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This paper examines a project that developed out of an NEH funded course focused on the potential of students to design digital tools to facilitate diversity in the teaching of Shakespeare. Considering the social injustices occurring across American college campuses, from rape to racism, horror seemed the most appropriate genre with which to explore the current political climate. In fact, the horror of Titus Andronicus provided an excellent platform for examining the fear, hatred, and cognitive dissonance that often underlie intolerance. Although horror has frequently been accused of perpetuating this kind of violence, by allowing audiences to vicariously victimize the marginalized, critics have more recently realized that it also often acts to contest such exclusions, as is evident in the early use of a black lead in Night of the Living Dead, and perhaps in the feminist representation of the female revenge figure in J-horror. In fact, the digital also has much to offer as a tool for addressing diversity. Although, I would argue the characters in Ringurepresent the same problematic portrayal of female agency as Shakespeare's Tamora and the equally problematic empathy inspired by the victimization of Lavinia. Ringu'sposthumanist fantasy of virtual empowerment through a life sustaining/destroying virus may also be on par with Shakespeare's representation of gender. This paper explores the pairing of this film with Shakespeare and the development of a Shakespeare game to examine the potential to create through nontraditional, possibly abject, extraliterary, methods more culturally relevant lessons in literary studies.