges  that  shaped  the  creation  and  implementation  of  “Video  Game  Studies.”  The  first  flowed  from  the  mission  and  structure  of  the  university.  In  addition  to  being  the  largest  public  university  in  the  United  States,  ASU  prizes  access,  meaning  that  virtually  any  interested  student  may  enroll.  While  this  commitment  to  openness  is  outstanding  for  classroom  diversity,  it  also  means  that  the  range  of  student  abilities  and  experiences  in  a  given  course  can  be  extreme.  As  a  result,  course  structure  and  materials  must  be  designed  accordingly.  For  “Video  Game  Studies,”  this  translated  into  the  selection  of  an  introductory-­‐level  textbook,  even  though  the  course  is  intended  for  upper-­‐division  students.  The  goal  was  to  ensure  a  smooth  and  consistent  learning  curve  for  even  the  least  experienced  students.    

According  to  comments  from  the  official  student  evaluations  for  the  course,  the  textbook  selection  and  attendant  function  were  largely  successful  (e.g.,  “I  think  the  coursebook  [sic]  worked  well  with  keeping  the  class  organized  and  kept  the  students  interest.  It  was  an  easy  read,  yet  very  informative”;  “The  text  book  [sic]  was  rather  modern  and  easy  to  understand  and  got  the  information  to  me  in  a  way  that  was  really  easy  to  understand”).  That  said,  the  level  of  the  textbook  still  proved  challenging  to  some  students  (e.g.,  “The  book  was  very  informative  though  at  times  difficult  to  get  through”;  “The  text  was  a  lot  to  take  in,  if  you  were  a  non  experienced  gamer”),  suggesting  that  additional  supplemental  materials  and/or  pedagogical  strategies  may  be  in  order  for  the  next  iteration  of  the  course.  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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Overlapping  with  the  need  for  accessible  course  materials  to  meet  institutional  diversity  was  the  need  for  these  materials  to  function  in  an  idiosyncratic  programmatic  structure.  ASU’s  Communication  Studies  program  is  expressly  multi-­‐disciplinary,  with  minimal  core  requirements,  few  sequential  course  blocks,  and  a  diverse  faculty  from  across  the  social  sciences  and  humanities.  The  advantage  of  such  an  environment  is  that  students  emerge  from  it  broadly  trained;  at  ASU,  they  experience  organizational,  interpersonal,  health,  risk,  mediated,  and  other  communication  modalities  over  the  course  of  the  program.  The  disadvantage  is  that  often  students  may  have  not  even  have  a  rudimentary  acquaintance  with  a  given  subject  or  critical  perspective  when  they  enroll  in  an  advanced  course.  Thus,  faculty  need  to  prepare  courses  that  can  deliver  both  fundamental  and  expert  training  at  the  same  time.  For  “Video  Game  Studies,”  this  preparation  focused  on  creating  an  array  of  assignments—from  formal  writing  to  exams  to  creative  projects—and  in-­‐class  and  online  work,  including  screenings,  guest  lectures  from  industry  professionals,  and  both  large  and  small  group  discussion  formats.  The  intent  was  to  try  and  use  an  efficacious  pedagogical  practice  for  each  specific  learning  objective.    

As  with  the  positive  student  comments  regarding  textbook  selection,  the  course  evaluations  also  showed  that  the  students  generally  seemed  to  appreciate  the  variety  of  coursework  (e.g.,  “I  really  enjoyed  the  projects  that  were  given”;  “Dr.  Ruggill  was  very  efficient  with  grading  as  well  as  having  a  wide  range  of  assignments  and  activities  including  participation,  quizzes,  tests,  two  projects,  and  video  screenings”),  though  some  students  would  have  preferred  even  more  (e.g.,  “would’ve  enjoyed  doing  a  presentation  or  perhaps  a  game  night  to  showcase  what  game  everybody  is  playing”;  “Best  Class  Ever!  But  could  be  improved  with  the  movie  Grandma’s  Boy!”).  Again,  this  indicates  that  additional  pedagogical  strategies  may  be  helpful  in  the  course  redesign.  

The  third  design  opportunity/challenge  that  influenced  “Video  Game  Studies”  was  the  ASU  Communication  Studies  program’s  ongoing  initiative  to  increase  the  number  and  size  of  online  and  hybrid  course  offerings.  As  the  program  faculty  have  discovered  over  the  course  of  this  initiative,  online  and  hybrid  courses  are  not  only  well  served  by  straightforward  course  design  but  by  enriched  course  components,  which  seem  to  help  reduce  student  confusion,  expedite  movement  through  the  instructional  materials,  and  narrow  the  experiential  differences  between  conventional  and  online  classrooms.  Therefore,  in  addition  to  the  organizational  decisions  described  in  the  previous  paragraphs,  highly  accessible,  usable,  and  content  rich  online  applications  were  a  high  priority  for  “Video  Game  Studies.”  A  key  course  design  decision  was  to  require  the  students  to  purchase  a  Netflix  subscription  as  a  second  textbook.  The  streaming  service’s  range  of  easy  and  well-­‐developed  consumer  electronics  entry  points—PC,  mobile,  game  console,  and  so  forth—and  library  of  high  quality  materials  made  it  a  good  choice  for  the  hybrid  portion  of  the  course.  While  student  reaction  to  the  specific  film  selections  varied  from  lukewarm  to  enthusiastic  on  the  official  course  evaluation  form  (e.g.,  “Movies  were  terrible  (expected  in  a  video  game  movie)”;  “great  movies  and  videos”),  the  response  to  the  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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screening  component  of  the  course  was  generally  positive  (e.g.,  “The  screenings  were  a  good  addition  to  the  class”).  

Unsurprisingly,  there  were  a  number  of  other  design  opportunities/challenges  underpinning  the  creation  of  “Video  Game  Studies.”  However,  none  were  as  important  as  the  aforementioned  three.  Ultimately,  these  were  the  forces  that  determined  the  structure  of  the  course  and  student  responses  to  it.  In  the  end,  “Video  Game  Studies”  was  a  successful  offering—it  earned  an  average  student  evaluation  score  of  3.8  out  of  4.0  for  organization,  and  an  average  of  4.9  out  of  5.0  for  overall  instructional  performance—but  with  some  clear  paths  for  improvement.    

SYLLABUS  

CLASS    

Hybrid  Course:  Thursdays,  1:30pm-­‐2:45pm,  Sands  133  +  asynchronous  online  work  

DESCRIPTION  

This  course  explores  the  theory  and  practice  of  video  game  studies.  Over  the  course  of  the  semester  we  will:  1)  survey  the  history  of  games  and  their  industry,  paying  special  attention  to  how  developers  and  the  technologies  they  deploy  shape  the  game  medium;  2)  unpack  game  sights,  sounds,  and  stories,  with  a  particular  eye  toward  their  formal  and  ideological  qualities;  and  3)  examine  games  as  sites  of  cultural  exchange,  that  is,  as  teaching  and  learning  instruments,  playful  companions,  and  collaborative  stimuli.    

OBJECTIVES  

COM  394  is  designed  to  help  you  achieve  the  following  learning  objectives:    

●   Familiarity  with  video  game  history  and  theory;  

●   Facility  with  critical  and  field-­‐specific  terminology;  

●   Improved  analytical,  comparative  reading,  and  note-­‐taking  skills;  

●   Improved  formal  writing  skills;  

●   Increased  meaningful  contributions  to  class  discussion.  

 

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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REQUIRED  TEXTS  

●   Egenfeldt-­‐Nielsen,  Jonas  Heide  Smith,  and  Susana  Pajares  Tosca.  Understanding  Video  Games:  The  Essential  Introduction.  2nd  Edition.  New  York:  Routledge,  2013.  ISBN:  978-­‐0-­‐415-­‐89697-­‐9.  

●   A  subscription  to  Netflix  (https://signup.netflix.com/).  

POLICIES  

ATTENDANCE  

Attendance  is  not  mandatory.  Keep  in  mind,  however,  that  10%  of  your  final  grade  is  based  on  course  participation,  and  it  is  difficult  to  participate  if  you  do  not  come  to  class.  In  the  event  you  do  miss  class,  it  is  your  responsibility  to  get  any  notes  or  assignments  from  a  fellow  student.  Finally  (and  perhaps  most  importantly),  in-­‐class  assignments,  quizzes,  and  other  exercises  cannot  be  made  up—if  you  miss  class,  you  miss  the  assignment  and  the  attendant  points.  

All  holidays  or  special  events  observed  by  organized  religions  will  be  honored  for  those  of  you  who  show  affiliation  with  that  particular  religion.  Absences  pre-­‐approved  by  the  Dean  of  Students  (or  Dean’s  designee)  will  also  be  honored,  as  of  course  will  documented  cases  of  emergency  or  serious  illness.  

PARTICIPATION  

Simply  put,  when  you  come  to  class,  come  prepared,  ready  to  engage  your  fellow  classmates.  In  each  class  you  should  be  able  to  ask  and  answer  questions  about  the  reading  materials,  assignments,  screenings,  the  day’s  topic—in  essence,  anything  pertinent  to  the  course.  While  listening  intently  is  important  (sometimes  more  important  than  actually  speaking),  it  is  essential  that  you  regularly  contribute  to  the  discussion.    

ACADEMIC  INTEGRITY  

The  Arizona  State  University  Student  Academic  Integrity  Policy  is  based  on  the  principle  that  “Each  student  must  act  with  honesty  and  integrity,  and  must  respect  the  rights  of  others  in  carrying  out  all  academic  assignments”  (http://www.asu.edu/studentaffairs/studentlife/judicial/academic_integrity.htm).  According  to  the  Policy,  a  student  can  be  found  guilty  of  academic  dishonesty  if  s/he:  

• Engages  in  any  form  of  academic  deceit;  • Refers  to  materials  or  sources  or  uses  devices  (e.g.,  computer  disks,  audio  recorders,  

camera  phones,  text  messages,  crib  sheets,  calculators,  solution  manuals,  materials  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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from  previous  classes,  or  commercial  research  services)  not  authorized  by  the  instructor  for  use  during  the  Academic  Evaluation  or  assignment;  

• Possesses,  reviews,  buys,  sells,  obtains,  or  uses,  without  appropriate  authorization,  any  materials  intended  to  be  used  for  an  Academic  Evaluation  or  assignment  in  advance  of  its  administration;  

• Acts  as  a  substitute  for  another  person  in  any  Academic  Evaluation  or  assignment;  • Uses  a  substitute  in  any  Academic  Evaluation  or  assignment;  • Depends  on  the  aid  of  others,  including  other  students  or  tutors,  in  connection  with  any  

Academic  Evaluation  or  assignment  to  the  extent  that  the  work  is  not  representative  of  the  student’s  abilities;  

• Provides  inappropriate  aid  to  another  person  in  connection  with  any  Academic  Evaluation  or  assignment,  including  the  unauthorized  use  of  camera  phones,  text  messages,  photocopies,  notes  or  other  means  to  copy  or  photograph  materials  used  or  intended  for  Academic  Evaluation;  

• Engages  in  plagiarism;  • Uses  materials  from  the  Internet  or  any  other  source  without  full  and  appropriate  

attribution;  • Permits  his  or  her  work  to  be  submitted  by  another  person  in  connection  with  any  

Academic  Evaluation  or  assignment,  without  authorization;  • Claims  credit  for  or  submits  work  done  by  another;  • Signs  an  attendance  sheet  for  another  student,  allows  another  student  to  sign  on  the  

student’s  behalf,  or  otherwise  participates  in  gaining  credit  for  attendance  for  oneself  or  another  without  actually  attending;  

• Falsifying  or  misrepresenting  hours  or  activities  in  relationship  to  an  internship,  externship,  field  experience,  clinical  activity  or  similar  activity;  or  

• Attempts  to  influence  or  change  any  Academic  Evaluation,  assignment  or  academic  record  for  reasons  having  no  relevance  to  academic  achievement.  (ibid.)  

Violations  of  the  Policy  are  serious  breaches  of  academic  ethics  and  will  be  dealt  with  accordingly.  

SPECIAL  NEEDS  

If  you  are  registered  with  the  Disability  Resource  Center  and  want  to  request  special  accommodations,  you  must  submit  the  appropriate  documents.    

COURSE/INSTRUCTOR  EVALUATION  

Course/instructor  evaluation  will  be  conducted  online  prior  to  the  last  official  day  of  the  semester.  The  process  is  completely  voluntary,  and  opting  to  forgo  it  will  not  negatively  affect  your  grade.  However,  evaluation  is  an  important  part  of  helping  ensure  high  teaching  standards,  and  thus  your  participation  is  encouraged.  Should  you  elect  to  participate,  your  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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responses  will  be  anonymous  and  will  not  be  available  for  instructor  review  until  after  grades  have  been  submitted.  So,  keep  an  eye  out  for  an  email  with  “NCIAS  Course/Instructor  Evaluation”  in  the  subject  heading  toward  the  end  of  the  semester.  It  will  be  sent  to  the  email  address  you  have  on  file  with  the  university.  

GRADING  

Assignments   Points   %  

Play  Journal   20   20  

Quizzes   10   10  

Midterm   20   20  

Game  Advertisement   20   20  

Final  Exam   20   20  

Participation   10   10  

Total   100   100  

 

ASSIGNMENTS  

SCREENINGS  

●   These  are  films  or  shows  you  will  need  to  watch  for  the  week  and  be  prepared  to  discuss  in  class.    

●   Nota  bene:  Some  screenings  may  contain  mature  content  such  as  profane  language,  brief  nudity,  or  controversial  themes.  Please  address  any  concerns  with  me  before  the  end  of  the  first  week  of  the  semester.    

●   Also,  game  movies  and  television  shows  tend  to  be  pretty  bad—consider  yourself  forewarned.    

PLAY  JOURNAL  

●   Keep  a  journal  in  which  you  explore  a  game  you  are  currently  playing  in  terms  of  the  week’s  readings  and  in-­‐class  discussion.  One  1-­‐2  page  entry  per  week.  Try  to  choose  a  different  game  each  week.  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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QUIZZES  

●   These  are  weekly  in-­‐class  quizzes  based  on  the  readings.  Study  hard—you  might  see  some  of  these  questions  on  the  midterm  or  the  final  exam.  

MIDTERM  EXAM  

●   This  exam  will  cover  first  half  of  the  semester,  and  consist  of  multiple  choice,  fill  in  the  blank,  and  short  answer  questions.  

GAME  ADVERTISEMENT  

●   Create  a  magazine  or  web  advertisement  for  a  game  about  you,  making  sure  to  emphasize  what  makes  the  game  (and  by  extension,  you)  unique.  Along  with  the  ad,  turn  in  a  1-­‐2  page  description  of  the  game  and  why  you  decided  to  design  it  the  way  you  did.  

FINAL  EXAM  

●   This  exam  will  cover  the  second  half  of  the  semester,  consisting  of  multiple  choice,  fill  in  the  blank,  and  short  answer  questions.  

Nota  bene:  All  written  assignments  should  be  typed,  double-­‐spaced,  written  in  a  language  appropriate  to  the  discipline,  and  due  in  class  on  the  specific  date.  Late  assignments  will  be  marked  down  accordingly.  

SCHEDULE  

Date   Content   Reading  

Week  1   Introduction    

Week  2   Studying  Video  Games  

Screening:  Halo  4:  Forward  Unto  Dawn  (2012)  

Game  of  the  Week:  September  12th    

Egenfeldt-­‐Nielsen,  pp.  1-­‐13  

Week  3   The  Game  Industry  

Screening:  Dead  Space:  Aftermath  (2011)  

Egenfeldt-­‐Nielsen,  pp.15-­‐25  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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Game  of  the  Week:  McDonald’s  Video  Game  

Week  4   What  is  a  Game?  

Screening:  Code  Monkeys  (2007),  Season  1,  Episodes  1-­‐4    

Game  of  the  Week:  Samorost    

Egenfeldt-­‐Nielsen,  pp.  27-­‐51  

Week  5   History,  Part  I  

Screening:  Resident  Evil  (2002)  

Game  of  the  Week:  Questionaut  

Egenfeldt-­‐Nielsen,  pp.  53-­‐86  

Week  6   No  Class—SWPACA  Conference    

Week  7   History,  Part  II  

Guest  Lecture:  Ara  Shirinian  (Senior  Designer,  THQ  Digital  Studios  Phoenix)  

Screening:  Video  Game  High  School  (2012-­‐13),  Season  1,  Episodes  1-­‐4  

Egenfeldt-­‐Nielsen,  pp.  87-­‐115  

Week  8   Midterm  exam    

Week  9   No  Class—Spring  Break    

Week  10   Video  Game  Aesthetics,  Part  I  

Play  Journal  due  in  class  

Screening:  Indie  Game:  The  Movie  (2012)  

Game  of  the  Week:  Tempest    

Egenfeldt-­‐Nielsen,  pp.  117-­‐137  

Week  11   Video  Game  Aesthetics,  Part  II  

Screening:  Noobz  (2013)  

Egenfeldt-­‐Nielsen,  pp.  137-­‐155  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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Game  of  the  Week:  Grow  

Week  12   Video  Games  in  Culture  

Guest  Lecture:  Ben  Ruiz  (Lead  Designer  and  Artist,  Team  Colorblind)  

 

Screening:  eXistenZ  (1999)  

Egenfeldt-­‐Nielsen,  pp.  157-­‐192  

Week  13   Narrative  

Game  Advertisement  due  in  class  

Screening:  The  Super  Mario  Bros.  Super  Show!  (1989),  Episodes  1-­‐4  

Game  of  the  Week:  Insaniquarium  

Egenfeldt-­‐Nielsen,  pp.  193-­‐227  

Week  14   Serious  Games—When  Entertainment  is  Not  Enough  

Screening:  Double  Dragon  (1994)  

Game  of  the  Week:  N    

Egenfeldt-­‐Nielsen,  pp.  229-­‐254  

Week  15   Video  Games  and  Risks  

Screening:  Tomb  Raider  (2001)  

Game  of  the  Week:  Unmanned  

Egenfeldt-­‐Nielsen,  pp.  255-­‐279  

Week  16   Final  exam  in  class    

 

A  NOTE  ON  EXAMS  

Exams  can  pretty  stressful,  especially  when  they  make  up  a  significant  portion  of  the  final  grade.  In  the  interest  of  alleviating  some  this  stress  and  helping  you  devise  beneficial  study  strategies  for  the  midterm  and  final  exam,  here  are  a  few  sample  multiple  choice,  fill  in  the  blank,  and  short  answer  questions  to  give  you  a  sense  of  what  your  exams  will  look  like.  

 Syllabus  4/1  (2015)     J.  E.  Ruggill,  “Video  Game  Studies”    

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MULTIPLE  CHOICE  

Televisualism  and  illusionism  are  subcategories  of  this  important  video  game  graphical  style.  

o Caricaturism  o Abstractionism  o Photorealism  o Futurism  o Dhalsim  

 Which  one  of  these  is  not  one  of  the  four  types  of  video  game  sound?  

o Vocalization  o Sound  effects  o Narration  o Ambient  effects  o Music  

FILL  IN  THE  BLANK  

• As  you  well  know,  games  can  be  competitive  as  well  as  collaborative.  In  light  of  this,  what  does  the  acronym  PVP  stand  for?  __________    

• In  online  games,  the  time  it  takes  to  transmit  data  from  the  player’s  machine  to  the  server,  or  from  the  server  to  the  player’s  machine,  is  called  __________.  This  term  can  also  be  used  to  refer  to  the  transmission  time  between  a  wireless  controller  and  a  console,  or  indeed  any  piece  of  hardware  and  another  in  a  gaming  or  other  computerized  system.  

SHORT  ANSWER  

• What  does  it  mean  that  rules  (and  by  extension,  games)  are  transmedial?    

• Sid  Meier  argues  that  a  “game  is  a  series  of  interesting  choices.”  Please  explain  why  his  thinking  is  both  correct  and  incorrect.