The Perfect Crime- Peter Bozzo
For our
last blog post, we were required to read an article by Peter Bozzo called “The
Perfect Crime”. The purpose of reading
this article is giving us practice with creating an effective argument. While reading this essay we had to think
critically, and analyze the content making sure to look for key argumentative
characteristics and skills.
This
article is about the documentary called Paradise
Lost: The Child Murders at Robin Hood Hills. This documentary follows the story of the
murder of three 8-year-old boys “and the ensuring media spectacle that
surrounded the trial of three local teenagers who were accused of the crimes”. In Bozzo’s essay he talks about how the
“filmmakers call into question the “reality” of the footage they portray,
blurring the distinction between fact and fiction.”
Later on in the essay Bozzo talks
about another film titled Paradise Lost. When he discusses this film he presents his
argument. Here is a quote that I think
captures his arguments: “Paradise Lost
serves to critique the media for inducing a state of ‘Hyperreality” within
society”. Immediately after this
argument is presented we are presented with a counterargument: “The filmmakers
cannot effectively accuse the media of destroying reality without discrediting
(or at least criticizing) their own portrayal of events”. Basically the argument is that the media has
changed the way reality is perceived.
The people who are supposed to just be living their reality, as in the
parents of the children, act differently in the presence of the camera. Therefore films aren’t and accurate portrayal
of reality: “Everyone involved behaves
as they are expected to behave, their actions, even their emotions dictated by
the constant presence of the camera”.
This
pattern of presenting an argument and then immediately following it up with a counterargument
makes the argument even stronger. This
shows credibility and shows the reader that you are able to think critically
and fairly about all angles of your argument.
One must know every side of the argument in order to find all
flaws. This is an important skill to
have and one that I will try to use with in my own argumentative research
paper. The filmmakers said that they
wanted their “audiences to have the experience of being like a jury, perceiving
the two sides of the story and coming up with their own conclusions”. I thought that this quote was great advice
for creating an effective argument. It
is essential to include the audience in the process of making the decision of
which side to pick.
"Define Real, Moron"& "Sims Medieval"& "Gamer Theory"
One of the main points of "Define Real, Moron" is the meaning of the word game. This is a very complex thing to do as I learned while reading this article. I am currently taking a PRTM class where we have spent the whole semester defining what play is, so I can understand the complexity that it takes to define a word like game. What brings about this complexity is that every person experiences things differently. Aarseth describes this better than I can:
"Any definition would have to reduce the
demarcation to something less than games in
general, and because defining games is not really necessary; we
know what a game is even if we can’t express it clearly, just as
we, in Wittgenstein’s poetic example, know how a clarinet sounds, even
if we are not able to say it."
What I began to wonder as I read this article is why is it important for us to try and define what a game is. There are so many ways to define it, but why does this matter. What is the purpose of exploring the meaning of games? Aarseth takes on a point of view that doesn't seek a concretion one sided answer, he is more concerned about the exploration that will occur by seeking to define game in a broad sense. He uses the term "game ontology". I had never heard of this term before and was confused at first but Aarseth does a good job of explaining this:
"The word ‘ontology’ can have several
meanings. It can refer to the
most general branch of metaphysics, concerned
with the study of being and existence."
"They describe what games are (and what
they are made of): the fundamental building blocks
and their relations. However, as we shall see, a game ontology can
also address the philosophical questions of being and existence, such
as the relationship between, real, virtual and fictional phenomena
in games"
In summary, game ontology is a way of exploring games and all the elements that make games, games.
Sims Medieval and Gamer Theory take a different approach to talking about games. They aren't talking on a broad spectrum of all games, they both specifically talk about one game, The Sims. But within both of these articles, they talk differently about this one game, which only furthers what Aarseth was talking about. There can be such complexity and variety in what people think about games, even the same one.
In Sims Medieval, VanOrd disects the game with freedom like Aarseth described. He talks about the aspects that he likes, and dislikes. For example he doesn't like the limitation of creativity that occurs. Aarseth talks about a link between real life and this game life, and I think that VanOrd criticized the Sims Medieval so much because the gap between reality and virtual reality was to vast. In Gamer Theory, Wark focus on the things that actually happen in The Sims and how it can be related back to reality. He tries to close this gap VanOrd describes by finding connections. All of these articles relate back to each other in how they breakdown gaming. Is gaming a way to create a new reality? Is it a way to describe or symbolize reality? These questions are things that motivate people to play and define games for themselves.
Link to My Website:
http://brookerb123.wix.com/brooke-beidler
Are Games Allegories?
After
reading MacKenzie Wark’s CyberBook on Gamer Theory, it raised an important
question in my mind; can we view games as a way to interpret the real world we live
in? Wark played the game The Sims, in
this game you create a person, their personalities, their home, their hobbies,
and every aspect of their lives. This
game at a shallow level seems to be just a mockery of every day life but Wark
questions this. Wark quotes Walter
Benjamin in order to further explain how gaming can be an allegory: “Any
person, any object, any relationship can mean absolutely anything else”. In the game The Sims, one can see the game as
“a parody of everyday life in ‘consumer society’”. What this quote is saying is that The Sims
almost mocks society and how we allow our possessions to consume every aspect
and motivation in our lives. Will
Wright, the game designer explains this even more:
“If you sit there and build a big
mansion that’s all full of stuff, without cheating, you realize that all these
objects end up sucking up all your time, when all these objects had been
promising to save you time. … And it’s actually kind of a parody of
consumerism, in which at some point your stuff takes over your life.”
So once the reader decides that yes,
you can view video games like The Sims as an allegory where everything
symbolizes something, one may ponder if this is possible with every type of
video game? I never would have thought
to view games as something with hidden meaning, to me you just played a game to
escape the real world. But Wark brings
about good questions. I now can see that
games have more meaning and that yes they do allow the reader to escape to a
different alternative world, but these worlds don’t exist for any reason. These worlds mean something.
Wark quotes Walter Benjamin to again
further explain how a game like The Sims can be an allegory of the real world:
““It is characterized as a world in
which the detail is of no great importance.” For Benjamin, the fragmenting of
the modern world by technique, the profusion of commodities that well up in the
absence of a coherent whole, finds its expression in allegory, which fragments
things still further, shattering the illusion of bourgeois order, revealing the
means by which it is made.”
To Walter Benjamin and Wark, The Sims
is not just a game where the gamer makes a new world, this game has hidden
meanings about our world. Based off of
this quote and all of Wark’s words, our lives and all the things we find
valuable have no real importance. Life as
we know it isn’t as important as we think.
When we get married, or find a new job, or lose a job, or lose a close
friend, none of these things make a huge impact on the world. Wark begs to question whether our lives are
also just like the lives of the characters on The Sims. We create them, and we destroy them, and
nothing truly changes.
Project 4 Critiques
I first viewed Reid’s website and read about his experience
playing a game called “Pirates: Tides of Fortune”. I immediately found something I would change
about his website, the color of the background.
I found the red to be very distracting and made it hard for me to
concentrate on what I was reading and more on how bad my eyes hurt. This may be a very shallow and nitpicky
critique but it is important to appeal to the reader.
Once I put aside this initial thought and focused on his
actual words I found some other things I would change but also I found some
good ideas of how to effectively complete my project. Reid took a long time
talking about the game in great detail, more so than he actually analyzed the
game. This project is about relating the
games to our day-to-day life and how the games can be interpreted to have a
deeper meaning. If this was my project I
would want to go into further detail about how this game can explain/interpret
real life.
As I continued to explore Reid’s website I found that he did
in fact go into more detail about the meanings of not only the game “Pirates:
Tide of Fortune” but also two other games.
He had three different pages each talking about the game, the gaming
experience, and a little bit about how he interpreted the games. He also had a page solely dedicated to
interpreting the games.
I really liked this page and the detail that he went into
explaining the deeper meanings within these three games. In three separate paragraphs he explained the
games deeper meanings and in a closing paragraph he made connections between
all of them. I really liked this aspect
of his page, how he brought unity between more than one games.
Another student took a different approach than Reid by not
having a separate page dedicated to analyzing the games. I didn’t think that this page was quite as
effective. It was better for me as a
reader to have more pages to look at because there wasn’t this overwhelming amount
of reading within each tab.
As I continued to look at the different websites, I found
that ones like Reid’s were more appealing to me as the reader. Subin was another student who I think
effectively organized his website to make it user friendly. He also have separate pages with appropriate
amounts of reading that explained the games and gaming experience along with a
brief interpretation of the games. He then
had an argument page that went into specific deals just like Reid’s did. This format was effective to me.
Dream Interpretation
I loved how Carl Jung described the human mind, “For the psyche is perhaps the
most baffling and unapproachable phenomenon with which the scien- tific mind
has ever had to deal”. He straight off
the bat explains how the human mind and our dreams are so complex that
sometimes even a scientific explanation can’t explain why we dream and what
they mean if they truly have meaning.
Jung
explains that the study of dreams is a very complex task that involves a
lifelong work that requires a group effort.
He defines dreams as “A fragment of involuntary psychic activity, just
conscious enough to be reproducible in the waking state”. I found it interesting how he found such
importance in working with the dreamer and being sensitive to them. Jung made it known that he didn’t want to
make the dreamer feel like everything he said was right and that they had no
say in what they believed their dreams meant.
This was neat to me because it shows that he wants to allow the dreamer
to also be a part of interpretations, and not only the “scientists”.
Jung
applies to the reader by asking this question: “Is it worth while in any
individual case to look for the meaning of a dream— supposing that dreams have
any meaning at all and that this meaning can be proved?” He questions everything that he is arguing in
order to appeal to the reader and show them that he too has the same questions
we have.
As
I continued to read, he explains different types of dreams and how they cause
one to believe they have meaning. For
example he talks about reoccurring dreams and how because they happen more than
once the dreamer comes to the conclusion that indeed dreams must have some
meaning, for why else would one have the same dream over?
Jung
next goes into detail about how to interpret dreams. One can either try to use dreams to explain
things that are to come about in the future.
Or on the contrary one could view their own past and see how the past
may have affected the dreams. Jung
agrees with Freud that is great importance in working with the dreamer. They both say that without working with the
dreamer that no interpretation can properly be done.
The
main thing I took from this reading written by Carl Jung can be summed up in
this quote; “ The words composing a dream narrative have not just one meaning,
but many meanings.” One has to view the
dreams openly and in different ways. This
is an aspect that I will try to accomplish within my own project.
Short Story Analysis
The short story I found is called Butterflies by Roger Dean Kiser. This is a very short story about an orphan
boy. I picked this story because my
story is about my time working at an orphanage in Haiti over Christmas break. I hoped that this story would help me find
writing techniques that would strengthen my story and character
development. Unfortunately this was a
very short, short story so there wasn’t a whole lot of character development,
but the author did find a way to show some kind of change.
The
storyline was about an orphan boy who watched his house parent kill butterflies
so that he can have them mounted on a piece of wood. One aspect of this story that I think was
affective was that even though this story was short you do still see a change
in the character of the boy. In the
beginning he describes himself as someone who still thought, “Beauty meant
something special” but then in just the next sentences he says that the
orphanage changed him into an old man.
This shows that the story would reveal how his experiences changed him
from a little boy who found beauty in the world, to an old man who didn’t have
time to enjoy beauty.
I really
like how these two sentences opened up the story and showed the reader clearly
that the character was going to change within the story. I want to do this in my story too. The hard part is deciding how bluntly I want
to state the change that my character goes through. Is this change something I want to openly
state, or is it something I want to leave open for the reader to define?
Another
aspect of this short story I found affective was the fact that things were left
simple. There were not many characters,
in fact there really was only the orphan, his house parent, and the
butterflies. This allowed the reader to
follow and keep up with this short story.
It’s an appropriate amount of characters for the length of the
piece. Also by having less characters I
will be able to develop the ones I do have at a deeper level versus having many
shallow characters.
The whole
story takes place in about a days time if even that. This one day had such an
effect on the little boy that at the end of the story he says how every year
from then on he would shoo the butterflies away because they didn’t know how
bad of a place the orphanage was to live.
The little boy reflects on this one day where he witnessed his house
parent killing butterflies for his own pleasure. This small amount of time left a mark on his
memory and it allowed him to see the that even butterflies couldn’t be happy
there. I want to make sure that I keep
my story in a short time frame yet my character reflects and takes something
away from my experience.
Story Structure
The structure that I am
incorporating into my piece is simple linear structure. The characteristics are “one or more
characters engage in a series of action that follow logically from one to the
next”, “characters motivations are revealed in text”, and “logical conclusion /
resolution / outcome”. In other words, a
short story with a simple linear structure is one that is very logical and
straightforward.
My story is
already told in chronological order from the beginning of my last day in Haiti
until late that afternoon. So thankfully
I won’t have to revise the order drastically.
My story revolves around me and my thoughts as I go through the
day. I do have a few other characters
that I develop somewhat, but the focus is mainly on one character. Focusing on one character will help make my
story easier for the reader to follow and will allow me to develop this one
character at a deeper level.
To show the
characters motivations clearly within my story I am telling it in 1st
person so my thoughts can easily be understood by the reader. Using dialogue along with internal thoughts
also help to make the reader understand.
I know that in many works the authors leave a lot of things unanswered so
that the reader has to fill in the gaps but I don’t want to connect to my
readers that way. I think it will be
more effective to bluntly state what my character is thinking and using great detail
to put the reading into the story.
I know as I
have been reading short stories as I work on my own, the most effective stories
have been the ones that truly paint the scene and made me feel like I was
there. That is what I want to accomplish
in my short story. Keep things simple
and easy to relate to, yet very detailed and with complex reflections.
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