Rachel Dixon will contribute to the Reading Rebus project in the role of the Foreign Rebus Researcher, as a budding polyglot with a performer’s knowledge of the common operatic languages as well as French language studies (a generation removed from fluency if a life raft is needed). She is specifically charged with interpreting, assigning interpretation, and discovering rebuses that are not in English, especially those that reflect the rise of the rebus in Europe during the 18th and 19th centuries. She will also investigate and write essays regarding how language interpretation impacts the ludic elements of the rebus, comparing the rebus to other word/image puzzles. She is excited to (attempt to) solve some rebuses with her network of game/puzzle friends and colleagues. Lastly, she will aid in front-end WordPress development as needed.
Rachel is a student in the Digital Humanities MA program. She received her bachelor’s degree in the humanities with a concentration in literature 📚, with previous studies in 🎼 music performance as a Handel & Haydn Society vocal apprentice 🎤. She has published 📜 poetry and short stories in Gargoyle, Main Street Rag, and The Moth among others, and has a goal to record at least one 🎶 song by the end of 2021🤞🏾. Her side projects include many (now-defunct) WordPress blogs from the 00’s and a print Riot Grrrl zine (Calico 🙀) from the 90’s. Professionally, Rachel has worked on mobile applications 📱, games 🎮 , and websites 💻, often with a focus on applying a “fun” and accessible user experience to many industries 🏭. Notably, she was the lead product manager for 📰 The New York Times Games/Crossword 🧩 portfolio and a game designer on Harmonix’s 💃🏾 Dance Central 🕺🏽 franchise. Her research interests include 🔠 linguistics, 🗣 folklore, 👾 applied play studies, and 🇫🇷 French literature & history; specifically the impact of French colonialism on storytelling and language. The Reading Rebus project is an opportunity to work on several of these interests at once 💪🏾, while sharing findings about word/play to a digital audience.