Wow, time flies! This was our last week before our Easter break. On Tuesday, we had our class at the Humanities University Library as a launch event for Mia Zamora’s art installation entitled ”Textranformations”.
“Textranformations” invites to consider the transformation of textuality from analogue to digital form.
These photos are from the exhibit, and the red thread is harnessed to visualize digital networks, which have radically reorganized our experience of communication. This describes our type of learning in Dikult 103 with #netnarr and the connected learning experience. A new form of transmission is symbolically rendered in this tangled net. “Textransformations” also include multiple objects like a typewriter, the old card catalogue, a book ladder that have been discovered at the Humanities University Library at UIB. Throughout the installation there are hot spots marked with QR codes and each hot spot is a clue to new forms of textuality and digital storytelling. The viewer is invited to use their cell phone to scan the hotspots and discover the influences and form of narrative transformation.
I think it is interesting that the way we interact and how we learn is changing because of the digital world. In my opinion it is more fun and up to date. The schools need to be updated with new types of learning methods. The traditional “stick to the textbook method” is on its way into a new phase, and I think that’s a very good thing. Everything is digital and therefore we need to learn what is currently applicable.
On Thursdays lecture I learned some more about games. Mia talked about serious games and empathy games. Serious games are a game designed for a primary purpose other than pure entertainment and empathy can be divided into cognitive empathy and emotional empathy. She mentioned a game called Papa & Yo that is an empathy fantasy adventure game based on the game makers experience of childhood abuse by his father. This was the first empathy video game to achieve global attention.
Mia also showed a video of a game called “That Dragon, Cancer”, which was the winner of “Games for Impact” in 2016 Game Awards. The game provoked strong emotions and empathy in me. This video game is based on an experience of raising a son who was diagnosed with cancer at twelve months old, and thought only given a short time to live. The game is designed to have the player experience the low and high moments of this period.
We also tried out some games in class. I choose “Bad News” and was put in the role of someone generating and spreading fake news in social media. I thought the game was frustrating because when I tried to be nice and do the right thing I got punished by losing followers, and when I was mean and did the wrong thing I gained followers. But I understand that people can get carried away with fake news if they get so much attention and credit for the work.