Hypertext Games or Stories: Patchwork Girl Essay

Hypertext Games or Stories: Patchwork Girl Essay

Information or messages could possibly be communicated in so many methods depending on the circumstances inherent within the various situations or conditions wherein the communication shall take place. Deciding the various ways or means by which information or messages, especially facts and realities, are communicated is quite significant not merely because important info embedded within truths or perhaps realities happen to be instrumental in learning or attaining knowledge, nevertheless also as the information which in turn represents facts and realities are valuable in making well-informed decisions, great and beneficial responses, tendencies, and activities, and most notably interaction. (Preston, 2001) Under these pretexts, the value of expanding and determining various tools of connection is vital with regards to facilitating the transfer of information timely and efficiently. The structure and content details ranges via simple to sophisticated, brief to extensive, certain to general, and so on. Due to this inherent characteristic of information which can be compound and diverse, the explanation for producing varied conversation tools is usually justified. (Albers, 2005) Consequently , the extreme importance attributed to the transfer details and communications, particularly facts and facts, and the concerns regarding the intricacy of the form or structure and content of information sets the level for the development of various conversation tools designed for various types of information and various venues or situations. Hypertexts A hypertext is an example of a digital communication instrument which was made to facilitate the transfer of complex and comprehensive info. The hypertext was a type of technological innovation paid for out of the beginning of the digital age – signaled by the progress computers plus the engineering on the planet Wide Web. The hypertext may be described as nonlinear, what information can be not provided flatly, just like how a single might obtain information simply by reading a book from one web page to the additional. A hypertext facilitates the access or transfer of information dynamically. (Reksten, 2000) The hypertext was organised in order to enable its users to get into specific data directly with out digesting the complete body info. It sets up small lumps of information that go jointly based on the content and concept of the information and places them on a individual node or perhaps link. This procedure of arranging information makes possible the retrieval of necessary information immediately and effectively. (Reksten, 2000) In light of the unique structure of hypertexts, as well as their very own purpose in communicating important information, its configuration or perhaps process of organization shall be assessed in order to reply to the inquiry whether it is a key component in relaying truths or realities by using a game or maybe a story. To be able to explicitly handle this request, a type of hypertext shall be examined under the benchmarks aforementioned – that is, the Patchwork Lady. Patchwork Woman “Patchwork Woman, ” an electric piece of interactive literature, was created by Shelley Jackson. Throughout the digital software called the Storyspace, Jackson was able to merged the framework of “Patchwork Girl. ” The understanding of Jackson’s work was facilitated by Eastgate System’s publication of her digital creation. In respect to Jackson, the presupposition of “Patchwork Girl” was based on the novel simply by Mary Shelley, “Frankenstein, ” and D. Frank Baum’s “Patchwork Young lady of Ounces ” In addition , other text messages included in the “Patchwork Girl” had been taken from the works or contributions of Donna Haraway, Jacques Derrida, and other symbols of artwork and literary works. (Schor, 2004) Jackson’s story runs like a puzzle wherein the 323 pages which usually constitute the story are put together by connecting 462 links or nodes. Unlike books, the “Patchwork Girl” has not been created chronologically although the internet pages which make up a physique of information with singular concepts form a unifying idea, such as characterization, the storyline and the placing, the transition from one qualifications to another, the development of the heroes, and so on. Since the stories inside the “Patchwork Girl” are divided into parts, the order showing how these bodies of information are read depends upon the preference of the user. (Schor, 2004) Patchwork Young lady: A Hypertext Story or perhaps Game? As previously reviewed within the specification of this particular task, the main difference between a story and a game is definitely the process with which information or perhaps messages will be conveyed and how they are identified or produced through the reader or user’s involvement. Reports are well-organized from the beginning before the end. Additionally , they are intended to be simply broken down, thus conversation is moderate. Since stories are determinedly structured, they can be presented in detail but it would not support the formulation of recent information as the contents with the story are actually defined. Alternatively, games are not arranged chronologically. It facilitates the deep engagement of the user because the effects of the game depend upon the decisions and responses of the user. Consequently , the details will be limited based on the suggestions of the user. (Crawford, In. D. ) Based on the comparative information recently discussed regarding stories and games as well as the structure of “Patchwork Lady, ” Jackson’s electronic literary works may be considered both a story and a game. “Patchwork Girl” is a tale because the parts or chapters were detailed enough detail the associations between the character types, the clashes, the environment, and so on. Furthermore, the narratives are not dependant on the user but were instead written unquestionably through Jackson’s artistic viewpoints and inputs. In addition , the “Patchwork Girl” followed a development of the characters and their interaction with one another as well as activity from one field or placing to another if the parts or sections are to be taken along. On the other hand, “Patchwork Girl” is additionally a game since it allows you explore the structure in the story coming from different perspectives or opinions. For instance, “Seagoing” and “Seastance” talks about the energy and emotions of the animal, while “Crazy Quilt” is from the different perspectives with the characters. Furthermore, “Patchwork Girl, ” unlike the geradlinig structure of the story, has not been arranged chronologically although information or messages were prepared based on the theme. This kind of creates the interaction between the user plus the hypertext as the user is provided with new info every time a hyperlink or a node is stopped at, although the effects of getting started with the links or perhaps nodes collectively are not dependant upon the preferences of the user. By and large, “Patchwork Girl” is a story because it is patterned as being a narrative wherein the circulation of the tale is set and the romantic relationship between the character types are founded, as well as the cause and result aspect of the relationships. It is additionally a game for the reason that story has not been arranged chronologically as a thready piece of books would essentially be plus the fragmented parts of the story units the rate allowing the user to experience pleasure and to check out the relationships between the heroes dynamically. In addition , if the consumer accesses the link or a node, new information or concept or uncovered in order to total the problem, that is the entirety of Jackson’s “Patchwork Woman. ” Bottom line As displayed by the technology used to make the “Patchwork Girl, ” the development of various tools pertaining to communication can be significant in order to create means by which truths or facts are to be conveyed effectively. Additionally , the intricacy or diversity of types of information can make it difficult to transfer information since it is, thus, the introduction of communication approaches. Due to the breakthrough of technology, communication tactics were widened to include digital or electric softwares or applications intended for various factors. For some, technology facilitates the fast or well-timed transfer details, while other individuals consider technology as a method to easily plan and generate information, and so forth. In the case of the “Patchwork Girl, ” technology was used in order to create a hypertext that sets up information, while at the same time diversifies this in order to facilitate the conventional (story type) yet dynamic and interactive (game type) copy of information or messages. General, innovation utilized through the technology of hypertext in order to build a piece of books which miles itself from linearity and tediousness although integrates the significant aspects of the storyline type, like the distinct display of information, and the game type, such as the fun means of relaying information, in order for the author to share his artistic and creative beliefs and ideas, yet at the same time allow the readers to be active receivers of information to facilitate connection, which constitutes the true substance of communication. Furthermore, diversifying the composition of interaction tools assists in the resolution of problems caused by poor tactics or tactics of information which usually hinders the receipt from the whole text or info. In “Patchwork Girl, ” the story was redefined by making it online in order to pull the attention in the readers make them within a situation that allows them to end up being highly included and committed. Under these kinds of pretexts, all of us realize the way the study of numerous types of information and tools of conversation, including the hypertext, is necessary to be able to determine how data is best delivered or conveyed to viewers. The framework of the “Patchwork Girl” endorses the importance of dynamic and interactive interaction. References Albers, M. L. (2005). Communication of Intricate Information: End user Goals and Information Demands for Powerful Web Info. New York, BIG APPLE: Routledge. Crawford, C. (N. D. ) The Art of Video game Design. Retrieved 09 Interest 2009, by Washington Point out University. Website: http://www. vancouver. wsu. edu/fac/peabody/game-book/Chapter1. html Preston, P. (2001). Reshaping Marketing and sales communications: Technology, Data, and Cultural Change. Thousand Oaks, FLORIDA: SAGE. Reksten, L. E. (2000). Using Technology to Increasing College student Learning. 1000 Oaks, LOS ANGELES: Corwin Press. Schor, Elizabeth. H. (2004). The Cambridge Companion to Mary Shelley. Cambridge, UK: Cambridge School Press.

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