Monday, June 25, 2012

CoMpLeTeD gLoSsArY


1. Discourses (p.3) -- Discourses are socially recognized ways of using language, gestures and other semiotics, as well as ways of thinking, believing, feeling, valuing, acting/doing and interacting in relation to people and things, such that we can be identified and recognized as being a member of a socially meaningful group, or as playing a socially meaningful role

2. Machinima (p. 8) -- the process where fans use video game animation engines and computer generated imagery to render new animated texts on their desktop computers.

3. Social Space (p.29) -- a virtual space such as a social network where people gather and interact with one another. Social spaces can be privately owned or used publicly. 

4. Sociocultural Theory of Literacy (p. 51) -- Literacy practices can occur across many contexts and in many places such as the home or school. Studies focus on local and everyday literacy rather than just the school based materials.

5. Secondary Authors (p. 68) -- Secondary Authors construct specific fictional situations within an already established imaginary world. They tend to have a love hate relationship with agency because they have to have four types of agency in order to create a fictional world that seems concrete but at the same time have to leave room for others to collaborate or else the whole world could fall apart. 

6. Agency (p. 73) -- the ways someone is capable of acting in a certain context. Types of agency:

7. Textual Agency -- The amount of control someone has over the actual text such as words in a book or the shot sequence of a movie. 

8. Narrative Agency -- How much control someone has over the story. This works from both the author's viewpoint of their character's actions in the story as well as how the reader interprets each character and their motives. 

9.Psychological Agency -- How much control individuals feel they have which may not always match how much control they truly do have. 

10. Cultural Agency -- The degree that a person's agentic behavior is culturally recognized by others. 

11.Character Agency -- The control the character, not the author has. This agency happens in the imaginary world environment of the game. What can the character do, what are their abilities, and are they living up to those abilities. 

12.Participant Agency -- Participants need to be able to identify the type of agency a game is looking for so they can effectively use their character to complete tasks. Their ideas and actions need to be significant in order for the game and world to continue in harmony. 

13.Framework Agency -- How a primary author shares agency with the already decided elements of the game and the elements the author themselves decide to implement. 

14. Authority (p. 82) -- In traditional texts, the author is the main authority and has the power to determine how the story plays out but in role playing, no single person has all the power in deciding the next steps of the story. It is shared among all the participants who are contributing to the story. Types of authority:

15. Explicit Authority -- The specific rights a particular participant has within the game and the consequences of others if they get in the way of each individual's rights. Usually attached to a role or a rule dealing with a specific character or setting. 

16.  Implicit Authority -- Real social situations begin to matter more than the rules and role within the game. Every social situation that comes to a head and needs guidance, implicit authority is used in order to solve the problem. It usually can be solved with explicit authority but it is not always a guarantee. 

17. Imposed Authority -- Because many role playing games are based off outside elements, they use these elements to help create authority within their game. They use these "canons" to help sort out issues or problems that may be encountered that implicit or explicit authority cannot contribute to. 

18. Affinity Spaces (p. 117) -- People who can relate to each other through a common thread. It can be a common passion or endeavor, as well as a common proclivity. Affinity spaces are helpful because it gives those who may not have much in common with the "norm" community an opportunity to find those who share the same passions as them. Within an affinity space, there is an abundance of valued expertise and knowledge being passed around and enjoyed. 

19. Insider Research (p. 173) -- Researching done by people who are emerged and have an active role in the media resource being looked at. These researchers need this work done in order to gain a better understanding of not only their work but with the development that the specific media they're looking at has come across. 

20. Memes (p.199) -- Memes are contagious patterns of “cultural information” that get passed from mind to mind and directly generate and shape the mindsets and significant forms of behavior and actions of a social group. 

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