Areas of Interest
Dissertation – Intersectional Digital Rhetoric Pedagogy: Queer and Trans People of Color and Online Platform Engagement
Advisors: Dr. Barbara Blakely & Dr. Abby Dubisar
My primary area of interest is in the intersections of technology, media, and race. My other interests include:
Black American rhetoric – digital rhetoric and Black folklore online
Game Studies – representation and game creation in the classroom
DEI Business Communication – representation and digital rhetoric
Publications
Malone, Lauren, and Bremen Vance. “Playing Out Social Action: Game-Based Learning and Visual Rhetorical Analysis.” CEA Critic 80.1 (2018): 21-29.
Vance, Bremen, and Lauren Malone. “Review of” Rhetoric technology and the virtues by Jared S. Colton and Steve Holmes,” Colton, JS, & Holmes, S.(2018). Rhetoric, technology, and the virtues. Utah State University Press.” Communication Design Quarterly Review 8.4 (2021): 29-30.
Ongoing Projects
New Data – I am currently collecting data for two projects. The first focuses on visual rhetoric on company websites, and if the images used reinforce the company’s diversity statements, and what affect that may have on, specifically, Black candidates. The second set of data focuses on using folklore to teach digital storytelling.
Articles – My dissertation research investigated the ways in which queer people of color (QPoC) engage with pop culture through online channels, and how higher education professionals might best use this knowledge to make anti-oppressive classrooms and digital rhetoric curriculum. As this research centered QPoC voices, the main component of it was an interactive interview in which QPoC were asked to engage with pop culture through their favorite digital platform. The second half of the research was a digital rhetorical analysis to see how the platforms themselves argue for participation, and what instructors can take away for their classrooms. I am currently working to turn relevant sections into technical communication and visual communication articles.
Gamification of STEM Classes – using the Canvas LTI Delphinium, we are creating gamified dashboards for large (100+ students) STEM courses. The study investigates student motivation, cognitive load, and test anxiety in a gamified course. The research utilizes mixed methods.
Digital Projects

Playing Out Social Action (article)
Poster Puzzler (game)