I chose to read David Foster
Wallace’s short story The Depressed
Person for this assignment. I felt as though this story captured much of
the same emotion that I am trying to portray throughout my own memoir
revisiting the death of my grandpa; my close friend. The months preceding the
death of my grandpa were months in which I, myself, experienced a variation of
depression. I think that discussing feelings that come along with a topic such
as death or depression are feelings that are heavy and sometimes difficult to
find a way to get across while ensuring the author is enjoying the story rather
than simply being pained by reading its words. David Foster Wallace did an
incredible job of portraying the emotion of the depressed woman throughout the
emotionally charged language he used in this text.
As we
discussed in past classes, language is a crucial element of a story;
particularly in a memoir where the goal is to truly allow the reader to peek
into your emotions and to feel the feelings the character felt in that concrete
instance. DFW does an incredible job of using descriptive language to truly
allow the reader to understand what is happening.
Concrete
instances have been another topic amongst our conversations in class. DFW does
an excellent job of writing in concrete instances. For example, DFW opens the
piece by discussing what might have made the depressed person the way that she
is. Each reason is defined in its own concrete instance. When the depressed
person was young, her parents had divorced. I appreciated that the moment was
examined thoroughly in its own moment. I like that this story, in my mind, was
kind of divided throughout concrete instance, each moment in her history being
its very own concrete instance. Some moments, such as the moment in which she
describes her boarding school experiences, are given more explanation and
detail through different amounts of description, but I truly feel as though
they are each beautifully portrayed in their own way.
DFW used
footnotes throughout this text, which while it is not something I will use
throughout my own piece, I thought it was an incredibly interesting way to add
description to the story. It makes you feel as though you are looking at the
text through a telescope; zooming in on certain instances even more so than
others. I really like the use of the footnotes to feel completely immersed into
the text.
I hope to
revise my work to be more modeled after DFW’s. I really enjoy his style of
writing and find it to be extremely effective. DFW has an uncanny ability to
place the reader directly into the moment. While reading this text, I was able
to feel the same emotions that the depressed person was experiencing and
because of that, I felt as though I could analyze more deeply the meaning of
the text. I hope that readers, while examining my own memoir, will be able to do
the same thing. I hope that they will identify the concrete instances that are
being enhanced by strong and emotional language to truly place themselves in
the moment and understand the heartbreaking beauty of watching a person become
a soul and a lifeless body.
Structural Analysis:
Throughout my memoir, I have chosen to employ the method of
curiosity. This method is structured in a way in which the author places a
captivating moment in the beginning of a text but doesn’t place the details
surrounding the event immediately after; but rather they place them later in
the text. This structure is intended to captivate the reader.
I find this to be the most appealing setup for the story I
am trying to convey to my readers. In the beginning of my story, I am writing
about a moment in time in which I received a phone call that changed my life. I
discuss a moment in which I felt an intense emotion and I talk about the way in
which I reacted to having received said call. I fail to mention, however, the
truth meaning of the call and the events leading up to and following the call.
I think that by captivating the reader early on, they will be more encouraged
to continue reading, allowing the reader to truly understand the underlying
meaning written in the text.
Each text I have ever worked on has presented its own set of
problems and challenges. In writing this memoir, I found it to be a bit difficult to zoom in
on just one instance in my life in order to convey a situation that changed the
person that I am; my character. Once I decided on the story that I would write,
a new challenge reared its head. I was a little worried about how I would keep
a reader interested in my story while not completely depressing them. I needed
to make an extremely sad and somber moment in my past artistic and nearly poetic.
I found relief in the use of this structure. By breaking my story up into many
concrete instances and placing an important one in the front, I was able to
tell the beginning of a sad story and then ease the reader in to the rest of
the upsetting details. All in all, I think using this structure allowed my
story to find a beautiful flow.
David Perry's Ted Talk
In David's Ted Talk, the severity in which he spoke of many video game addictions blew my mind. I was amazed listening to the stories of people who felt as though the line between gaming and reality was one that consisted of a large gray area. I think the impacts David speaks about having on regular gamers was an interesting one. For example, I thought it was really interesting when he said, "From an early age I learned to invest myself emotionally in what unfolded before me on screen. Today, after 20 years of watching TV geared to make me emotional, even a decent insurance commercial can bring tears to my eyes." I feel as though this quote has an interesting outlook on the way he feels people connect with video games. Even more than the current, I was amazed by what David explained might soon be the new generation of video games. More lush, more complex. I think it will be interesting to see how the progression of video games impacts the way that people view their own realities. If already we see such a strong connection, what will happen in ten years?
Video Games and Allegory
For my own project, I have decided to play Assassin's Creed IV: Black Flag
March 11; Critique Assignment
David Perry's Ted Talk
In David's Ted Talk, the severity in which he spoke of many video game addictions blew my mind. I was amazed listening to the stories of people who felt as though the line between gaming and reality was one that consisted of a large gray area. I think the impacts David speaks about having on regular gamers was an interesting one. For example, I thought it was really interesting when he said, "From an early age I learned to invest myself emotionally in what unfolded before me on screen. Today, after 20 years of watching TV geared to make me emotional, even a decent insurance commercial can bring tears to my eyes." I feel as though this quote has an interesting outlook on the way he feels people connect with video games. Even more than the current, I was amazed by what David explained might soon be the new generation of video games. More lush, more complex. I think it will be interesting to see how the progression of video games impacts the way that people view their own realities. If already we see such a strong connection, what will happen in ten years?
Video Games and Allegory
In a
world where technology is ever-changing and quickly evolving, video games have
come quite a way from where they began. With vivid imagery and incredibly
intense story lines, I think that now, more than ever, video games are
impacting the gamers of our society and our society as a whole. In reading
Wark’s piece about viewing video games a allegories in society, I think he did
a wonderful job of arguing that video games, such as The Sims, can indeed be
considered an allegories. They have a deeper meaning in our society than simply
being used for entertainment purposes.
Wark
discusses how allegory is not the only viewpoint to use when looking at video
games. The idea that video games can also be viewed as algorithms is discussed.
I found this to be really interesting. When looking at an analyzing an
algorithm, it becomes a process of giving each value in the problem a deeper
meaning. By understanding an algorithm, it becomes possible to understand the
result that comes of the problem. We can do this same thing with video games.
We, as gamers, have the ability to pick apart the aspects of the video games
that we play. By understanding what is being represented in the different
aspects of the game, we can understand the deeper meaning that it is trying to
convey to its players.
The idea
of consumerism is really interesting. Wark states, “Perhaps a game like The Sims could be a parody of everyday life in
‘consumer society’. Benjamin and his friends dream of things. Things make them
happy. They find a nice sofa so much more relaxing than a cheap one.” This is so interesting! This is the exact link between gaming and
real life. Real life problems are implemented into games. It all goes back to
having the ability to provide a value for different aspects of the game. By
understanding why the Sims are gaining happiness through buying materialistic
things, having jobs that pay more money: this is the way humans are! The game
almost mocks human nature in a way that could make a gamer interested in
exploring the why of the game. And why do gamers become addicted to
things such as this?
The Sims speaks a message to society:
consumerism, algorithms and so much more. Video games are definitely allegories
that explain society, gamers just have to stop and add values to the components
to equate the bigger picture.
Carl Jung's Dream Interpretation
I found this text to be really interesting. Carl Jung makes
some excellent points regarding dream interpretation. In the beginning, Jung
explains why he thinks dreams could contain a deeper meaning. He says, “The dream is a fragment of involuntary
psychic activity,just conscious enough to be reproducible in the waking state.
Of all psychic phenomena the dream presents perhaps the largest number of
“irrational” factors.”I think that this has an interesting connection to
choosing a video game to play. I think choosing the type of video game that we
like is a subconscious decision. Much like we don’t always choose what we
dream, but find that we often dream of things related to our lives, we choose
video games about subjects that we like. Sometimes, we think we are choosing
something that is completely outside of our norm, and the game is full of
completely irrational things. These could include war like activity, violent
animals, violence, etc.
Jung then goes on to detail different ways that dreams can
be interpreted. I think that we can apply these to the ways in which we will
interpret the video games we choose to play. I especially liked when he
discussed trying to relate the events in the dream (video game) to events that
have taken place in the past. I think this is an interesting way to try to find
the meaning of an event. What charged the event in the past? What led up to the
event? What was the outcome of the event? You can then take these answers and
apply them to the events taking place in your life or within society.
I was really interested in reading about Carl Jung’s
explanation of what are referred to as big dreams and small dreams; big dreams
being significant dreams that people remember and small dreams being more
easily forgotten. He references the importance of large dreams by saying, “I have examined many such dreams, and often
found in them a peculiarity which distinguishes them from other dreams: they
contain symbolical images which we also come across in the mental history of
mankind.” I find this interesting
because these are large concepts that are regularly found in video games. After
researching the beginnings of this project, I find myself to be completely in
line with that idea. Big dreams, popular video games, they do speak a bigger
message to both my own life and society.
It will be interesting to keep all of these things in mind
while completing project 4.
Review of Student Works
After reviewing the student samples provided for Project 4,
I decided to compare two projects that seemed to be the most different. Sarah
Hicklin chose to use the platform Blogspot. Tyler Anthony decided to present
his information in the form of a website. Each student did an excellent job
conveying the information they felt was most important, but each student went
about doing so in a different way. Here I would like to analyze the ways in
which they communicated their findings about video games and their deeper
meanings to their audiences. The idea of the project was to determine whether
or not video games could hold a deeper meaning according to dream
interpretations.
Sarah Hicklin displayed her findings through a blog post on
blogspot. I like this because I feel as though it is something that could be
more easily stumbled upon than a wix site. She went further to post a prezi
presentation. I personally love prezi. I love that Sarah chose to present the
information in this way. Prezi is visually stimulating. She did an excellent
job of incorporating graphics, videos, and text evidence to support the
arguments that she made throughout her research. I also really appreciated that
Sarah included all of the research that was involved with creating her presentation.
It really added credibility and great evidence that she chose to add her dream
journal in her final findings.
Sarah did a wonderful job with her findings. The only
downfall, I would say, to her final project would be in the part I found most
interesting. While prezi is a great way to present information to a crowd or a
group, I sometimes feel prezi make it difficult to pinpoint information. For
example, if I was reviewing a specific game that Sarah played and wanted to
know how it pertained to society, it is difficult to go through her prezi to
locate the information.
Tyler decided to create a webpage to display his findings. I
really enjoyed looking through his project. It was visually appealing, but it
lacked in graphics. It’s nice to see pictures of the game or videos of the game
play; it adds credibility. This is something I side with Sarah on and hope to
include in my own project. Tyler did a great job of conveying his findings
through words. The tabs on his website were clearly named and defined what
could be found within the tab.
Overall, I preferred Sarah’s site, visually. While they both
did an excellent job answering the overarching question of whether or not video
games truly have a deeper meaning in our lives or society, the blog post and
prezi kept my attention and I learned a lot!
For my own project, I have decided to play Assassin's Creed IV: Black Flag
March 11; Critique Assignment
I was really impressed by both of the websites that we were
assigned to look over for this assignment. Overall, I thought they both did an
awesome job of conveying the needed information and answering the overarching
questions of the assignment. I thought that each student recorded their
experiences very thoroughly and presented the information in a way that was
very visually appealing. Each site was organized really well and while they
were very different, they were both great examples of what this project should
look like. They also did a great job of helping me realize how different each
project truly has the potential to look!
I would like to begin by exploring Elza’s work on her wix
site. Skyrim seems to have been the perfect choice. The narratives and
storylines that she provided throughout her project really did an excellent job
of helping her to explain her argument regarding the question of how video
games can explain things about not only us but society, as well. Elza’s work is
very visually stimulating to me. I really like the background that she chose.
It feels very mystical, where I think is a good fit for this project. I really
appreciated that Elza referenced the time she spent playing video games often
and provided images to support the arguments that she was making. Her use of
pictures really made me feel like I understood what she was doing in her gaming
and understood why she was making the arguments that she was.
Elza did an excellent job of organizing her site. One of my
favorite parts of her website was the way on each page she placed the text on
one side and the sources on the same page to the right side. Instead of needing
to reference a works cited page or a sources page, all I had to do was glance over.
This, in my opinion, added a ton of credibility. Something I also like about
Elza’s page was the fact that instead of separating her site by games like most
people, she instead separated her tabs by the topic she would be discussing.
She would then explore each game within the tab. I liked that because I was
able to see clearer links between the games.
Grayson also did an awesome job. I really, really, really
appreciated the audio that Grayson included. It made the project feel a lot
more personal and in turn made me a lot more receptive to the message being
conveyed to me (the audience). I would have liked to have seen more images.
With the white background, it would have been nice to have been a bit more
stimulated visually. Overall, it was an awesome project and he did an excellent
job arguing his positions, I would have liked to have seen a little more
visually.
I hope that the work I produce will be on the same level as
the examples we have looked at so far. I think I have seen great examples and
have discovered aspects of this project that I would love to tie into mine.
NEW:
NEW:
The article that we conducted a close reading for was pretty interesting.
In the opening of the article, how games have changed on a technological basis
was discussed. I thought it was really interesting that in the grand scheme of
things, games have pretty much stayed the same. Games have always offered the
option to play against others or for the player to play against himself or
herself. While the platforms have become bigger overtime, the overall goals of
the game have pretty much stayed the same. I enjoyed that the article talked
about the dynamics of game play. I thought that there were a lot of great
points made regarding why people play games. It’s been a constant overtime that
people look to build trusting relationships in the games that they play with
the players they choose to play with. By working with other gamers around you,
it makes it possible for you to work towards a bigger goal. A team is always
more productive than an individual.
I think that by reading this article, it has helped me to
better understand why my game, Assassins Creed IV, is designed the way that it
was. My game was actually created very similarly to World of Warcraft, the game
that this article discussed. I was able to take the examples placed in the
article and apply them to my own game. I really related with the whole idea of
play space. While once a player has killed beasts they disappear, the intimacy
of the space really allows you to understand what’s going on. Also, you have
options regarding who to assassinate in the game. You have to ethically decide
who to kill in order to advance yourself. If you choose to kill the good guy,
it’s important that you understand while it might better you, you will end a
lot of relationships that could have been beneficial in the long run.
Overall, I found all of the texts to relate to one another in a really interesting way. The three texts combine talk about many of the elements that this project revolves around. While there isn’t talk about what the meanings of the games are in a dream sense, what a game is discusses very literally. I found a lot of commonality in the theme “do video games convey any sort of meaning to our lives or society?” The website we first examined discussed video games as allegories. The article “Define Real, Moron” introduced a really interesting topic – what is a game? The article in our textbook introduced yet another topic – the actual playing of a game and whether or not it was enjoyable.
ReplyDeleteGames are loosely defined as “facilitators that structure player behavior, and whose main purpose is enjoyment” by Aarseth. I found this article to kind of assume that everyone is sharing the same definition of a game. While it is addressed that it is likely it is not a shared definition, the article is then based on the author’s definition. For this reason, I felt a little disconnected from this article. While I saw its relevance, I found it a little harder to relate this back to the assignment. The site and the article on the Sims were very easy to pick out the valuable information. For this project, we are specifically looking at video games which are oftentimes defined by society, as are games in general.
I really enjoyed when Aarseth’s article started discussing the importance of understanding how the game is laid out structurally in order to properly understanding the meaning that is to be taken away from the game. I think that from this article we can take away that if we are looking to critique two games against one another, it is important that we understand what is taking place in the game and we are looking for similar factors to compare.
Later in the article, the author discusses the different types of things a game could convey. Is the game strictly for entertainment? Do they are deeper meaning? Are they intended to have meaning? Regardless, this is something that can be thought about in our own projects. The point that we play games for symbolic reasons is amazing. I loved this. I think it is really important to remember the overarching theme here: all games have meaning. In the words of our author, “A game is never ‘just a game’, it is always also a ground or occasion to discover, contest and negotiate what the game really is, what the game means.”
I thought the Sims article was really interesting!! The author gained credibility right off the bat after I read his brief bio. He was involved with Gamespot and is an avid gamer. I loved that it essentially discussed archetypes. For example, “The game begins by letting you create a Sim called a hero; in this case your hero is the monarch in charge of a kingdom.” It goes on to explain the way you can choose the clothing your sims will wear, etc. Later it mentions that the gamer often expects to head off to his or her kingdom to find adventure. You perform activities such as defeating a bear. Is this stereotypical? Sure! Is it mythical? Yes! Does this game teach medieval history? Maybe. This is interesting to me; it is the essence of this project. What does this mean?! I would then tie this back to the website we examined about Sims and allegories. I think this is a prime example. This is a situation that could be easily interpreted. Maybe it was unintentional, but I think it could likely tell us about society if we looked far enough into it. The article in the book about medieval ends with an interesting point; that the game is monotonous. Is this a representation of reality? Are video games full of allegory?
The argument that I identified throughout the essay that we were assigned to read was essentially that the presence of media in a situation takes away the reality of the situation. For example, in this piece, there had been a tragedy in a town, but due to the news coverage of the situation, people felt as though the citizens of the town were acting superficial. While the issue at hand, murders within a town, was thoroughly covered, people felt as though the taping of the actual documentary itself caused a false feeling to surround the event.
ReplyDeleteI really liked the way that this paper was laid out. I felt that the flow of the paper was really smooth and in retrospect, I hope that my paper reads very similarly to the way that this one flows. The issue is examined from every angle possible and I really appreciated that. I like that the thesis was clearly stated in the introduction. It allowed me to remember why I was reading the paper. On the other hand, I liked that the paper examined many aspects of the issue at hand. For this reason, I was able to fully understand the surrounding arguments. I that in my paper I can place my thesis in a useful place that allows the reader to clearly understand my argument. I then hope to provide the sources required to convey the information for both my own stance as well as the opposition to my issue.
My paper is about why comprehensive sex education should take the place of abstinence only education. My thesis is placed clearly in my introduction. I, like this example, present a lot of evidence from sources that are highly credible. I provide a lot of real life examples that help the reader to understand where I’m coming from and why it could also apply to their own lives or the lives of their loved ones.
This example felt really conversational, which I really liked. For this reason, I felt as though while it was biased because it was persuading one side of the issue, it was also highly informative and the way in which the sources opposed one another, it felt educational, not argumentative. Lastly, I liked that the view of the paper was narrow, but the examples varied. Because of the spectrum of examples, I felt like I could relate to a situation very similar. The public and private spheres were heavily examined and the way in which they were presented was excellent.