AIQS Class Workbook Fall 2024 (1:00)Main MenuFirst Landing Page and ContentsDigital Literature Annotated Reading ListCreated by our classClass Exercises and Discussion Notesa landing pageSyllabus and other course materialsScalar Design Session (Olivia Hobbs)
Question 2 Response
12024-10-03T17:58:23+00:00Irene D. Choi54d1a10e7fc24ce3d87f6b7ec6b9cb2d6ab04e502292Irene, Daniel, Kyle, Luisaimage_header2024-10-03T17:58:36+00:00Irene D. Choi54d1a10e7fc24ce3d87f6b7ec6b9cb2d6ab04e50Walking simulators are an effective way of addressing stigmas against marginalized groups. Gone Home by Fullbright Company, has players explore an abandoned mansion for details about a queer character, Sam, through her personal belongings left in the house. Players discover past instances of the family's prejudice and marginalization against Sam for her sexual orientation. Reed et. al. analyzes how “The game asks the player to confront prejudice without any ability via in-game mechanics to resolve it,” (130). In other words, due to the fact that players discover the prejudices after it occurred, we have no ability to affect the injustice. This helpless nature of Gone Home forces players to face the harsh realities of the inability to fight against prejudice in the real world.
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12024-10-03T03:32:09+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67cIntegrating Quotations Practice WorksheetKristine Kelly6Quotations from Reed, Salter, and Murray, "Gone Home? Walking Simulators and the Importance of Slow Gaming"image_header2024-10-03T18:02:50+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67c