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Wednesday, March 13, 2019

Hypertext Games or Stories: Patchwork Girl Essay

teaching or messages may be communicated in so many ship canal depending on the conditions inhering within the sundry(a) piazzas or environments wherein the fulfil of intercourse shall take place.Determining the assorted ways or means by which discipline or messages, particularly facts and realities, be communicated is extremely evidential non only because important in melodic lineation embedded within truths or realities ar instrumental in learning or gaining knowledge, but also because the tuition which represents facts and realities argon valuable in making hale-in seduceed decisions, positive and shaping responses, behavior, and actions, and most importantly interaction.(Preston, 2001) Under these pretexts, the value of developing and identifying various tools of intercourse is vital for the purpose of facilitating the transfer of nurture timely and efficiently. The complex body part and heart and soul of randomness ranges from simple to complex, brief to ext ensive, specific to general, and so on. Due to this inherent feature of information which is compound and diverse, the rationale for developing varied talk tools is justified.(Albers, 2005) Therefore, the extreme importance attributed to the transfer of information and messages, particularly truths and realities, and the considerations regarding the complexity of the form or structure and surfeit of information sets the stage for the discipline of various communication tools configured for various graphemes of information and different venues or situations. Hypertexts A hypertext is star example of a virtual communication tool which was intentional to facilitate the transfer of complex and comprehensive information.The hypertext was a form of expert innovation borne out of the increase of the digital age signaled by the development of computers and the engineering of the World Wide Web. The hypertext may be described as non elongate, that which information is non presented flatly, corresponding how one might obtain information by reading a book from one page to the new(prenominal). A hypertext facilitates the access or transfer of information dynamically. (Reksten, 2000) The hypertext was structured in rank to allow its substance abusers to access specific information instantaneously without digesting the entire proboscis of information.It organizes small lumps of information that go unneurotic based on the content and theme of information and places them on a separate node or yoke. This process of organizing information makes possible the retrieval of needed information directly and adequately. (Reksten, 2000) In light of the unique structure of hypertexts, as well as their purpose in communicating valuable information, its configuration or process of organization shall be analyzed in order to respond to the interrogative whether it is instrumental in relaying truths or realities through a adventure or a tosh.In order to explicitly resolve this inquiry, a type of hypertext shall be reviewed under the benchmarks aforementioned that is, the m bes nest misfire. melange Girl welter Girl, an electronic human of synergistic literature, was created by Shelley Jackson. Through the digital software program called the Storyspace, Jackson was able to put unitedly the structure of Patchwork Girl. The acknowledgement of Jacksons work was facilitated by Eastgate Systems payoff of her digital creation.According to Jackson, the presupposition of Patchwork Girl was based on the fiction by Mary Shelley, Frankenstein, and L. Frank Baums Patchwork Girl of Oz. In addition, some other texts included in the Patchwork Girl were interpreted from the flora or contributions of Donna Haraway, Jacques Derrida, and other icons of art and literature. (Schor, 2004) Jacksons story runs like a puzzle wherein the 323 pages which constitute the story are put together by linking 462 links or nodes.Unlike books, the Patchwork Girl was not created chronologically although the pages which constitute a body of information with singular ideas form a unifying theme, much(prenominal) as characterization, the plot and the setting, the transition from one background to another, the development of the characters, and so on. Since the stories in the Patchwork Girl are divided into parts, the order of how these bodies of information are read depends upon the preference of the user. (Schor, 2004) Patchwork Girl A Hypertext Story or Game?As antecedently discussed within the specification of this particular task, the primary difference between a story and a plump for is the process by which information or messages are conveyed and how they are perceived or developed through the lecturer or users involvement. Stories are well-organized from the beginning until the end. In addition, they are meant to be simply digested, thus interaction is muted. Since stories are determinedly structured, they are presented in detail but it does not support the formulation of parvenu information because the contents of the story are already defined. On the other hand, plots are not arranged chronologically.It facilitates the deep involvement of the user because the outcomes of the game depend upon the decisions and responses of the user. Therefore, the details are limited based on the stimulus of the user. (Crawford, N. D. ) Based on the comparative information previously discussed about stories and games and the structure of Patchwork Girl, Jacksons electronic literature may be considered both a story and a game. Patchwork Girl is a story because the sections or chapters were descriptive enough detailing the relationships between the characters, the conflicts, the setting, and so on.Moreover, the narratives are not determined by the user but were preferably written undoubtedly through Jacksons artistic perspectives and inputs. In addition, the Patchwork Girl followed a development of the characters and their interacti on with each other as well as movement from one scene or setting to another if the parts or sections are to be taken collectively. On the other hand, Patchwork Girl is also a game because it allows the user to explore the structure of the story from different perspectives or viewpoints.For instance, oceangoing and Seastance talks about the feelings and emotions of the creature, plot of land Crazy Quilt is from the various perspectives of the characters. Furthermore, Patchwork Girl, unlike the linear structure of the story, was not arranged chronologically although information or messages were organized based on the theme. This creates the interaction between the user and the hypertext because the user is provided with new information every time a link or a node is visited, although the outcomes of joining the links or nodes together are not determined by the preferences of the user.By and large, Patchwork Girl is a story because it is patterned as a narrative wherein the attend o f the story is fixed and the relationship between the characters are established, as well as the cause and effect aspect of the relationships. It is also a game because the story was not arranged chronologically as a linear piece of literature would ideally be and the fragmented parts of the story sets the pace allowing the user to experience excitement and to explore the relationships between the characters dynamically.In addition, if the user accesses a link or a node, new information or message or revealed in order to complete the puzzle, that is the entireness of Jacksons Patchwork Girl. Conclusion As exhibited by the applied science employ to create the Patchwork Girl, the development of varied tools for communication is significant in order to create means by which truths or realities are to be communicated effectively. In addition, the complexity or diversity of types of information makes it intemperate to transfer information as it is, thus, the development of communica tion strategies.Due to the emergence of engineering, communication strategies were expanded to include digital or electronic softwares or applications for various reasons. For some, technology facilitates the fast or timely transfer of information, while other individuals consider technology as a means to considerably organize and create information, and so on. In the case of the Patchwork Girl, technology was used in order to create a hypertext that organizes information, while at the same time diversifies it in order to facilitate the conventional (story type) moreover dynamic and inter alert (game type) transfer of information or messages.Overall, innovation was used through the technology of hypertext in order to create a piece of literature which distances itself from linearity and tediousness but integrates the significant aspects of the story type, such as the distinct presentation of information, and the game type, such as the interactive means of relaying information, in order for the author to convey his artistic and originative beliefs and ideas, but at the same time allow the readers to become active receivers of information to facilitate interaction, which constitutes the true essence of communication.Furthermore, diversifying the structure of communication tools facilitates the consequence of problems attributed to poor strategies or techniques of information which hinders the receipt of the whole text or information. In Patchwork Girl, the story was redefined by making it interactive in order to draw the attention of the readers and place them within a situation which allows them to be highly involved and committed.Under these pretexts, we realize how the study of various types of information and tools of communication, including the hypertext, is necessary in order to determine how information is shell delivered or communicated to readers. The structure of the Patchwork Girl endorses the importance of dynamic and interactive communication. References Albers, M. J. (2005). Communication of Complex Information User Goals and Information Needs for high-energy Web Information. New York, NY Routledge. Crawford, C.(N. D. ) The Art of Computer Game Design. Retrieved 09 Apr 2009, from Washington invoke University. Website http//www. vancouver. wsu. edu/fac/peabody/game-book/Chapter1. html Preston, P. (2001). Reshaping Communications technology, Information, and Social Change. Thousand Oaks, CA SAGE. Reksten, L. E. (2000). Using Technology to Increasing Student Learning. Thousand Oaks, CA Corwin Press. Schor, E. H. (2004). The Cambridge Companion to Mary Shelley. Cambridge, UK Cambridge University Press.

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