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Wrapping Up: An Itemized Reflection

Anohter semester has ended, and as is my custom, I want to take a moment to bring things to a close and reflect -- in blog entry form -- on how I think things went. I confess I do this mainly for my own purposes, but I hope it's of interest to students in the class as well as to those who found our blog thanks to Twitter. I want to keep this relatively brief, or at least well-organized, so what I'm going to do is simply list what I liked and what I didn't like about this semester. I don't mean this as some kind of final evaluation; instead, I just want a general place to reflect both on my students' work and my own.

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What I liked

  • I like my students. Simply put, I looked forward to coming to class every Tuesday and Thursday because of the people I would get to spend that 75 minutes with. That's not something I can say about all of my classes. I threw a lot at you all this year, asking you to take some intellectual risks and step out of your comfort zones. You did so enthusiastically and taught me a lot in the process. That's really what it's all about.
  • I like blogging. Blogging has been part of my classes since grad school, and it always works a little differently. It's always fascinating, for me, to see a class's voice emerge, and in this case, it was as strong and engaged as I could hope for. Alternatively thought-provoking, entertaining, challenging and deep, my New Media class really brought their A game.
  • I like Gavin the Lonely Gorilla. The ARG we produced was a lot of things, and maybe, as some of you expressed in your reports, it could have been more involving, more balanced, longer-running. Whatever it was or wasn't, it was fun.

Behind the Character: Natasha Taylor

Since CAbeach’s blog has already shed light on the ARG we ran as a class, I thought it would make sense to do a reflection blog entry as well. She talked about Natasha Taylor towards the end of her post. In our ARG, Natasha was the children’s book author and illustrator who created the story of Gavin the gorilla that eventually came to life over the course of the week. Team Author put in a lot of time and effort to create her back story, take pictures, and build her presence through Facebook, Twitter, and Wordpress. Natasha was also a live character with a real person behind her – me!

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Final Summation

In my final paper, basically I argued that both alternate and virtual reality give the player a goal that is larger than themselves, some ultimate purpose or puzzle.  This aspect of gameplay in alternate and virtual reality draws the players farther into the game, encouraging them to suspend their disbelief and transform themselves into the character that they play, in order to meet that goal.

My first example was the movie Avalon. Ash lives a relatively normal life, and has no friends at all, as far as we (the viewers) can see. However, within the virtual reality game of Avalon, Ash is a very powerful Warrior class character, who has the best equipment, and her goal is to be the best in the game, by defeating the enemies that she comes up against, though we never find out who they are. Then we find out that Ash used to play as part of a team (Team Wizard), before it disbanded, because someone called reset - which was something they had all vowed not to do, so when someone called reset, their suspension of disbelief was shattered, and they no longer functioned as a group anymore.

Once Ash finds out that Murphy, the leader of Team Wizard, has found a secret level in the game that caused him to go braindead, or what other players call "unreturned", Ash makes it her mission to defeat this section of the game. She takes on the game itself as her new enemy, in an effort to defeat what is causing players, especially her friend, go braindead, hoping to help them come back. This new goal makes her an atypical character within the game, but it still gives her an overarching goal to complete within the game itself.

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Closing Thoughts About ARGs

Hellooooooo all! In this last and finally blog post I wanted to expand on some thoughts I had in the final class about ARGs and people who play ARGS. In doing this I hope be able to tie it into the broader discussion we were having about what does this mean.

As we commented on in class the ARG represents a very new type of experiences, one that we cannot equate or bracket under any other medium. It involves elements of narrations and narrative, but lacks the determined linearity of the novel or movie and relies on the participant to move the activity along. This reliance, for me, is such an interesting break from other mediums and a central reason why ARGs are such an interesting phenomenon. I want to address reliance on two accounts, first what it does to the objects of the ARG, and second what the role of the player becomes because of this.

I have touched on the issue of a new vocabulary that emerges from ARGs in other posts, and how a condition of the ARG is to write its game on already relevant cultural symbols. Any ARG that incorporates real world participation subscribes to this, as it requires the participant to attribute a wholly new meaning to something like a lamppost or a street corner (which are objects already invested with their functional meaning). Such a schematic privileges an understanding of reality solely through the mechanisms of language, and under the dominion of language theory their is a fluidity that correlates well with the ephemeral nature of an ARG.

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Reflections on puppetmastering an ARG

(A long post, I know, but I had so much to say!)

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We Should Get Pulitzers, Y'all!

Seriously! The Pulitzer board changed the requirements of what's eligible for the Pulitzer Prize in journalism, making it easier for web-based articles to be submitted, no matter the site with which they are affiliated. This article also has a brief timeline of the evolution of online journalism's acceptance to the Pulitzer's qualifications. The timeline makes it apparent that we are living in a digital age and there is no turning back. Starting in 2010 "the competition will continue to allow a full range of online content, such as video, databases and interactive graphics, in nearly all categories," which is amazing to think about when just 10 years ago only newspapers with online content could enter. As I was lying in bed this morning, reveling in the fact that I don't have a final today while--forgive me, this week as fried my brain and also I don't have another term for this--dicking around on the Internet, I realized how relevant this class has been.

Obviously most classes are relevant (without the Fabric Painting and Dying class I took last year, I would never know the wonders of Batik), but this announcement makes it clear that New Media studies may be something that needs to be offered in schools all over the country. The topics we covered this semester have been surprisingly necessary and useful.

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Themes in Popular Entertainment (Or, How the Big Three Relate to ARGs)

As briefly discussed in class, I have been analyzing themes in popular entertainment franchises. The big three are all huge moneymakers and fairly distinct from each other: television, film, and video games.

Now remember, this is a focus on franchises. That is, the moneymakers; I'm way more likely to look at Anchorman than an independent film, way more likely to look at Halo than Psychonauts. And actually, the reason I started with television is because it was so easy to identify.

Reality tv has been big since Survivor. Remember the first season of that? Starvation, challenges of strength, eating weird stuff, and the naked guy won. If that show wasn't about schadenfreude, I don't know *what* it was about.

(For those of you that don't know your German loanwords, schadenfreude is the enjoyment one gets from watching other people suffer or fail. Think America's Funniest Home Videos. Ever notice how it's 85% people getting hurt? Yeah, that's schadenfreude.

There's even a song about it.)

And it didn't stop with Survivor. The theme continues in nearly all reality tv, especially elimination-based shows and relationship shows. Cheaters has infidelity, crying, catfights. Flavor of Love has... oh man. That show started so many spin-offs involving skeezy men being chased by drunken plastic women I can't even begin to start.

So, tv's sister is film. Is film the same way? Nooot really. The schadenfreude theme is replaced with its distant cousin, low-brow humor. And if you don't believe that cheap slapstick comedy is the cash cow of the industry, just go look and see how much money Will Ferrell and Rob Schneider make per movie. It's incredible.

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Pinkkinkajou's Final Essay

        A brief, yet wordy, abstract of my final essay [that everyone should read]:

  Essentially, my final essay tackles a theme that I have seen emerge in the various texts that we have studied this semester: the problematic romance of the technological world within futuristic utopias. I know this sounds lofty, but basically it goes a little like this: the future looks so perfect and shiny, that we want to make it happen RIGHT NOW, and it destroys itself in our sweaty, little, human hands. No matter how we attempt to create a futuristic utopia, our human flaws always show up as glitches as we try to repress our human nature as creators. This can be seen in Feed by M. T. Anderson, Halting State by Charles Stross , and "The Machine Stops" by E/ M. Forester.  Each of these works shows the futuristic utopia crumble from perfection.

Here it is, y'all: pinkkinkajou's amazing final essay

Videogames and Lucid Dreams

A few weeks ago I was having a conversation with a friend about lucid dreams. At the time I had no idea what they were, but after a brief description I realized I had been having numerous lucid dreams for years. When I told him this he was extremely surprised. I'd never really thought of them as anything special, or really anything at all - they were just kinda the norm. After this conversation I returned to my normal apathetic attitude and forgot completely about it. Until today!

While searching for some academic articles dealing with virtual reality and consciousness I stumbled upon the article "Video Game Play and Lucid Dreams: Implications for the Development of Consciousness," a study theorizing (in excessive shorthand) that extensive videogame play lends to the development of a "higher level of consciousness" demonstrated through an increased potential to lucid dream. The article argued that spending time in virtual reality, which is essentially what videogames are, allows the consciousness to more easily create it's own legitimate VR, the lucid dream. As far as I could discern from the relatively complicated results chart, this claim held true. The article can be found by searching the title in Academic Search Complete from the UMW Library databases.

I realized that I've been playing videogames since I was four or five and haven't taken an extensive break from them, but the last few years have seen a marked decrease in the amount of time I spend playing. Correlatiing with this is a decrease is my propensity to lucid dream - an interesting connection. I thought about the conversation I had with my friend, and remembered that in previous conversations he said that he never spent much time playing videogames or much of any electronic game.

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Spanish Sustainable Economy Act, and Danish DRM-Breaking Law

Reading through BoingBoing, once again, I came upon a few interesting articles.  The first article is about a Spanish law, called the Ley de Economia Sostenible (or the Sustainable Economy Act), which is currently being drafted.  The newest draft of this law includes some changes to current laws in Spain concerning the internet. 

These amendments give the Spanish Ministry of Culture the administrative power to take down websites (or order ISPs to block those hosted overseas), all without a court order and in the name of 'safeguarding Intellectual Property Laws against Internet Piracy'.

A group of people concerned with this law have created a manifesto, declaring what they see to be the rights of everyone, especially concerning the internet.  I won't list them here, but they can be seen in the BoingBoing article here, and this is the image that the list begins with:

Most countries these days have laws restricting the copying and reuse of copyrighted materials, and for good reason.  But at what point do those laws go too far?  Not to sound like a conspiracy theorist, but this new Spanish law seems like it could easily function as a blanket to cover all manner of government activity.  How much of a stretch would it be, for the Spanish government to justify shutting down a site that opposes them, or just one that doesn't fit in with their ideology?  It wasn't that long ago that Francisco Franco had that kind of control over the country.

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