AIQS Workbook Spring 2026

Practice in Summarizing and Paraphrasing

Re-Read the following passages from Janet Murray's chapter on "Agency" or  Reed, Murray, and Salter's "Gone Home? Walking Simulators and the importance of slow Gaming"

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!  See the Handout on Summarizing and Paraphrasing (linked here or on Canvas).

 
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1. “We embrace the term ‘walking simulator,’ however, for its connection to the outsider tradition of reclaiming slurs as proud labels; for its unambiguous association with a particular kind of game (compared to less-specific alternatives); but most importantly for the way it foregrounds what these games make visible: a certain pace of storytelling, driven by navigation through an environment and without the frustrating challenges of other styles of gaming (including their ancestor, the adventure game)”  (Reed et al. 117)



 

2. “The navigational pleasures are richly exploited by the many forms of labyrinths, from Zork-like dungeons to informational webs, that fill cyberspace. All of them allow us to experience pleasures specific to intentional navigation: orienting ourselves by landmarks, mapping a space mentally to match our experience, and admiring the juxtapositions and changes in perspective that derive from moving through an intricate environment. (Murray 7)

 

 

 

3. “The influence of this work on Gone Home can be seen in the similar fragmentation of stories into disparate parts that must be pieced together, making similar demands on the reader/player to construct identities and narratives out of competing (and even conflicting) perspectives.” (Reed et al.131).




 

4. “Veale also argues that the game draws on the concept of museums and exhibitions, shaping an experience of the setting through elements rarely presented in games:

Exploring the house is the same thing as exploring the story, because the narrative is architectural, both because the story is distributed throughout its structure, and because different areas have been personalized by different people living there: the house exists as a core sample of one year in the life of your family. It is filled with the same detritus we expect from every-day lives (Reed et al. 132)”

 

 

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