Thursday, November 3, 2016

Do Games Count, too?

Skyrim-PS3-1.jpgAfter midterms, our class began diving into the world of video games, exploring what they are as well as various types of video games. But before we began looking at and playing video games, our class had to discover more about the study of video games, or game studies. As explained by Wikipedia, game studies “is the study of games, the act of playing them, and the players and cultures surrounding them.” However, even though video games are widely studied, there is still a misconception held by our society that video games are useless and have no meaning whatsoever. They are only seen as distraction or outlet that leads players to act violently in the real world.
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Aaron A. Reed
When we first began studying games, our tribe was unsure if they had any real value. While we didn’t see video games as only a distraction or outlet that leads players to violence, we were still unsure if we could consider video games as having the same artistic, narrative, or meaningful value and attention that audiences could easily discover and gain from traditional works of the humanities such as art, music, literature, and film.
Almost Goodbye
However, once we started to indulge in and discover the world of video games, our tribe began to think differently, beginning to see how video games can be useful and actually be good to play. For instance, one of the first video games our tribe looked at was the game “Almost Goodbye” by Aaron A. Reed. In this game, the story of Doctor Muriel Ross, a woman who is about to leave Earth forever is played out before audiences. However, unlike traditions works of literature, “Almost Goodbye” actively seeks user participation, leading users to help write Ross’s story of who she will say goodbye to, where she will say goodbye to them, and ultimately how she will say goodbye to them before leaving Earth. As our group ventured throughout the piece, we began to realize “Almost Goodbye” was unlike any game we had come to previous know before. This wasn’t a shooter game or a game with a specific mission. What we saw was that “Almost Goodbye” was an unlikely adventure game, having users control a story, rather than being transported to an alternate world like traditional adventure video, letting them create their own path for Dr. Muriel Ross before leaving Earth.
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Along with “Almost Goodbye” our class looked at two different articles, “9 Ways Video Games Can Actually Be Good For You" and "How Computer Games Helped Me Recover from My Heroin Addiction,” that explore some of the reasons why games are truly valuable and attention worthy. For instance in “9 Ways Video Games Can Actually Be Good For You,” Huffington Post writer, Drew Guarini, explores 9 different and distinct ways video games are exquisite. One of the reasons he explains why video games are good for people, is that video games actually slow down a person’s aging process. According to a study conducted by the University of Iowa, “A study of 681 healthy individuals ages 50 or older revealed that playing 10 hours of a specifically designed video game was able to stall the natural decline of different cognitive skills by up to seven years.” This means that playing video games actually lead seniors to live longer and live happier. Another one of the reasons Guarini gives that suggests video games are good, is that games, specifically shooting games can improve a person’s eyesight. As depicted by a study from the University of Rochester, players participating in “shoot-’em-up games saw a boost in their ‘contrast sensitivity function,’ or the ability to discern subtle changes in the brightness of an image.” These results have led “the study’s authors (to) believe that the process of locating and aiming at enemies exercised gamers’ eyes,” which “serve as an aid we correct bad vision.” Like Guarini’s article, Michael W. Clune additionally writes that video games helped him overcome his long addiction with heroin. For instance, in his article, “How Video Games Helped Me Recover from My Heroin Addiction,” Clune expresses that computer games have always “enhanced and enriched my life while drugs and alcohol turned me into a walking corpse.” What he means by this was that computer games was his escape from the
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Michael W. Clune
original high he once knew and kept looking for when he turned to alcohol and heroin. Video games were his safe place, where he suffered no negative consequences and where his mind and body are able to both be joined together to create an ultimate experience within himself, as he familiarizes himself with the game.

After discovering more about the world of video games and the studies that surround them, our tribe believes that video games should be considered as valuable and as meaningful as traditional humanities studies. While these games contrast traditional works of the humanities, video games present users with an experience that they can participate in and actively be apart of. Moreover, even though these outlets are visually and auditorily different from traditional literary outlets, users can always be able to take away lessons from them, such as the cooperation of working with other players, creativity that the game encases within its art and sound, and the perseverance one can gain by battling through trial and error to complete a specific task. Because of these lessons along with the countless other lessons users can take away from video games, our tribe believes that video game are good for humanity, helping us discover and learn more about our people in new interactive ways.


Thursday, October 6, 2016

Each One of Us is Precious, but All of Us Will Die

Kenneth Goldsmith
In today’s digital era, students have constant access to nearly endless amounts of scholarly information. While this leads to a higher level of education than before the advent of the internet, the threat of students stealing information and claiming it as their own is ever-growing. Conceptually, plagiarism has always been incredibly frowned up in academic circles, but to some, repurposing already existing material is a perfectly valid way of crafting new works. Kenneth Goldsmith of the University of Pennsylvania has published several work detailing his views on plagiarism and “uncreative” writing. In his essay published by The Chronicle of Higher Education, Goldsmith talks about how unnecessary it may be for us, as a society, to continue producing new information as frequently as we do.
Douglas Huebler 
In his work, “It’s Not Plagiarism. In the Digital Age, It’s ‘Repurposing’.,” he quotes conceptual artist Douglas Huebler, citing “The world is full of objects, more or less interesting; I do not wish to add any more” and reworks the expression to fit his view of literature. Goldsmith, in the spirit of re-purposing, alters Huebler’s statement to fit literature, claiming, "The world is full of texts, more or less interesting; I do not wish to add any more,” which he means to take existing information, ideas, and concepts and rework them into new or parallel forms.
Female KISS cover band
The idea of repurposing isn’t anything new. Musicians, for example, tend to take inspiration from other musicians; so much so that musical influences wind up listed on a plethora of Wikipedia pages. Other artists sample others’ music, some cover songs (their version can end up becoming more famous than the original), and some bands form entirely for the purposes of honoring older musicians. This sort of re-purposing also applies to mimicking visual arts and film.
Mark Sample
Goldsmith addresses that re purposing texts and pieces of literature, in a similar fashion to music and visual arts, is sneered at, whereas music and visual arts encourage that kind of creativity. Considering the similarities in expression between literature and other arts, creativity should not be stifled by something like plagiarism. Mark Sample, also of the University of Pennsylvania, talks about this lack of creativity in one of his own essays, “What’s Wrong with Writing Essays.” In this work, Sample describes the way collegiate essays are currently written as though mimicking the professor who taught the class; considering the strict form and content that must be adhered to by students.
Sid Meyer's Pirates transferred onto driftwood
Furthermore in his essay, Sample talks about the way he had some of the students in his video game studies class take games and design a new representation of that game. One of his students took the plotline and screenshots from the game Sid Meyer’s Pirates! and transferred them to a piece of wood; a “captain’s log” that excelled in capturing the “static nature” of the game.
This sort of abstraction is what Goldsmith is looking for when he mentions re-purposing and new creative works. Goldsmith mentions that he had taught a class at the University of Pennsylvania called “Uncreative Writing.” In this class, he shames students who create original works and insists that they take pre-existing material and convert it to being something new, which led students to rewrite texts, alter audio files, and transcribe chat logs.
In our own Digital Humanities class, we also were asked to create a piece of “uncreative” writing. Our class’s assignment was to work with our tribes using a group chat (Google hangout) and watch a random assortment of YouTube videos, that featured Ellen Degeneres, a honey badger, Kanye West, Mr.Rogers, Donald Trump and Game of Thrones. During these clips, we were asked to type anything we heard, then take those lines of text and copy the chat into a single document, where we removed all the time stamps and names of the members in our group. The result was a poem made up of random lines our group had pulled from the videos, which we eventually titled, “Each One of Us is Precious, but All of Us Will Die.”
Like the previous “uncreative” works our class viewed and discussed over the past few weeks, our tribe was also asked if the poem we created could be meaningful. Ultimately, we believe that our work does having meaning because the meaning of our work ultimately resides in the person that is viewing the work, which makes the meaning subjective. Without knowing how the poem was created, a person can still examine the lines and derive their own meaning from it, much like any other body of text they might view. Our group did not intend for the poem to have meaning, but meaning still exists within the reader.
Just as if a person were to break down a shed, into pieces of wood, there intent to provide shelter goes away. In a similar fashion, breaking apart language takes away from the works original meaning. Just like wood, when the pieces of literature are reworked and organized with new intent, they are reconstructed with new meaning. For the sake of the metaphor, it is like taking the re-purposed wood from the shed and constructing a cart. The cart is made from pieces of the shed, but the new purpose for it is intended for it to carry things around. Similarly the text from the YouTube clips no longer carries the same weight, but is now intended to be poetic, reflecting the nature of clips by randomly selecting and repeating commonly said phrases. Regardless, intent of creation may give something meaning. Even if randomized, the intent was that was random and the nature of it adds to its meaning.
Another question we were pressed to ask is who owns our poem. Our tribe took multiple video clips from YouTube, re-purposing the dialogue we overheard, into a poem. This makes the question of who has authorship tricky because, on the one hand it is property of the various clips we listened to, but on the other hand, the four of us were the ones who are took the lines, utilizing and combining them together with the intention of creating something new. Since our tribe wrote what we heard simultaneously, the lines of the audio clips were mixed around and formatted in the text in a sort of random way. These actions left our tribe with a work that connected seemingly unrelated lines of text together, repeating the same lines, and repeating the same lines with slightly different variations, without our intention to do so. Much like the works we looked at in class previously, our own work also began to resemble a self-generating poem. The only thing that was different was the process of how we generated the text.

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Lines from our "uncreative" work that we combined to form a meaning of life and death
Above all, our “uncreative work” ended up pretty creative when we were finished. Even though our tribe had no intention of making that was truly meaningful. We wound up finding value in lines that examined life and death, Donald Trump, a bad ass honey badger, and Mr.Rogers. We may not have had the intention of ever creating a work like this in our lives-ever-but we came together and produced a work that was originally plagiarized, re-purposing words that spoke to us into something of true value and meaning.

Friday, September 30, 2016