Selected Examples of Student Work, Exploring the Impact and Meaning of Digital Narratives
Digital Creations:
Logan Mclaskey: "Video Games and Music: The Purpose of Music in Video Games and the Story It Tells"
In the video essay below, Logan Mclaskey argues that music plays a massive role within video games and video gaming culture. Music tells a part of the story that only it can tell, and it assists in creating an atmosphere surrounding the characters and the in-game world. Mclaskey takes a specific look at two indie games, Gone Home and Hyper Light Drifter. The music within these two particular games tells a larger story that the player would most certainly not get without the use of a musical soundtrack or score.
In the video essay below, Logan Mclaskey argues that music plays a massive role within video games and video gaming culture. Music tells a part of the story that only it can tell, and it assists in creating an atmosphere surrounding the characters and the in-game world. Mclaskey takes a specific look at two indie games, Gone Home and Hyper Light Drifter. The music within these two particular games tells a larger story that the player would most certainly not get without the use of a musical soundtrack or score.
Sam Moore: "Run, Hide, Fight: A Choose-Your-Adventure Lockdown"
Across his full-year Honors Writing Studio course sequence in 2019-2020, Sam Moore conducted research on the development and deployment of school lockdown drills, particularly in light of the tragically ongoing, ever-increasing number of school shootings in the United States. He ultimately came to the conclusion that most lockdown drills used in U.S. schools today are ill-designed and downright dangerous. As part of a multimodal "recast" of this research, and in tandem with our Digital Literatures course, Sam adapted his argument into an interactive, choose-your-own-adventure style game using Twine. He chose to aim this adaptation at what he decided was a population who may be blissfully unaware of the dangers of lockdowns: high school students themselves. To them, lockdowns are just another part of normal high school life. You hide under some desks, the lights go off, you get the all clear, and you’re back in class like nothing ever happened. Yet, schools and students are still clearly unaware of how dangerous these procedures can be. Sam's interactive narrative totals more than 12,000 words, across multiple scenes, and it is designed to shock and sadden the audience (players beware!), simulating the dangers facing high school students who are ill-prepared for a school shooting. It is a haunting and harrowing experience, but designed in the hopes that students will turn their backs on traditional procedures and raise their voices to school administrators around the country.
Across his full-year Honors Writing Studio course sequence in 2019-2020, Sam Moore conducted research on the development and deployment of school lockdown drills, particularly in light of the tragically ongoing, ever-increasing number of school shootings in the United States. He ultimately came to the conclusion that most lockdown drills used in U.S. schools today are ill-designed and downright dangerous. As part of a multimodal "recast" of this research, and in tandem with our Digital Literatures course, Sam adapted his argument into an interactive, choose-your-own-adventure style game using Twine. He chose to aim this adaptation at what he decided was a population who may be blissfully unaware of the dangers of lockdowns: high school students themselves. To them, lockdowns are just another part of normal high school life. You hide under some desks, the lights go off, you get the all clear, and you’re back in class like nothing ever happened. Yet, schools and students are still clearly unaware of how dangerous these procedures can be. Sam's interactive narrative totals more than 12,000 words, across multiple scenes, and it is designed to shock and sadden the audience (players beware!), simulating the dangers facing high school students who are ill-prepared for a school shooting. It is a haunting and harrowing experience, but designed in the hopes that students will turn their backs on traditional procedures and raise their voices to school administrators around the country.
Spencer Avery: "Dungeon"
Prepare to enter "the dungeon of the mind." Inspired by classic 1970s & 1980s text-based adventures, including Infocom's Zork series, Spencer Avery has crafted a deceptively simple choose-your-own-adventure narrative using the free online tool Inklewriter (developed by Inkle Studios, the company behind 80 Days). From the vintage title to the "dungeon crawler" vibe, Spencer's game leads the reader down into the caverns of the narrative, until the final confrontation with a devastating foe: the Dragon. Without giving too many spoilers, what makes this interactive narrative so special is that its familiar tropes, apparent simplicity, and biting humor hide a much deeper and more complex truth: the game stands as an extended metaphor for an individual's struggles with mental illness -- a battle in which the enemy is never quite what it seems.
Prepare to enter "the dungeon of the mind." Inspired by classic 1970s & 1980s text-based adventures, including Infocom's Zork series, Spencer Avery has crafted a deceptively simple choose-your-own-adventure narrative using the free online tool Inklewriter (developed by Inkle Studios, the company behind 80 Days). From the vintage title to the "dungeon crawler" vibe, Spencer's game leads the reader down into the caverns of the narrative, until the final confrontation with a devastating foe: the Dragon. Without giving too many spoilers, what makes this interactive narrative so special is that its familiar tropes, apparent simplicity, and biting humor hide a much deeper and more complex truth: the game stands as an extended metaphor for an individual's struggles with mental illness -- a battle in which the enemy is never quite what it seems.
Emma Hoyer: "A Day at the Library: A Collection of References"
This creative, choice-based narrative prominently features the notion of choice both in theme and inherently through the format (which was created once again using the wonderful digital tool Twine). The trends of choices and eventual versions of endings that are featured in this narrative are reminiscent of some of the other digital narratives that were utilized and discussed during this course, namely 80 Days, Life is Strange, and Birdland. Additionally, there are moments where the writing adopts the tone of some of the more memorable characters involved in our semester's adventures, such as the narrator from The Stanley Parable. The intent of this narrative was to emulate the elements of choice that held the most impact throughout the semester, but also to include references or funny moments for readers. While not every reader will encounter every memorable reference or moment (unless they choose to read every single track -- that's over 18,000 words as this narrative stands, as yet unfinished), the goal of this narrative is to engage each reader and either introduce them to digital narratives, or expand upon their understanding of the way in which readers/players of digital narratives can also be great, prolific writers (with a little help from the Internet!).
This creative, choice-based narrative prominently features the notion of choice both in theme and inherently through the format (which was created once again using the wonderful digital tool Twine). The trends of choices and eventual versions of endings that are featured in this narrative are reminiscent of some of the other digital narratives that were utilized and discussed during this course, namely 80 Days, Life is Strange, and Birdland. Additionally, there are moments where the writing adopts the tone of some of the more memorable characters involved in our semester's adventures, such as the narrator from The Stanley Parable. The intent of this narrative was to emulate the elements of choice that held the most impact throughout the semester, but also to include references or funny moments for readers. While not every reader will encounter every memorable reference or moment (unless they choose to read every single track -- that's over 18,000 words as this narrative stands, as yet unfinished), the goal of this narrative is to engage each reader and either introduce them to digital narratives, or expand upon their understanding of the way in which readers/players of digital narratives can also be great, prolific writers (with a little help from the Internet!).
Analyzing Course Texts:
Brittany Larsen, "But I’ve Never Even Been to France: Empathy and Jean Passepartout in 80 Days" (pdf)
In this essay, Brittany Larsen argues that one of the major aspects audiences look for in a narrative is character and characters to relate to. Additionally, fiction is an important way for people to develop empathy and experience stories about people who are different from us. In the game 80 Days, the player has the ability to make decisions for the main character, thus conflating the identity of the player and the protagonist. Through this mechanism, we see interactive fiction emerge as a helpful tool for creating empathy beyond the capabilities of the traditional print narrative.
In this essay, Brittany Larsen argues that one of the major aspects audiences look for in a narrative is character and characters to relate to. Additionally, fiction is an important way for people to develop empathy and experience stories about people who are different from us. In the game 80 Days, the player has the ability to make decisions for the main character, thus conflating the identity of the player and the protagonist. Through this mechanism, we see interactive fiction emerge as a helpful tool for creating empathy beyond the capabilities of the traditional print narrative.
Sam Miller, "From Damsel in Distress to Femme Fatale: Her Story as Modern Gothic Fiction" (pdf)
In this essay, Sam Miller argues that, part procedural cop show and part Gothic murder mystery, Her Story serves as a twenty-first century upgrade to a classic genre of literature. Miller demonstrates how the game unfolds into a story that emulates the Gothic literature formula, while adding modern elements through the form of interview tapes. By incorporating such elements as doppelgangers, and an unreliable narrator (or narrators), Her Story keeps the Gothic genre alive without forcing it to remain in the 19th century.
In this essay, Sam Miller argues that, part procedural cop show and part Gothic murder mystery, Her Story serves as a twenty-first century upgrade to a classic genre of literature. Miller demonstrates how the game unfolds into a story that emulates the Gothic literature formula, while adding modern elements through the form of interview tapes. By incorporating such elements as doppelgangers, and an unreliable narrator (or narrators), Her Story keeps the Gothic genre alive without forcing it to remain in the 19th century.
Emma Hoyer, "Do It for the Kids: Incorporating Her Story and Open-Ended Games into the Mainstream Classroom" (pdf)
While video games are often discounted as educational tools for a variety of reasons, Emma Hoyer argues in this essay that video games with open endings are especially useful for teaching and enhancing the literacy skills that the modern student needs from a very young age to succeed in school. By applying the Gamer Response and Decision (GRAD) framework to Her Story, by Sam Barlow, and drawing connections to researched best practices, Hoyer highlights the value of open-ended video games, which are incredibly familiar to digital-native students, in the classroom.
While video games are often discounted as educational tools for a variety of reasons, Emma Hoyer argues in this essay that video games with open endings are especially useful for teaching and enhancing the literacy skills that the modern student needs from a very young age to succeed in school. By applying the Gamer Response and Decision (GRAD) framework to Her Story, by Sam Barlow, and drawing connections to researched best practices, Hoyer highlights the value of open-ended video games, which are incredibly familiar to digital-native students, in the classroom.
Brittany Larsen, "Women Are People, More at Eleven: The Female Relationship in Life is Strange" (pdf)
In this essay, Brittany Larsen profiles the ways in which video games are typically looked at as a "boys only" club, and therefore consumers don't typically see female characters in games, much less female relationships treated well. As such, Larsen argues, the game Life is Strange is important for its treatment of and focus on female characters. Through the relationship between player and character, we see video games emerge as a prime medium for storytelling.
In this essay, Brittany Larsen profiles the ways in which video games are typically looked at as a "boys only" club, and therefore consumers don't typically see female characters in games, much less female relationships treated well. As such, Larsen argues, the game Life is Strange is important for its treatment of and focus on female characters. Through the relationship between player and character, we see video games emerge as a prime medium for storytelling.
Original Research:
NOTE: Much of the research represented below was originally presented during the English Department's Capstone Conference at Millikin University, which showcased the work of senior Literature majors at the close of the Fall 2016 semester. An article profiling this event can be found online at Millikin's Newsroom, entitled "Performance Learning Shapes Finals."
Emma Hoyer, "'There are No Boundaries or Borders in the Digital Age': Intertwining Digital Tools and Conventional Writing Skills in the Classroom" (pdf)
Framed within a blend of two theories of learning (namely constructivism and cognitivism), Emma Hoyer introduces a web-based tool, called Twine, that arguably has a perfect place in the classroom when it comes to learning, practicing, and enhancing conventional writing skills. Due to it's cross-curricular potential, natural levels of scaffolding, visual nature, and integration of critical 21st century skills for students, Hoyer argues that Twine takes writing to the next level and allows all students, especially those who fall on the low side of the achievement gap, to excel in writing. At the same time, Hoyer does not advocate for the replacement of traditional methods of teaching writing. Rather, she proposes that, once those baseline skills are in place in the classroom, Twine enhances the writing process and allows students to exercise and showcase their skills in a way that's meaningful, relatable, and familiar to them.
Framed within a blend of two theories of learning (namely constructivism and cognitivism), Emma Hoyer introduces a web-based tool, called Twine, that arguably has a perfect place in the classroom when it comes to learning, practicing, and enhancing conventional writing skills. Due to it's cross-curricular potential, natural levels of scaffolding, visual nature, and integration of critical 21st century skills for students, Hoyer argues that Twine takes writing to the next level and allows all students, especially those who fall on the low side of the achievement gap, to excel in writing. At the same time, Hoyer does not advocate for the replacement of traditional methods of teaching writing. Rather, she proposes that, once those baseline skills are in place in the classroom, Twine enhances the writing process and allows students to exercise and showcase their skills in a way that's meaningful, relatable, and familiar to them.
Sam Miller, "Stepping into Fear: Until Dawn and the Role of Immersion in Horror Video Games" (pdf)
The horror genre is a continuously evolving one, especially with the introduction of new technology in the gaming world. In this essay, Sam Miller looks at horror and how video games have essentially revived the genre after everything has seemingly been done before. By using gamer response theory and paying particular attention to the survival horror game Until Dawn, Miller identifies and argues for a new direction of horror for years to come.
The horror genre is a continuously evolving one, especially with the introduction of new technology in the gaming world. In this essay, Sam Miller looks at horror and how video games have essentially revived the genre after everything has seemingly been done before. By using gamer response theory and paying particular attention to the survival horror game Until Dawn, Miller identifies and argues for a new direction of horror for years to come.
Brittany Larsen, "Whose Story is it Anyway?: Legitimizing Fanworks in the Digital Age" (pdf)
Typically when we study literature, we place a lot of emphasis on what the author's "intention" was. However, with the internet and the growth of fan communication with authors and the legitimization of fan works, Brittany Larsen argues in this essay that the question we are faced with is: does the author's opinion matter? Through Reader Response Theory and the webcomic Check, Please!, Larsen explores how fan ideas and creations about a work can shape the work itself and how what is "real" in a text exists far beyond what the author initially imagines.
Typically when we study literature, we place a lot of emphasis on what the author's "intention" was. However, with the internet and the growth of fan communication with authors and the legitimization of fan works, Brittany Larsen argues in this essay that the question we are faced with is: does the author's opinion matter? Through Reader Response Theory and the webcomic Check, Please!, Larsen explores how fan ideas and creations about a work can shape the work itself and how what is "real" in a text exists far beyond what the author initially imagines.