Practice in Summarizing and Paraphrasing
Re-Read the following passages from Janet Murray's chapter on "Agency" or Salter's "Playing at Empathy"
Then make a new Scalar Page (by clicking the + button in the toolbar), copy and paste your assigned passage and write a deliberate and specific paraphrase. Be sure to put the concept in your own words and to accurately represent the author's idea in this passage. In-text citations are also required!
Follow your paraphrase by drawing a connection to an aspect or example from Gone Home
For citation info, see the Handout on Summarizing and Paraphrasing (linked here or on Canvas).
1. These violence-hub stories do not have a single solution like the adventure maze or a refusal of resolution like the postmodern stories; instead, they combine a clear sense of story structure with a multiplicity of meaningful plots. The navigation of the labyrinth is like pacing the floor; a physical manifestation of the effort to come to terms with the trauma, it represents the mind's repeated efforts to keep returning to a shocking event in an effort to absorb it and, finally, get past it. (Murray, page 136)
2. But the unsolvable maze does hold promise as an expressive structure. Walking through a rhizome one enacts a story of wandering, of being enticed in conflicting directions, of remaining always open to surprise, of feeling helpless to orient oneself or to find an exit, but the story is also oddly reassuring. In the rhizome, one is constantly threatened but also continuously enclosed. (Murray 132)
3. Lankoski [14] suggests thatthere are two types of player engagement within games: goal related,where the player takes on a particular mission and set of goals, and empathic, where the player builds an alignment with and potential allegiance to the character. (Salter 2)
4. The use of restricted choices serves a pivotal role in the creation of the player’s connection with the character: this metaphor of limitations extends through games with circumstances ranging from abuse to clinical depression to suicide, and in each case the player must wrestle with the knowledge of options outside the reach of body or mind. The decisions made by the creator of the game are laid bare for the player in systemic form, and the player in turn is invited to examine and reconsider the possibilities. (7)