6 Matching Annotations
  1. Mar 2025
    1. The chaotic nature of the game also serves to represent the horrors and chaos that one experiences during trafficking. This page has paths: 1 2025-01-23T03:17:35+00:00 Kristine Kelly 704347a0fb0f4b5c42bc63d040b84f065ec3a67c Immersion and Simulation Work Kristine Kelly 6 plain 2025-03-27T18:42:55+00:00 Kristine Kelly 704347a0fb0f4b5c42bc63d040b84f065ec3a67c Contents of this path: 1 2025-03-25T19:09:10+00:00 Immersion Exercise Between “C ya laterrrr” and Murray 6 Yash, Arnesa, Shaun plain 2025-03-25T19:37:41+00:00 1 2025-03-25T19:07:57+00:00 Immersion and Simulation Group 2 9 Rhetorical Analysis of "Motions" plain 2025-03-27T18:46:24+00:00 1 2025-03-25T19:23:04+00:00 Group 3 - "c ya laterrrr" and Frasca - Julia, Ava, Sanjana, and Sriya 8 plain 2025-03-27T18:47:17+00:00 1 2025-03-25T19:06:23+00:00 Immersion and Simulation Work (Frasca & Motions Group 4) 19 Reef / Alex / Justin plain 2025-03-27T18:44:34+00:00 This page references: 1 2025-03-25T19:08:58+00:00 Motions - Register Your Child 1 Hazel Smith - Motions plain 2025-03-25T19:08:58+00:00 1 2025-03-25T19:10:42+00:00 Motions - Djamel Hides 1 Hazel Smith - Motions plain 2025-03-25T19:10:42+00:00

      We also agree that the format of the game can illustrate the severities of trafficking and allow users to emphasize with the victims. However, as referred to in the concept of being a "spectactor", the player is still unable to fully understand how a victim of human trafficking may feel.

    2. The main goal of works like Motion is not to solve the issues surrounding human trafficking, but to inform, share people's experiences, and encourage conversation around the issue.

      We agree that the main goal of Motion is to inform the audience on issues surrounding human trafficking. The creator of the game stresses the point that human trafficking is not a simple issue and emphasizes this by putting various scenarios and stories all over the page. The game also allows for more open conversations surrounding the complexities of human trafficking and works to reduce the stigma around these difficult conversations.

  2. Feb 2025
    1. Every walk is a chance “to assimilate the new into the known,” the fundamental precursor to that new perspective on the world that adventure games strive to induce.

      I definitely agree with this idea that “walking” in these games leads to more exploration of the unknown to eventually make it feel more routine and “known.” I think it’s cool to see how walking simulators can emphasize the mundaneness of these simple things we see in our daily lives but also emphasize the small things.

    2. But the most famous and successful walking simulators are best understood as explorations not of environment, but of character.

      I think this idea is so creative! In “Gone Home,” I felt like I was so invested in learning about what was in each room or behind every locked door or cabinet. I found myself very intrigued by the environment at the beginning, but once the plot line revolved around character growth and the lives of the characters, I found myself learning more about people and their relationship dynamics, rather than their living situations.

    3. They leave the player alone in a world with their own thoughts. (2016)

      I find it really interesting that the authors used this part of the quote to describe how shooter games eventually evolved into walking simulators. In walking simulators, it’s interesting to see how we can freely move around and explore things, and to see how something as nonviolent as “Gone Home” could have been derived from a violent game is really surprising. However, I think it is a smart way of shifting the narrative away from violence and more toward more exploratory games that allow people to look around while also thinking about what they’re doing; this kind of gets rid of the idea of a monotonous killing spree.

  3. Jan 2025
    1. Deleuze used the rhizome root system as a model of connectivity in systems of ideas; critics have applied this notion to allusive text systems that are not linear like a book but boundaryless and without closure.

      This is an interesting introduction to the idea of how various ideas can relate through the concept of the "rhizome." Allocating a word to specifically describe how ideas can be open to various interpretations and can lack a distinct structure/form is a fascinating way to describe something that is practically indescribable. Since ideas are so infinite and immeasurable, it's cool to see that, within texts, ideas that are so boundless can still be put into words.