Evans, Simon. "Virtual Selves, Real Relationships: An Exploration of the Context and Role for Social Interactions in the Emergence of Self in Virtual Environments." Integrative Psychological and Behavioral Science, 46.4 (2012): 512-528.
This article looks at the symbolic actions and emoticons used in virtual space. The article also touches on how individuals misinterpret such signs and draw inferences from signs within VR (virtual reality). The study has a rather interesting test group/subject group as it examines students from both Nigeria and South Africa. This was an article suggested to me by a collage in AF Studies, yet I am not sure it fits the score of what I am discussing.
Owen, David. "Cyber Narrative and the Gaming Cyborg." Journal of Gaming & Virtual Worlds 6.3 (2014): 205-213.
David Owen’s article discusses the transformative nature of video games on one’s agency and identity. He discusses the idea that the gamer’s sense of self is projected into the game world and becomes the “other”. Essentially, gamers are cyborgs as they use technology to either project themselves (synthetically) or augment their identity. My purpose in using this article is to introduce the idea of the cyborg as a rhetorical tool for the reader(gamer) to break from social constrictions and barriers.
Lee, Adrián, et al. "Leveraging Identity to Make Learning Fun: Possible Selves and Experimental Learning Massively Multiplayer Online Games" Computers & Education 63 (2013): 380-392.
Lee’s article examines how MMOs (Massively Multiplayer Online) games can assist in identity formation and exploration. While the primary premise of the article is to show how this medium/genre can be used to establish a sense of empathy and understanding in students, it also does address how technology can sometimes be used to assist in identity construction. I am interested in the idea of “possible selves” and how these selves manifest or are forced to remain docile.
Kolko, Beth E. "Representing bodies in virtual space: The rhetoric of avatar design." The Information Society 15.3 (1999): 177-186.
This article touches on the idea of (GVRs) or graphical virtual realities and avatars and how these mechanisms function rhetorically. Kolko introduces the idea of the “disappearing body” as a means to discuss how the individual’s physical body is limiting outside of virtual space and begins to diminish when we enter virtual spaces. I am also interested in the arguments about how even a virtual body can be granted agency, yet is also constricted by patriachical notions.
Braithwaite, Andrea. "‘Seriously, get out’: Feminists on the forums and the War (craft) on women." new media & society (2013): 1461444813489503.
Braithwaite’s ethnographic study of WoW(World of Warcraft provides a framework to discuss gender and community within virtual spaces. With the discussion of Ji Firepaw, a NPC added to a expansion patch to the game who interacted with characters different based upon their gender, we come to understand that virtual spaces are subject to sexism. My discussion of Firepaw in my discussion of the rhetoric of video games allows for my audience to begin to understand how ones avatar can be subject to social norms within a virtual space as their dialogue choices are gendered.
Jordan, J. "The Rhetorical Limits of the 'Plastic Body'." Quarterly Journal of Speech, 90.3 (2004): 327-358.
This article does not actually involve video games, but rather discusses the “imagined body” or invisible body, which is also related to idea of the cyborg or other. In this text, the rhetoric of plastic surgery is discussed and how our bodies are “fragmented” upon alteration. Jordon’s argument further asserts that alteration is often limited to certain privileged individuals, both socially and economically. In this article, Jordon uses the idea of “wrong-body” rhetoric, which asserts that our body is inadequate and I believe this idea transfers over to my discussion of avatars as we use them to realign ourselves more toward an ideal form.
Alberti, John. "The game of reading and writing: How video games reframe our understanding of literacy." Computers and Composition 25.3 (2008): 258-269.
This article has three primary areas of focus, plat, authority, and return to the visual. The idea of “play” and the rhetoric surrounding play is discussed as the author discusses the binary between work and play. Authority looks at who is given authority and autonomy in a video game as the Alberti asserts that players are simultaneously the creators and readers (players) of the text (game). This seems very reminiscent of Satre and his idea that the author and the reader work in tandem. I mostly focused on the idea that video games function as multi-modal text that grant us agency. This is explained better within my actual project through various examples.
Olansina, Gblahan. "Exploring How Users Make Sense of Virtual Worlds Using the Symbolic Interaction Theory." Journal of Gaming & Virtual Worlds 6.3 (2014): 297-311. Web.
This article was actually not used at all in my website but was read for ideas. Olansina’s piece talks about semiotics and identity of the black vernacular. Gestures, both physical and non-physical are discussed. The structure of the article seems to reflect a experiment or an ethnography. Instant messages and meme’s are discussed, yet I feel as though the author is outside of the discourse/genre in her evaluation, or that my interpretation is simply lacking.
Kuznekoff, Jeffrey, and Lindsey Rose. "Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues." New Media & Society, 15.4 (2013): 541-556.
Kunzekoff and Rose study examines how women and members of the LBGTQ community. The discussion of voice and how voice is mediated through the virtual space is discussed throughout the article as well. It seems that the female voice received three times the number of negative comments and feedback when compared to male characters/avatars. For my own project, I am bringing in the problematic issues of professional female gamers as once the veil of the avatar disappears, they are susceptible to harassment.
Royster, Jacqueline Jones. "When the First Voice You Hear is Not Your Own." College Composition and Communication, 47.1 (1996): 29-40
Royster’s article examines higher education and critiques how one’s agency is diminished depending on their race. Essentially, there seems to be an examination of the “other” or feeling like the other if you not white. Royster breaks up her article into her three experiences or examinations/analysis of her experiences within higher education. I briefly discuss/connect to Royster at the end of my project to describe the restrictions placed upon female gamers and avatars.
This article looks at the symbolic actions and emoticons used in virtual space. The article also touches on how individuals misinterpret such signs and draw inferences from signs within VR (virtual reality). The study has a rather interesting test group/subject group as it examines students from both Nigeria and South Africa. This was an article suggested to me by a collage in AF Studies, yet I am not sure it fits the score of what I am discussing.
Owen, David. "Cyber Narrative and the Gaming Cyborg." Journal of Gaming & Virtual Worlds 6.3 (2014): 205-213.
David Owen’s article discusses the transformative nature of video games on one’s agency and identity. He discusses the idea that the gamer’s sense of self is projected into the game world and becomes the “other”. Essentially, gamers are cyborgs as they use technology to either project themselves (synthetically) or augment their identity. My purpose in using this article is to introduce the idea of the cyborg as a rhetorical tool for the reader(gamer) to break from social constrictions and barriers.
Lee, Adrián, et al. "Leveraging Identity to Make Learning Fun: Possible Selves and Experimental Learning Massively Multiplayer Online Games" Computers & Education 63 (2013): 380-392.
Lee’s article examines how MMOs (Massively Multiplayer Online) games can assist in identity formation and exploration. While the primary premise of the article is to show how this medium/genre can be used to establish a sense of empathy and understanding in students, it also does address how technology can sometimes be used to assist in identity construction. I am interested in the idea of “possible selves” and how these selves manifest or are forced to remain docile.
Kolko, Beth E. "Representing bodies in virtual space: The rhetoric of avatar design." The Information Society 15.3 (1999): 177-186.
This article touches on the idea of (GVRs) or graphical virtual realities and avatars and how these mechanisms function rhetorically. Kolko introduces the idea of the “disappearing body” as a means to discuss how the individual’s physical body is limiting outside of virtual space and begins to diminish when we enter virtual spaces. I am also interested in the arguments about how even a virtual body can be granted agency, yet is also constricted by patriachical notions.
Braithwaite, Andrea. "‘Seriously, get out’: Feminists on the forums and the War (craft) on women." new media & society (2013): 1461444813489503.
Braithwaite’s ethnographic study of WoW(World of Warcraft provides a framework to discuss gender and community within virtual spaces. With the discussion of Ji Firepaw, a NPC added to a expansion patch to the game who interacted with characters different based upon their gender, we come to understand that virtual spaces are subject to sexism. My discussion of Firepaw in my discussion of the rhetoric of video games allows for my audience to begin to understand how ones avatar can be subject to social norms within a virtual space as their dialogue choices are gendered.
Jordan, J. "The Rhetorical Limits of the 'Plastic Body'." Quarterly Journal of Speech, 90.3 (2004): 327-358.
This article does not actually involve video games, but rather discusses the “imagined body” or invisible body, which is also related to idea of the cyborg or other. In this text, the rhetoric of plastic surgery is discussed and how our bodies are “fragmented” upon alteration. Jordon’s argument further asserts that alteration is often limited to certain privileged individuals, both socially and economically. In this article, Jordon uses the idea of “wrong-body” rhetoric, which asserts that our body is inadequate and I believe this idea transfers over to my discussion of avatars as we use them to realign ourselves more toward an ideal form.
Alberti, John. "The game of reading and writing: How video games reframe our understanding of literacy." Computers and Composition 25.3 (2008): 258-269.
This article has three primary areas of focus, plat, authority, and return to the visual. The idea of “play” and the rhetoric surrounding play is discussed as the author discusses the binary between work and play. Authority looks at who is given authority and autonomy in a video game as the Alberti asserts that players are simultaneously the creators and readers (players) of the text (game). This seems very reminiscent of Satre and his idea that the author and the reader work in tandem. I mostly focused on the idea that video games function as multi-modal text that grant us agency. This is explained better within my actual project through various examples.
Olansina, Gblahan. "Exploring How Users Make Sense of Virtual Worlds Using the Symbolic Interaction Theory." Journal of Gaming & Virtual Worlds 6.3 (2014): 297-311. Web.
This article was actually not used at all in my website but was read for ideas. Olansina’s piece talks about semiotics and identity of the black vernacular. Gestures, both physical and non-physical are discussed. The structure of the article seems to reflect a experiment or an ethnography. Instant messages and meme’s are discussed, yet I feel as though the author is outside of the discourse/genre in her evaluation, or that my interpretation is simply lacking.
Kuznekoff, Jeffrey, and Lindsey Rose. "Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues." New Media & Society, 15.4 (2013): 541-556.
Kunzekoff and Rose study examines how women and members of the LBGTQ community. The discussion of voice and how voice is mediated through the virtual space is discussed throughout the article as well. It seems that the female voice received three times the number of negative comments and feedback when compared to male characters/avatars. For my own project, I am bringing in the problematic issues of professional female gamers as once the veil of the avatar disappears, they are susceptible to harassment.
Royster, Jacqueline Jones. "When the First Voice You Hear is Not Your Own." College Composition and Communication, 47.1 (1996): 29-40
Royster’s article examines higher education and critiques how one’s agency is diminished depending on their race. Essentially, there seems to be an examination of the “other” or feeling like the other if you not white. Royster breaks up her article into her three experiences or examinations/analysis of her experiences within higher education. I briefly discuss/connect to Royster at the end of my project to describe the restrictions placed upon female gamers and avatars.