Class Scalar Workbook (Section 119)Main MenuIntroduction and table of contentsSyllabus and other informationIn-Class Worksheets and Work-throughsDigital Literature Reading Lista collaboratively made list of works
Throughout the play through of Gone Home by the Fullbright Company, it follows the format of a walking simulator. Reed et al examines how “The game asks the player to confront prejudice without any ability via in-game mechanics to resolve it.” (130). This means that the player can see the prejudice but does not have any way to act on it to fix the prejudice. This method of content presentation creates a sense of investment in the storyline and builds empathy for the consumer. Since you can't do anything to solve problems in the game it is very easy to empathize with the other characters in the story.
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12023-10-02T15:18:56+00:00Charles Foxb81bbf6abb68b255e1ea7266820881c267e9750eGone Home ArticleMolly Zugner6Charlie Fox, Laura Rodriguez, Molly Zugner, Tanishq Bhatnagarplain2023-10-06T15:11:06+00:00Molly Zugneraca74c3dcb2307c2baa0411f76b233b3e29cf7d5
12023-10-04T00:58:47+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67cIntegrating Direct Quotations PracticeKristine Kelly4Quotations from Reed, Salter, and Murray, "Gone Home? Walking Simulators and the Importance of Slow Gaming"plain122802023-11-01T02:27:02+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67c