ENGL 303: Multimedia Writing , Spring 2012 » English 303 http://courses.johnmjones.org/multimedia West Virginia University, Professional Writing & Editing Tue, 03 Nov 2015 14:39:13 +0000 en hourly 1 http://wordpress.org/?v=3.3.1 Shocking Discovery http://courses.johnmjones.org/multimedia/2012/03/shocking-discovery/ http://courses.johnmjones.org/multimedia/2012/03/shocking-discovery/#comments Mon, 12 Mar 2012 03:25:57 +0000 aan http://courses.johnmjones.org/multimedia/?p=2197 Continue reading ]]>        Jane McGonigal’s: Gaming Can Make a Better World was a video that for the first ten minutes I was going to judge as absolutely ridiculous until I reached the end. In the beginning, I though her claims were superficial, unjustified, and overly optimistic. It seemed like she took some facts and ran with the idea to create an impossible claim that gaming can make a better world. For example, she said that everyone should devote his or her time to gaming because it can create a better world. The statistics she gave was that gamers spent about 10,080 hours immersed in these games—which are about the same as the hours you would spend on your education from fifth grade to high school if you had perfect attendance (McGonigal). I don’t understand how spending hours in a virtual world can possibly be productive to fighting world problems such as poverty in developing nations. I also do not agree with her claim that developing countries need to play games to help their situation. The question is: Would you not use the money spent on the gaming to actually help with the problems in the third world countries?

As I finished the video, I changed my views and agreed with McGoniagal to some extent. McGonigal explained how through gaming, people develop “urgent optimism,” are able to form relationships and trust with people, and work hard to solve a problem. Players constantly get feedback and are rewarded with positive remarks. This enables them to become a “super-empowered, hopeful individuals” (McGonigal). In the end, she talked about the games that she had created. They mirrored real life problems and allowed gamers to come up with creative solutions.

This logic made perfect sense. I am fascinated with the brain, especially with how to be more efficient and how we learn. The more that I read about it, the more research I find on how much of a difference optimism can have on the brain.

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I completely agree when she says she hopes for people to “imagines epic wins” which will empower them. One of the suggestions that I learned from an expert was to write on a piece of paper what you imagine your future to be like but in the present tense. As an illustration, I could write, “I am graduating WVU and I received a letter from a top law school saying that I was accepted” I would then imagine the event as already happening which would then empower me to accomplish that very task. Similarly, I believe gaming allows a person to reach a motivated and optimistic mindset, which will then allow them to be the perfect candidates when trying to solve such dismal problems.

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Limiting Creativity? http://courses.johnmjones.org/multimedia/2012/02/limiting-creativity/ http://courses.johnmjones.org/multimedia/2012/02/limiting-creativity/#comments Mon, 20 Feb 2012 04:35:11 +0000 aan http://courses.johnmjones.org/multimedia/?p=1519 Continue reading ]]> The legal issue of intellectual property and its limitations is something that is explored in RIP: A Remix Manifesto video. It is evident that creating laws to give credit and legal rights to someone’s idea is difficult. How do you define what constitutes as someone’s idea? One of the main points in the video was giving rights to an artist’s music. However, when you examine this issue closely, the artist that created the song needs to give credit to the various people for their inspiration. For example, imagine an individual gets in trouble for downloading Taylor Swift’s, “Love Story” song. In reality, Taylor Swift technically needs to give credit for all her inspiration.

She mentions Romeo and Juliet, who are Shakespearean characters; her music video draws on the medieval period, and she “re-mixes” the ending of the Shakespearean play to a much happier fairy tale ending. If legal issues are going to arise from other people copying her song, then it is also important to remember that every idea is built on the past, and that the artist itself also needs to be held responsible. This is not to say that the artist should not receive credit for their work but rather that we, as Americans, should not tangle our legal system with ideas so much that it limits creativity.

Imagine all of the progress we have made when it comes to cures or treatments for illnesses because doctors, researchers, and other medical professionals drew on the past and in a sense were allowed to “remix.” In this century, we have access to so much information and if we put a lock on it and just allow it to sit there, we are not going to be productive or move forward. I think there should be some kind of balance between giving copyrights and going overboard.

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Surreal Library Really Real? http://courses.johnmjones.org/multimedia/2012/02/surreal-library-really-real/ http://courses.johnmjones.org/multimedia/2012/02/surreal-library-really-real/#comments Sun, 12 Feb 2012 20:30:08 +0000 aan http://courses.johnmjones.org/multimedia/?p=1245 Continue reading ]]> As I read Jorge Luis Borges, “ Library of Babel,” I imagined a person who had been in a library and suddenly fell asleep and was dreaming. This library that Borges writes about has “five shelves for each of the hexagon’s walls; each shelf contains thirty-five books of uniform format; each book is of four hundred and ten pages; each page, of forty lines, each line, of some eighty letters which are black in color” (Borges)

It is unrealistic to imagine an actual library that contains exactly 35 books with each book having the same format. Yet, in this idealized dream state, it is almost as if a person with obsessive-compulsive disorder arranged these books. Yet, even if in the real world, the books were to be arranged in this manner, would it help? It may help with the aesthetic appeal but as far as accessing them; it would be pointless because all the different subjects would be together.

However, it is interesting to think that the virtual library is organized just like this library that Borges writes about. Imagine Jane was doing a project on South America and

http://www.google.com/imgres?q=books+in+the+air&um=1&hl=en&client=safari&rls=en&biw=1279&bih=680&tbm=isch&tbnid=D1_6uFH4twESHM:&imgrefurl=http://arasiaq.blogspot.com/2011_02_01_archive.html&docid=MwIfcUcx2IWyxM&imgurl=http://2.bp.blogspot.com/-laevq-r10RE/TWYFfIfloqI/AAAAAAAAATQ/N5Fk2i4-mKg/s400/books-in-the-air.jpg&w=300&h=299&ei=_yQ4T4fFL46v0AHUrrCuAg&zoom=1&iact=rc&dur=713&sig=117886107973675532387&page=1&tbnh=143&tbnw=143&start=0&ndsp=19&ved=1t:429,r:3,s:0&tx=99&ty=82

Library of books existing in an intangible world.

wanted to find material online. Within seconds of typing the subject in an online catalog, Jane is able to view multiple books relating to the topic.

It is difficult to visualize a library, like he suggests, is “unending” (Borges).  How do you picture a library that is online? For example, sometimes when I am unable to obtain a book from the WVU library, I can request it from a partner university. It amazing how online, there is information that links all the books together to form a major intangible library.

 

 

 

 

 

 

 

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