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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