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Friday, March 17, 2006

Learning and Identity (Part 1)

Arcanum: Learning and Identity

- All learning in semiotic domains requires identity work. It requires taking on a new identity and forming bridges from one's old identities to the new one (51). How are we forming bridges? How is the Mystory working with identity?

- Arcanum is a massive world made up of many countries and towns (52). Is the Mystory like Arcanum? If so, how? If not, why not?

- Before you start playing Arcanum (or any similar game), you construct a character (52). What is meant by character construction? And how is what we're doing similar or different?

- Point distribution: In particular genres of games (usually roleplaying and fighting/wrestling/boxing), you are given a series of points to distribute to attributes. For example, if you want your warrior to be stronger and faster, you would add points to strength to and speed. How can we use notions of point distribution in the Mystory? The idea here is that points must be earned - what is being earned in completing out project? (And no, the correct answer is not a grade).

- During game play you talk and interact with a great many other characters in the world of . What types of interactions are taking place in the Mystory? What types of "characters" are we interacting with? How are we interacting with them?

- Gee's quest begins on page 53 after a traumatic event (a crash). Ulmer reminds us that many of our memories are situated around drama, i.e. a crash or some other life altering event. What type of quest are we on? Ulmer says we're all heroes (or we can place ourselves as heroes). How is this the case?

Three Identities: Virtual, Real, and Projective
Virtual Identity -> "you as x" (54)
- virtual character acting in a virtual world; Successes and failures - who or what is to blame or who/what is responsible?

Real-world Identity -> "you as x" (55)
- All of our "identities" affect and are filtered through our characters when we play a game like Arcanum, The Sims, or when we write a Mystory. Why did you choose X over Y? How did choosing X affect your widesite negatively or positively?

Projective Identity -> "you as x" (55-6)
- Projecting one's values and desires onto the virtual character.
- What do I want to be? What type of history should I have when I am done? What (both personally and historically) turns out in a game (or in our project) could reflect our values, but only if we think reflectively and critcally about them [values].
- A good role-playing videogame forces you to think new thoughts about your values. Ah, but isn't the Mystory demanding that we do something similar?>

- Limitations (56)

- Each facet of identity can succeed or fail in different ways. Gee gives us examples on 56-7; what are some similar types of successes and/or failures that we see when working within the genre of Mystory?

- Players [mystorians] are projecting an identity onto their virtual charcter [widesite] based on both their own values and on what the game [textbook/course] has taught them about what such a character should or might be and become (58).

- What does it mean to play games or write reflectively? Are they the same thing? Why or why not? (58).

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