Tuesday, May 5, 2015

Shaynna Austin - Final Blog

Shaynna Austin
Digital Rhetorics
Prof. Michelle Miley
5/4


  1. Since starting this course writing has more-or-less stayed the same in perspective. Writing 101 told me that almost anything can be considered as text, and this class helped reinforce that way of thinking because almost anything on the internet could be considered a text. Aside from alphabetic text, moving pictures like GIFs, video clips, audio and images can be considered part of the discourse that a website or webpage creates. All the components to a webpage have to be carefully composed to create something with meaning--and it helps a lot of you know how to create all those components yourself. It would’ve been extremely helpful if I had known how to code to make my own webpage instead of learning by trial-and-error how to make someone else’s webpage work for me. But back to the original point--text can be anything. Rhetoric can be used to make the writing more effective, because every part of the presentation/webpage/video needs to have a purpose.
  2. This class taught me about the “available means of persuasion in the digital world” is that there are tools for me to use, and that if I am willing to learn to use them, I can do pretty much anything with it. From an ethical standpoint, of course. What I mean is that with a digital media, you have an easier time incorporating anything that might be useful into your overall project/argument. A background can provide some kind of subtle information that a static white background sorely lacks. At the same time--a moving background could be too distracting for the reader/viewer who is trying to glean information from your text. Therefore, you’ve got to be careful not to overload your viewer with too much stimuli while they’re looking through your text. Another thing is that you always want to give your audience a chance to feel like they have mobility within the text. Again, having the ability to make your own webpage the way you want it, anything is possible. But if you have to wrestle with a format someone else lays out for you, the writer, then you have to learn how to work with the constraints that are put in place. Basically, digital rhetoric is a mix of writing and trouble-shooting. You’re not only spending time researching information, processing it, and then making an argument/saying something more about it. You have to come at digital rhetoric with a builder’s mindset. You need something that’s stable and will work for you, but also will work for your audience. There will be a lot of trial and error. Since this was my first time doing this, I noticed I need to do this a lot more just to get used to it. I think I know where I want a project to go, but it’s not easy to get it to that point. But to sum up what I think about digital persuasion now that the course is over: I think I could do a lot more if I knew how to build a webpage from scratch. And in term of making videos, I think I would actually consider investing in a new camera, better sound capture, and maybe a new video editing software program. I mean, if I was serious about making a real project for the “real world,” that’s what I would do.
  3. I think I kind of discussed some of this already in the last bit of the second question, but if you’re looking for an honest answer about, “Will I use this information in the future?” I’m going to have to say, “Maybe?” I don’t know what kind of projects or writing I’ll need to do in term of a career. I don’t even know if I’m cut out for writing anymore. I do think that this kind of writing is a little more involved and, therefore, can be useful in more ways than I can with text alone. It’d be nice if I could figure out how to do something original that people want/need. Specifically what I’m thinking is about the blogger that the writers of the “Filter Bubble” mentioned where she would update people in her neighborhood about riots and things for people to avoid. Or like the people who created the software for Google Earth. Something original like that would be great, but I’d need to learn more about the tools I can use on the internet. Plus, maybe, create a network of people I know. That usually helps a lot when you’re trying to get your ideas together and need some help having them come to fruition.


Monday, April 13, 2015

First Draft (Workshop for 4/17)

It still needs work, and I've got more research I want to talk about. But at least this version is a little more coherent than what I had before. I still don't know how to double space, or include gifs, but I'll work on that as the week progresses. Shouldn't be too hard to figure that stuff out.


Fan Creation:
The Relationship between Independent Video Gamers and their Audience

Video games today have found a niche in our culture as being both a past time to kill time, as well as a potential medium for educated learning. While big time video game industries continually pump out new titles every couple of months to cater to their fan bases, a somewhat underground phenomenon has been going on for the last five years that has engaged several million young people. This phenomenon is the relationship between an indie video game creator, the people who play these games, and the people who will spend time watching these games being played by another person. Because of this relationship, new small-project games are being created every few months with the sole purpose of being played by someone who will then show off the game to a wider audience, who then considers buying the game for themselves. The question that this relationship presents, then, is what results from this relationship? While indie video game creators get feedback from their audience reaction, what kind of impact does this make?

For those who don't know, Indie games is a shortened name for Independent games. People with software and artistic skill with a drive for coding and animation will create their own games and set them out for the world to see. Usually indie games are collaborative and at least two to twelve people are involved in the development process of a game. However, there are a few indie game developers who try to create video games alone. One example of this would be Scott Cawthorn who recently made the indie horror trilogy called "Five Nights at Freddy's." It's a simple game that relies more on animated jumpscares and point-and-click mechanics. For the most part though, indie games resemble the type of games produced in the early 90's, and require at least an animator and a software designer who have overlapping skills with music arrangement, programming, and communication. For big game companies, feedback on a video game title usually either results in more time for more games to be made and a larger staff if the game sells well. If it sells poorly, then the studio could get their time schedule cut, lose important staff for upcoming projects, or even in the worst case scenario, have the entire studio fired or go bankrupt. For indie video game creators feedback isn't as large scale in terms of newspaper coverage or losing hundreds of thousands of dollars as it would for a studio like Ninja Theory or Naughty Dog. However, for an independent video game developer, they can easily go bankrupt or lose sponsorship if they do not make dead lines or sell enough copies of their game. While it's true that TellTale Games and Thatgamecompany are Indie game studios, in hindsight, they aren't the type of indie studios I want to discuss. This is because Thatgamecompany's origins come from Sony's desire to have a game studio devoted to developing titles for the PlayStation Network. Thus, they were funded by a large corporation from the beginning and had a head-start at succeeding. TellTale Games, similarly, was created by employees who formerly worked at Lucas Arts, and thus, had the experience and the network to see that their company succeeded. Rather, the type of game developers I want to look at in this essay are the obscure ones who weren't looking for success but ended up creating something a small group of people wanted anyway.

As most people reading this article probably already know or might guess, indie games tend to take more risks than the Triple-A games like COD, Madden, Elder Scrolls and the Final Fantasy franchises. Often times indie games will create a certain feel to game flow and style that hasn't ever been seen before, such as "SCP Containment Breach," "Amnesia: the Dark Descent" or "Slender: The Eight Pages" by Parsec Productions. As one video game blogger says:

"Indie games show Triple-A games there's a market for a kind of game that they've never sold before...a market for a kind of game that they would never experiment with because they are too scared to risk their money. Because they aren't artists...There are people out there who are making video games because they just want to without any idea if it'll make them rich. They just can't help it." - Jonathon Holmes, Blogger and Editor-in-Chief of Destructoid.com. From Pixels and Polygons: An Indie Game Documentary

Basically what's being emphasized here is that independent game developers see themselves as artists. They believe risk is rewarded and that their audience, who are also gamers, know the type of games that they want to play. For example in the original, "Slender: The Eight Pages," it was a new mechanic for the player to search a labyrinth-like environment to collect a set amount of pages to finish the game--while at the same time trying to avoid the monster that stalked behind the player and would kill them if they got too close. Because of how simple "Slender: The Eight Pages" was and the fact that the monster "Slenderman" originated from Something Awful forums (a comedy website with various types of content) and then was transferred over to Creepypasta (a website dedicated to writing and sharing ghost stories online) the game grew widely popular with kids and teenagers. After the game came out, something interesting happened where small-time gamers would try and make their own spin-offs of the game. These games took the original game mechanics and placed the player in a new environment with a different monster. While these games were not very well made, or even fun to play due to glitching, people still played them as long as they were free to download. Another thing "Slender: The Eight Pages" did that hadn't been done before was parody itself.  The mode called, "Give me twenty dollars" was something the player was rewarded with after beating the game and involves the player wandering the forest in daylight. While Slenderman still functions the same as before, he is also accompanied by Ron Brownz song, "Give me twenty dollarz." Thus, creating a comedic effect while playing and spawning the "Give me twenty dollars" internet meme. The creativity used to make a horror game "The Eight Pages" and the fact that people spend time creating fan art, songs, and even spin-offs of "The Eight Pages" shows that people invest a lot of time into creating things for the enjoyment of others. It also shows, that if Parsec had copyrighted the footage of "The Eight Pages" from being uploaded onto YouTube, then their game probably wouldn't have had the cult following it has today. In fact, the success of "Slender: The Eight Pages" was so spontaneous and quick that another game studio called Blue Isle Studios collaborated with Parsec Productions.  With the two studios combined they launched "Slender: The Arrival" two years after the first game. This time with better graphics, another monster, and a coherent narrative. Despite the fact that the game's average score on multiple game review sites came out to about a 7 out of 10, the game was still released on both the Xbox One and the PlayStation Network as of March 24, 2015.

"Indie Games are able to focus on a core gaming experience that might not appeal to everyone, but does appeal to small group of players in a really big way." Amy White. Senior Editor of GameSkinny.com.

 What Amy White is saying here, is that recent indie games have been approaching players with the intent to evoke an emotional response from the player. And example would be the game, "March," where the player is locked inside of a polygonal world with their "girlfriend" and listen the narrators love of this woman who supported him, only to realize that he was falling out of love with her. The game draws curtains when the woman who was following you ends up leaving with another man. These type of games try and get the audience to 'feel' something, which in turn makes them reflect. Some games become so popular that they actually motivate people to create. In this way, a simple game can transform into more than what it is. For example, a group of fans could get together and create things like cosplay, comics, animations, figurines, etc. This is amazing because if one simple video game can produce dozens of spin-off games, original songs, and original animations--how powerful is a video game? Is the time spent creating fan content time well spent? Triple A games like COD and Final Fantasy also have fan-created content, however, because it is copyrighted, content can be subject to being taken down, or some content can eve be considered illegal (such as creating a song and profiting from it). Even under the creative commons law, fans are subject to being prosecuted if it's proven that they are making money off of a video game company's content. With indie games, this isn't the case. In fact, it's encouraged for fans to go out and make things, such as a crocheted dolls, cosplay, fan art, animations, and music. With indie games, fan created content is unhindered and prolific. Online websites like Youtube are only the door that indie game developers open to let the fans in and then run out with more ideas.

"In describing in the way they played and the things they liked (or didn't like about the game)...they wrote about the game design elements of the game. In fact, most of what they did and discussed related to design." - Catherine Beavis. This shows that frequent gamers know what needs to be in a game to make it a "good" game. Most indie game developers start out as gamers who get tired of playing the same kind of games, and thus, seek out to try something new or different. Beavis goes on to explain that the kids in her research group later on decided to design their own games. She even argues that the multiliteracy and multimodality of video games is important to include into the English curriculum because it gives students a way analyze and interpret texts. Much like Gee, she believes that looking at a video game from a designers perspective helps people get creative when they work with texts.

As a whole, Indie game developers want to do something different than what's already been done before in the past. By using sites like YouTube to showcase their games to a wider audience, game developers are able to not only publicly show people their skills and talents--but how video games can go a lot father than they already have. Video games inspire gamers to not only create better video games with more challenges, but they also inspire audiences to create more content. What independent video game developers do is start a chain of spontaneous creativity. While the pop culture that these games create is fleeting and many people would say, "These people are wasting time," I believe that this process is doing something important because when fans create something, they usually are learning skills during the process of creation. A person learning new things while also expressing themselves helps build confidence, and may help them in future endeavors.




Monday, March 30, 2015

What Video Games Have to Teach Us... - Book Review

Shaynna Austin
Digital Rhetorics
March, 2015

What Video Games Have to Teach Us About Learning and Literacy - James Paul Gee

Chapter 1 - Gee starts off by telling us how he decided to write a book on this topic by relating how his experiences with video games made him realize that they were devices geared toward making people learn. He realized this when he was playing video games with his son and found that even games for kids were long and somewhat difficult. Regardless of the difficulty though, his son still enjoyed playing video games. In an attempt to understand why his son would want to pursue something so difficult, Gee decides that he should start playing some adult video games that require 30-100 hours of play time. Doing this, he realizes that games that sell the most copies tend to be long and difficult and requires the player to learn.
He goes on to say that learning is a lot like reading and thinking, in that, everyone has a different perspective. He also says that reading, thinking, and learning is a social activity. No one can have their own private reading of a particular text and assume that no one else has thought or said it before. Somewhere along the line, a person falls into a group or multiple groups, even if they haven't met those people who share the same perspective. Gee sees video games as social learning that shouldn't be done alone.
He then lists off that the book will discuss several principles that he believes video games possess. By doing this, he hopes that he can provide some insight into making education better. Perhaps, even offering some suggestions to make school more interesting for kids.
Gee closes the introduction by explaining that throughout the course of the book he will not be talking about violence or gender at all, simply because there has been extensive research in both areas. He also says his book would get extremely "cluttered" and would need more space if he added those two issues in there. Instead he mentions his thoughts on the two issues: 1) That there is no evidence of video games resulting in real world violence. Rather, the violent crime rate has decreased as video game sales increase, and 2) That while female video game characters are over sexualized at times, and a large majority of girls stop playing video games by the 6th grade, there is still evidence of dedicated girl gamers.

Chapter 2 - In this chapter Gee discusses how images and sounds are just as educational as text is for reading and writing. He believes that the multimodal nature of video games delivers more knowledge and information than print alone could. Gee also says that video games is a type of literacy and that it has it's own domain, along with it's own sub-genres of games such as First-person shooter, strategy, fantasy role-play, etc. From here he launches into a problem he noticed, where older generations of people will look at a game and say that it's, "A waste of time." He argues that people who say this seem to associate academic domains of knowledge gained through reading and writing in school as more valuable than something as enjoyable as a video game. He explains that this type of attitude comes from the fact that the person who isn't playing the game hasn't learned the rules of the domain, and thus believes it doesn't do anything. He creates an analogy to explain how this logic is misguided by saying, "...Imagine a textbook that contains all the facts and rules about basketball and read by students who never played or watched a game. How well do you think they would understand this text book?" (23) Instead of thinking that video games offer nothing, he wants to give us another perspective on what video games do for us.
One way that they do things for gamers is that they get the gamer involved in active learning. The gamer, "...experiences the world in new ways, forms new affiliations, and prepares for future learning." (24) Games make gamers do "work" but in a context different from, say writing a book report for Digital Rhetoric's class. When playing a "good" game, a gamer has to be able to associate elements of the game to certain meanings. An example that Gee uses is yellow pikmen who not only throw bombs at stone walls to let the gamer progress, but also are able to be thrown farther than the red or blue pikmen. Because of this, the yellow pikmen have multiple meanings that the gamer needs to not only memorize, but utilize. The also allows the gamer to make choices, such as whether or not they want to engage in a fight with a sleeping enemy or sneak past him? Aside from this, Gee believes that a good game makes gamers think critically. They do this when the concepts that were originally introduced at the beginning of the game get harder. As well as when the atmosphere of the game changes from inviting and playful, to suddenly serious and extremely dangerous for the fictional character the gamer is playing as. When this happens, the gamer is forced to rethink the things they though they knew and force the player to either start taking risks, or be more conservative. A good game will even make the gamer go beyond the game to solve a certain aspect of the game more thoroughly by using FAQs or forum discussion boards for help.
Gee says that doing these things requires the gamer to take on the identity of, "...an exploratory problem solver." (45)

Chapter 3 - In this chapter Gee argues how identity is key for learning. He explains how identity can be split into three different types of identity when talking about semiotic domains. First, there is the real-world identity that very person has. This real-world identity is defined in ways such as gender, class, and race, but also more specifically like, chubby, wear's-glasses, born during the information age, etc. His second identity the he mentions is the virtual identity. This is an identity that is, "...fixed by the history and workings of the semiotic domain" (55) that it belongs to. Meaning that it is something any person can conceptualize, such a "physicist" and know what physicists do such as the methods of inquiry they go through to do an experiment, and what kind texts they write in their field. The third identity is a "projected" identity. "The learner as scientist," (62) as Gee says. Gee goes through a lot of examples to explain this identity because it's a lot more abstract than the other two. This identity is where the real-world person projects themselves as the virtual identity--while also realizing their limitations to do so. This identity is when a person sees themselves as being, for example, a physicist, and the values and desires they bring with that. He explains that in the classroom, it's difficult for some students to realize this identity because they might have been "damaged" before coming to the classroom. By damaged he means that the student might not have the motivation to do work, or believes they lack the ability to do the things a physicist can do. He argues that schools need to focus on this problem and "repair" these type of students by doing three things that games are already doing. 1) The learner needs to be motivated to try, 2) They need to be motivated to put in a lot of effort, and 3) There needs to be a pay off for the learner. (58) He explains that video games are able to this better than schools because instead of just throwing facts at the gamer and expecting them to know what they mean, the game gives the gamer a chance to try again if they fail. Usually when a player dies, they can restart from the last save point and try again. By doing this, the player has a chance to try new ways of beating a boss or solving a puzzle. (While it should be noted that there are games that do punish a player for dying, as a general rule the type of punishment a player's character experiences does not aim to discourage the player to quit. Rather, it acts like a reminder that dying is something to be avoided at all costs--thus encouraging the player to approach that portion of the game from a different angle.) He closes the chapter by saying that games encourage gamers in ways that schools do not, and he has no faith in "Skill and Drill," methods of teaching.

Chapter 4 - In this chapter Gee discusses how video games create an embedded experience for gamers. Embedded experiences are those that allow gamers to make choices that affect the flow of gameplay and plot of the narrative. This launches him into a discussion about how people need more than just texts to understand a semiotic domain that they're learning. Just reading technical writing on something as simple as geology or even how to play a video game doesn't offer the same amount of depth of knowledge as a learned experience does. He even says that not only do most games these days lack a booklet that tells the player how to play the game, but that in the real world businesses would rather have employees that already have experience in the field. He explains that lived experiences start with the simple process of "probing, hypothesizing, re-probing, and rethinking," (96) and move on to more complicated learning methods. He ends the chapter by saying that there are people who know things but might be able to do well in terms of writing taking tests. These people are able to think and problem solve by associating knowledge in materials and objects rather than relying solely on repeating facts.

Chapter 5 - Here Gee discusses how games use training modules to get gamers to learn. He uses examples from Tomb Raider, Wolfenstein, and System Shock 2 to explain how video games require gamers to transfer previous knowledge from a one game to another game. He considers "transfer" as a very important process for anyone to learn--but that it also can be risky in the real-world. For example, "...Maybe social studies is better off not being done in the style of biological thinking..." (126) He points out that video games seamlessly meld the real-world person with the virtual character to help the gamer learn the controls of the game. Most games have an emphasis on encouraging the player to explore the virtual world to learn the controls, and once they have mastered the basics, the game steadily gets more challenging as the story progresses. He explains that if the game had just thrown the player into an area without explaining the controls, or having advanced enemies in the first episode of the game, the player would become extremely frustrated. He also says that if such a situation did occur, then it might lead to a "garden-path" type of mentality, where the player would expect all enemies to be advanced, and never realize that there could be underpowered enemies that didn't require as much ammunition or effort needed to dispose of them. Thus, Gee argues that it's silly to throw a student into a field of science or math without some kind of guidance/instruction and expect them to eventually come to understand the thing in its entirety.

Chapter 6 - In this chapter Gee talks about how video games allow us to reflect/question cultural models. Cultural models are described as things that people hold to be true and tend not to question until something new puts it into question. His examples involve how a person understands what is considered "good." Is good something a person does for the benefit of everyone? Or do you stand up against the majority point-of-view to defend the minority? Another example he uses is the depiction of war. Older movies and video games from the eighties and early nineties tend to focus on one man who is a superhuman hero, taking a good deal of damage from multiple shots before succumbing to death. More modern games show how confusing warfare can actually be when the player usually dies without knowing where the enemy is shooting from, has to choose whether to follow orders that might get them killed or might keep them alive, and then doesn't even know if the gamer's character made a difference at all in the overall outcome of the mission in the game. His last example involves how a gamer tends to view difficulty as a good thing rather than a bad thing--and that failure isn't a big deal like it is with education. He concludes the chapter by saying that games teach people to reflect on what they thought they knew to be true, and how to change their perspective on it. He adds that learning is more than just reaching the end goal quickly and with little fuss, its also about learning different ways to get there and what you pick up along the way.

Chapter 7 - Gee starts off the conversation by saying that people who play video games are generally, actively social even if the people that gamers play with aren't in the same room with them. He believes that gamers create "affinity groups" (mentioned earlier, but basically means a small group of people who have intense knowledge about a subdomain) and share distributed knowledge. Distributed knowledge is something that everyone in an affinity group knows, but can be distributed to other people as well. One simple example he uses is his experience with cheat codes in DOS for Windows, and explaining how to bring up and use DOS to younger gamers who were too young to know what DOS was. In this chapter, he also explains that affinity groups are not like community groups because affinity groups are neither good or bad. The values and attitudes shared in an affinity group varies from other affinity groups of the same subdomain. He also adds that each member of an affinity group has a specialty that can be crossed-shared with other affinity groups. He ends the chapter discussing how PC video games are designed to encourage gamers to manipulate software in the game to make new content. This new content (mods) can be shared publicly with other people, which in turn gives the creator feedback (and works into the appreciative systems that he mentioned earlier). He believes that this allows gamers to have a "producer"-like mindset where they are given the chance develop programming and hacking skills which help them learn how to create something that people want/need.

Chapter 8 - For Gee's conclusion, he goes back and lists the principles he believes video games teach gamers that he wishes learning in the classroom could implement. He repeats that he is not arguing that schools need to use video games to teach, but merely follow the same principles that video games already use to make gamers learn. His final closing remark for the book is that he admits to writing the book because he has found video games extremely enjoyable, and feels that he was learning things without actually realizing he was learning anything.


Monday, March 23, 2015

DigiRhet Proposal

Shaynna Austin
Digital Rhetorics
Dr. Michelle Miley
March, 2015

Indie Games and YouTube
 
Video games have evolved a lot since their conception in the eighties. When I say that I mean it in more than just the graphics and business market kind of way. Originally I wanted this project to focus on indie games that were composed in an artistic way which focused on depicting mental illnesses (like depression or autism). Such games I thought about would be "Presentable Liberty" or "The Static Speaks My Name." However, I feel as if I should probably focus on the digital rhetorical part of indie games, meaning: How did these games come into conception, and why did the developer make them in the first place? To answer that, I realized that a large majority of indie games have been created because of the phenomenon of "Let's Plays." Let's Plays are videos of people playing a video game with added commentary. Most people who watch these are roughly in the 20 years of age or younger category. YouTubers (usually in their twenties) who make Let's Plays and are successful in relation to the amount of subscriptions and views on YouTube, give small-time game developers a chance to show case their work for free without having to struggle with advertising on their own. In the last four years Let's Plays have become extremely popular, with millions of subscribers from around the world watching videos on a daily basis. YouTube staff even designed the copyright filter to ignore people who submit video game footage to YouTube. This means that normally a person would get flagged for uploading a song, footage from a movie or TV show, etc. without special permissions. YouTubers who do Let's Plays get to bypass the filter because people who watch Let's Plays usually keep coming back. Sometimes several times a day. With this project, I won't be focusing on why Let's Plays have gotten popular (as the statistics show for themselves that people enjoy video game commentary quite a bit), but more on the relation between small-time game developers, the types of games they make for a YouTube audience, and YouTube itself.
 
For my research I'm going to use a few chapters (specifically sections that relate to what I'm thinking about) from "The Filter Bubble" by Eli Pariser and "What Video Games Have to Teach Us About Learning and Literacy," by James Paul Gee. There's a few places in the filter bubble that talk about how popular and fast-growing sites like Google and Facebook started out and operate. I believe YouTube is also mentioned in that book. Aside from that, the "Filter Bubble" also discusses how certain information is catered to the viewer. You can see this on YouTube when you're watching a video because there is always a suggestion bar off to the side, or a "recommended for you" section on your home page. From personal experience I've noticed that if the last ten videos you've watched in the last twelve to twenty-four hours have been music videos, the "recommended for you" section tends to be filled with music videos in the same music genre you were viewing the last time you visited. For, "What Video Games Have to Teach Us...," the section titled, "Transfer and Beyond in Video Games" in the "Telling and Doing" chapter might help explain why viewers (who are also gamers) want to watch someone else play an indie game before they actually commit to buying and downloading.
 
My method for this project is that I plan on getting a lot of reading done--preferably, I would like to find more online sources from the school's database like ECAT or any of the others. I'd like to get my reading done before the 4th, and possibly have an outline by that time as well. Ideally, if I knew someone who has made an indie game I'd interview them, but that might be out of the question. I've seen a few developers in the YouTube comments section, but it might be weird to randomly ask them, "Hey, so do you mind telling me about your experiences making this game, what motivated you to do this, and your feelings on it's reception on YouTube?" That said, if I can get a short interview I'd get that done before the 11th. With or without an interview, I'd start working on what the project should probably look like. From the looks of it, this is a paper with video, gif, picture, and hover-links inserted into it. So I'll need to play around and see if I can make those things. I've never done a gif or a hover-link before. Hyperlinks and embedded videos are simple, but beyond that I'm lost. I should have a solid first draft by the 17th, which is when I'm scheduled to show my workshop. And by "solid," I mean it'll be done, but it might need to be revised. The feedback from the workshop should help with the revision.
 
Works Cited
Gee, James Paul. "What Video Games Have to Teach Us About Learning and Literacy." Palgrave Macmillan. New York, NY. 2007.
Pariser, Eli. "The Filter Bubble." Penguin Group. 2011.
 
 
 



Monday, March 16, 2015

AV Project and Reflection

 
 
Reflection:
 
I choose my topic because video games have been apart of my life for as long as I can remember. I think video games are more than just a distraction from everyday life. I had a really hard time trying to figure out how to put this video together, and for that I'm sorry. At one time I had three different versions of my outline and how I wanted my video to go. Once I started working on my video though it took a different rhythm than I had planned, but I hope it still is at least passable.
 
I choose to make my project in movie maker because I don't have any other video program to use. Originally I was going to do some animation, but then I learned that buying animation software costs about $200 - $300 dollars, so that was out of the question. Plus, I also realized that having things animated might not actually contribute rhetorically what I was trying to say in this video. Basically I was trying to find common ground for my audience (which is my peers in this writing class) to relate to this video. Despite the fact that the majority of us are lumped into the same age group (20-somethings) it felt like there weren't very many hardcore or casual gamers in the class. So I had to find a way to meet them halfway. The facilitator of our group suggested I use Ted Talks for sources instead of actual papers because most of the ones I was finding were way too old. I found a paper that discussed video game's and art, and it was still hung up on video games like the first Halo game and Doomsday or Date Night, which are all really old. Video games today take a lot more risks than they used to. There are even video games that get developed by people like you and me who just program and code a 16 bit video game in their spare time. That said, I chose a 2005 game called "Shadow of the Colossus" created by Sony because it's a cult classic. This is because back in 2005 SoTC was the only title of it's kind that was an action-puzzle game that also focused a lot on narrative. However, for my video I didn't want to get too deep into why I thought this game was so special because I didn't want to sound like too much like a fangirl. Now that I've got this uploaded I really feel like that might be my undoing... I was kind of hoping some clips from the game would help speak for itself, but since the audience is likely to never have played SoTC that might not have translated well. I do hope that the flow between the dialogue and captions seems "active." By active, I mean that the dialogue and captions kind of connect and talk to each other. If you don't get that feeling though that's ok, I was at least trying to do something more with what I had.
 
A lot about this project I didn't quite know how to do because the only real skills I knew before class was video editing, certain types of file formats, and how to upload. I'm still not sure if this video fits the criteria you asked for because I feel like my skills with technology are limited, and from sitting in the studio groups, it sounded like I was just supposed to google everything if I had some kind of tech question. So, here's my attempt...
 
 
 
Sources:
-Tommy Tallarico TEDxManchesterVillage - https://www.youtube.com/watch?v=R6K5B0iBUnA
-Daphne Bevelier TEDxCHUV - https://www.youtube.com/watch?v=e8hzowkUkR4
- Andy Robertson TEDxExeter - https://www.youtube.com/watch?v=e8hzowkUkR4
- Doug Walker, "The Nostalgia Critic" - https://www.youtube.com/watch?v=NK-HYNXdIJI
Shadow of the Colossus is owned by Sony Computer Entertainment and developed by SCE, Team ICO, and SCE Japan.
Official soundtrack from Shadow of the Colossus by Kow Otani.
SotC fan art was taken from DeviantArt.
I do not own anything in this video nor am I making money on this video. All content belongs to its respective owners.


Friday, February 6, 2015

Blog #2


Today we'll be working off of the prompt and talk about ethos (credibility) of Thompson's "Public Thinking." If the introduction by now hasn't bored you past the point of not caring already, you have a lot of patience.

Thompson's article was an interesting read for me. Specifically, Thompson approached his subject in a personal way. The voice he uses for the piece we read was not only in first person by very conversational. You'd expect that to mean that he was not credible. However this style of voice actually seemed to strengthen his argument in a way that kind of resembles breaking the fourth wall. What I think Thompson was doing was immolating the conversational fluidity of a blog post. Doing this enables the reader to see how persuasive his argument is. At the same time, I believe he also recognizes that this wouldn't meet the requirements of a scientific research journal. You know the kind where the page is broken up into two, three, or four columns and has footnotes that occasionally take up 3/4's of the page space--and thus making the article appear longer than it actually is. Even though Thompson's article isn't loaded with credible sources of that caliber, he does insert quotes from other researchers and people who are making an impact on digital writing. I also want to note real fast that for a long time I didn't know Thompson was a male writer. Thus, for about seventeen pages that thought I was reading an article by a female writer. This could be a sign that as a reader I expect female writers to be a little unconventional. It might also be the fact that certain sentences seem to carry some quasi-emotional quality. Such as, "The secret is the work Coates puts into his board," where he makes it seem like he's telling you an as-of-yet unknown discovery and he seems extremely excited to tell his readers about it. I know for some people think that linking "emotion" to things we associate with "female" is wrong, but as of now I have no opinion on that. All I know is what I've seen and read thus far, and when I find a male/female writer who breaks the "normal rules" that I'm used to I get a little more interested in the writing and what's being discussed.

This might also explain why anonymous writing on a message board is intriguing, because you don't know the sex of the other person. Therefore, when you read what they have to say you are always kept in perpetual detective work and uncertainty about what defines an anonymous writer. Especially on Youtube, when a person hasn't connected their account to a Google+ account (which unfortunately means everyone can see everything you're doing) you're also required to give Youtube a first and last name. Before Google bought Youtube, a person was allowed to have any name they wanted. There are still ways to keep your anonymity though. And when people are anonymous, about half of those (that I've seen) who write comments appear educated, well-informed, and even use humor to keep conversations pleasant. Especially when Youtube and Google made changes last year, I noticed there were a lot more men with Google+ accounts who didn't mind telling the world their identity. Females were harder to come across. Of course, these are all observations from one person who has their one little niche in Youtube carved out. I don't go to watch news videos, make-up tutorials, vlogs, DIY videos, or even American music videos. The type of commenters that I'm used to are generally in the Let's Play's, Japanese music, or Vsauce (Check out Vsauce by the way. If you like TEDTalks you won't regret watching VSauce). Therefore, the things that I see on a regular basis may not encompass Youtube as a whole.