Tuesday, October 5, 2010

Notes:

Male gaze: woman's bodies are objectified, seen as an item point for men's pleasure. "traditional exhibitionist role" to men's "voyeuristic role". Men - aggressive and female - passive.

The men are portrayed in positions of power by visual hierarchy (Function ranking).

Some LEARNING principles for looking at the CYBER world

psychosocial Moratorium = learners or...people on the web using VR can take risks in a space where real-world consequences are lowered (Gee using Erickson's Idea 208).

Ex: using avatars and having personal web pages

Problem: doesn't necessarily exist, without real consequence. Virtual and non-virtual mix in RL.

Overall:

Identity principle: learning involves taking on and playing with identities in such a way that the learner has real choices (in developing the virtual identity) and ample opportunity to mediate on the relationship between new identities and old ones.

Playing Games and Identity: these three never separate

Virtual Identity - one's identity as virtual character/person. (the character)

RealWorld Identity: a non virtual playing a computer game. Constraints in Real World identities. (the gamer)

Projective Identity: the interactions between RW identity and virtual identity. When RW projects their values onto the virtual identity.
ex: I want a Lara Croft who has morals and doesn't kill animals.

Multimodal Principle: meanings and knowledge are built up through various modalitites.

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