Results

(A (Subversive) Allegory, Collage, Cut-Up)

 

 "Based on [my] observations, [I] drew the following conclusions" (Wysocki & Lynch, 2014, p. 405).

"In terms of" the dream-book (ibid),

"In terms of" the dream-narrative (ibid),

"In terms of" taking up the context (ibid), 

"In terms of" compensation (ibid).

 

An interruption: "Post-critics write with the discourse of others (the already written)" (Ulmer, 2002, p. 96).

 

Based on my observations, I drew the following conclusions. The study reveals a reoccurring electrate dream about a battlefield. Di Nguyen's (2013) statement about the battlefield in League of Legends (LOL) speaks to the significance of the pattern for all participants: "The place does not change. It reappears, as if an unresolved problem." The first-year composition students in question were entrenched in cultural and personal battles, from the epic and absurd to the mundane. Students connected with their senses of Self by engaging in these battles. In their electrate dreams, some participants were given the choice between fight and flight. What the mechanics didn't control were the emotional and intellectual reactions of the participants: some were emotionally gripped, awe-struck even, while others remained objective observers, simply entertained by the sublime electrate dreamscapes. These engagements led to realizations of inner strength, courage, trepidation, and empathy, all conveyed through thoughtful rhetorical decisions. Writing professors might be interested to know that participants' writing was rendered literarily and critically because of Jung's hermeneutic. How participants responded on the battlefield became their Self-expressions, but the expressions were contingent upon technology. What participants focused on in their interpretations reflects Self-realizations, so, in effect, technology created Self-realizations. Furthermore, technology could have created the Self.  

 

("the post-critical penchant [is] for mimicry and collage" (Ulmer, 2002, p. 103)),

 

Dream-Book

In terms of the Dream-Book, students documented their electrate dreams by writing about them in the first person, as if they were the characters. We might say they played their avatars, as in a kind of lucid dream: they knew they were dreaming, but they were not necessarily the designers of the worlds in which they dream. One example of this is the electrate dreams of Sarah Hicklin. She attempted to survive a meteor shower in New Zealand, A.D. 2631, in the game Contra. She played Henry Stickman in Escaping Prison, in which she was confined to a cell with a teleporter, a drill, a file, a drink, a rocket launcher, and a cell phone. Several gunshots at an officer later, Hicklin transformed into a man in a wheelchair playing the guitar, while his dog led the way toward a popsicle propped atop the edge of a cliff. This game is called A Walk in the Park.  Hicklin's dream journal consisted of a text-based outline that tracked the sequence of events. "Is a citation an alien parasite within the body of its host, the main text, or is it the other way around?  [Is] the interpretive text the parasite which surrounds and strangles the citation which is its host?" (Hillis-Miller qtd. in Ulmer, 2002, P. 183). Elizabeth Myer became Thor, the "God of Thunder," from the game: Thor: The Dark World. She was tasked with teaming up with Asgard, heroes with an agenda to save The Nine Worlds She also played Mario from "MarioKart," on a mission to win a race around a track, and Eugene Fitzherbert  (A.K.A. Flynn Rider) from The Castle. [According to Myer (2013), Fitzherbert "stole a really valuable crown from the kingdom with hopes of being filthy rich, having my own island, and did I mention being filthy rich?" He got caught and then went on a mission to remove all of the "Wanted" posters with his name on them.]  (The reactions of Hicklin and Myers, as well as the reactions of Grayson Bonds, Reid Hayes, and Di Nguyen, are recorded, uploaded, and available for play on this website's homepage.) 

 

##### A Bold Interruption: "Careful reporting of counts and numbers is a hallmark of APA style because

 

Taking Up the Context

Dream-Books are interpreted by taking up the context. And according to Jung (1945), taking up the context means "making sure that every shade of meaning which each salient feature of the dream has for the dreamer is determined by the associations of the dreamer himself. [The dream interpreter] therefore proceed[s] in the same way as [s/he] would in deciphering a difficult text. This method does not always produce an immediately understandable result; often the only thing that emerges, at first, is a hint that looks significant" (10). Dream-narratives as well as personal, cultural, and archetypal associations all contributed to the participants' interpretations of electrate dreams. (FONT: "Times New Roman")

 

Dream Narrative

The Dream Narrative is intended to impose a story structure upon a dream (Jung 1945). In keeping with Jung's instructions for identifying a four-phase narrative structure, Nguyen (2013) wrote a "statement of place" (P. 19) that highlighted the arrangement of spoken and written words during a League of Legends battle: "The voiceover brings the connection between the players and the game to a whole new level. A third person's voice narrates what is happening during the game . . . 'First blood,' 'killing spree,' 'god-like,' and many other words appear . . . [They are both figurative and emotion-provoking . . . Each champion has a trademark quote, such as Jax's 'Surprise, I'm back' . . . It gives gamers a sense of control over the champion/character." Grayson Bonds (2013) wrote a "statement about the protagonist" (Jung, 1945, P. 19) of one electrate dream in which he was saved by the protagonist. Thus, he illustrated a pattern about the theme of control:  "I think the first guy I met was part of the 'Stormcloaks.' Hadvar became my new best friend when he helped me escape. Oh yea, I'd been ambushed prior to waking up by the imperials and was being executed when a dragon attacked."

The issue of control appears yet again in Hayes' narratives, but the theme was amplified in his statement about the plot's development (Jung, 1945, p. 19). He identifies gender's place in a battle of colonization. In Pirates: Tides of Fortune, he encounters a war between the East and West, and a war between the sexes. The situation, as he interprets it, supplants the stereotypical colonial encounter and the stereotypical role that women play, which is that of a victim in a man's world: "The most tension arises at the beginning of the story when Cap'n Bonnie destroys my ships and holds me captive, under her demand." According to Jung, the "culmination" or "peripeteia" happens in a dream when "something changes completely" (1945, P. 19). In Hayes' electrate dream, the protagonist gave him more control of the dreamworld: "I begin the game in shackles, but through a deal Cap'n Bonnie makes, I am able to cooperate . . . and free myself from capitivity to join her adventures of piracy on the high seas." He reflected upon the plot's "solution" or "Lysis" (Jung, 1945, P. 19) as follows: "Although [she went from] an enemy who destroyed my ship to a useful reference and guide, I begin my tenure as a captain in her fleet." Thus the end was the beginning of a journey in which his avatar remained subordinate to a woman.

            So how do we reconcile the battles in which participants had varying degrees of control over their narratives because of game mechanics? We could take an imaginative leap to say that the game mechanics became part of the battlefield. Students grappled with their encounters by making choices as gamers. Encounters were in a dialogue with technology. The dialogue was made possible because of technology.

  

 

goal of the APA's Ethics code is to 'ensure the accuracy of scientific knowledge'" (qtd. in Wyscoki & Lynch 405, 2014, p. 404). Accordingly: #####

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(emoji) An interruption: "Post-critics write with the discourse of others (the already written)" (Ulmer, 2002, p. 96).

 

Associations

In terms of the associations, the following informed the theme of the battlefield. During Bonds' research, he discovered archetypal associations with the triskele, a sixth-century symbol of good fortune, as well as the shield of Hjaalmarch, which is a fictitious symbol that represents a place in the game, Hjaal, which is surrounded by Drajkmyr marsh, mountains, and rivers that bend toward the Sea of Ghosts (2013). This is important because Hayes made a cultural association also about divination. The image of a zombie appeared en masse in Call of Duty Black Ops II: Zombies. He noted:  The origin of the concept of zombiism stems from Haitian Voodoo culture. The word zombie—in Haitian it is 'zombi'—means 'spirit of the dead.' Voodoo folklore contends that Bokors, Voodoo priests that were concerned with the study and application of black magic, possessed the ability to resurrect the deceased' [(qtd. in "Zombies")]. For hundreds of years, people have created their own image of a back from the dead zombie through growing media predominance but the original stems from Hatian Voodoo folk culture. (2013)  

The weaponry that was necessary to fight against the zombies is symbolic of synchronicity, chance encounters, coincidences—and to Hayes, the weapons affected him on a personal level: "On the balcony of the house on the farm lies a mystery weapon box. For some money, you can gamble to try and upgrade a gun. A random gun is supplied to somebody and it is luck whether a player receives an automatic shotgun-killing machine or a simple pistol. This theme of luck can easily be applied in everyday life. An example of good luck is when my classes get cancelled in the morning. But an example of bad luck is when my bike chain breaks as I am pedaling up a hill (it's happened before). Luck is prevalent in our everyday lives as humans just as it is in the random weapon assignment in Blackops II." (2013).

Chance encounters with weapons changed the trajectory of the battles. Indeed, participants comment on the proliferation of weapons as cultural relics. In keeping with Jung's hermeneutic, Nguyen made a cultural association between the LOL character, Master Yi, and Chinese Terracotta warriors at the Asian Art Museum.  Nguyen (2013) noted that these warriors are "mostly remembered to be in their armors and helmets, sacrificing themselves at battle." What was perhaps the most outstanding was her role as the "clockwork killing machine" Orianna and her armature. "There was something unnerving and alien about me that made many think I was a soulless clockwork shell, dangerous and deadly," she said. "We decorate time and falsely believe that time is part of our emotions. The presence of Orianna represents a blessing but at the same time a curse to human kind. Had we not known, we would not have feared losing it; thus, the concept makes us feel small and helpless, something that our very own existence often defiles."

 [Her view may get at why we may be compensating in

the battle of our daily (academic) lives:

perhaps estrangement from our Selves;

perhaps not staying true to who we are.

Nguyen's writing is empathetic and honest:

a style that is occasionally viewed as sentimental, cliche, or colloquial,

and often covered over by the armor of

conventional

academic

prose.]

 

Myer's (2013) prose reflected upon her experience with the mechanics in Thor, The Dark World.  She echoed Nguyen's sentiment: "The player is only allowed to move from left to right, just as human scan only move forward and not go back in time. The Contra has to overcome obstacles that both his environment and the people around him present. In my life, I have to handle the conflicts that arise because of where I am and who I am with. Just as in the game, as I get older my obstacles become harder and more abundant. Also, success in the higher levels is more satisfying just as accomplishing harder tasks in life is more gratifying." (Font: "American Typewriter") Nguyen also extended Jung's sentiment about the impossibility of dream interpretation when she concluded that electrate dream interpretations forced her to see that electrate dreaming and waking life may be one in the same: "Both the world of game and the human world are real, [it's] just that reality is not constant; or perhaps the line separating 'real' and 'unreal' is not so clear anymore and we are embracing this new world of both 'reality' and 'fiction' being jumbled up. Perhaps." More certain than Nguyen, Hicklin made three salient epiphanies that shall conclude the Results section of this study:

"Make every decision count" (contra)

 

"Proceed with caution" (escaping the prison)

 

"Help one another" (a walk in the park)

 

["Educators could choose to view Hicklin's wisdoms as guiding messages; perhaps technology can be credited for her realizations and, if we do so choose, our realizations; perhaps technology has helped to create her Self, and ours. Perhaps."]

 

"IS A CITATION AN ALIEN PARASITE WITHIN THE BODY OF ITS HOST,

THE MAIN TEXT,

OR IS IT THE OTHER WAY AROUND,

THE INTERPRETIVE TEXT THE PARASITE WHICH SURROUNDS

AND STRANGLES

THE CITATION

WHICH IS ITS HOST?"

(J HILLIS MILLER QTD. IN ULMER, 2002, P. 183)

 

 

"IS A CITATION AN ALIEN PARASITE WITHIN THE BODY OF ITS HOST,

THE MAIN TEXT,

OR IS IT THE OTHER WAY AROUND,

THE INTERPRETIVE TEXT THE PARASITE WHICH SURROUNDS

AND STRANGLES

THE CITATION

WHICH IS ITS HOST?"

(J HILLIS MILLER QTD. IN ULMER, 2002, P. 183) 

 

 

"IS A CITATION AN ALIEN PARASITE WITHIN THE BODY OF ITS HOST,

THE MAIN TEXT,

OR IS IT THE OTHER WAY AROUND,

THE INTERPRETIVE TEXT THE PARASITE WHICH SURROUNDS

AND STRANGLES

THE CITATION

WHICH IS ITS HOST?"

(J HILLIS MILLER QTD. IN ULMER, 2002, P. 183) 

 

 

NOTE: At the bottom of this textbox, you will see six dream-books. Watch them. Listen to them ("'For [Schonberg], composing was discovery and invention through the practice of music-making'" (Buck-Morses qtd. in Ulmer, 2002, p. 98). "Listen to them." Do not read them. To the right of this text box, you will see some of the symbols in question as well as other associations that the participants made while "taking up the context" of their gameplay.

 

"I hope I may have succeeded in throwing some light upon the development of the symbols of the self and in overcoming, partially at least the serious difficulties inherent in all material drawn from actual experience. At the same time, I am fully aware that the comparative material so necessary for a complete elucidation could have been greatly increased. But so as not to burden the exposition unduly, I have exercised the greatest reserve in this respect. Consequently there is much that is only hinted at, though this should not be taken as a sign of superficiality. I believe myself to be in a position to offer ample evidence for my views, but I do not wish to give the impression that I imagine I have said anything final on this highly complicated subject" (Jung, 1971, pp. 449-450). 

 

Hint: "At its best, this suspicion of totalization supports the increasing interest in collage/montage, allegory, and associative reason that is evident in textualism and deconstructive art" (Wallis qtd. in Ulmer, 1995, p. 253). 

 

Hint: "Explanations lend a false unity homogeneity, universality, to a heterogeneous body of materials, ignoring or sublating real differences in the interests of an artificial verisimilitude of plausibility" (ibid).

 

 "Based on [my] observations, [I] drew the following conclusions" (Wysocki & Lynch, 2014, p. 405).

"In terms of" the dream-book (ibid),

"In terms of" the dream-narrative (ibid),

"In terms of" taking up the context (ibid), 

"In terms of" compensation (ibid).

 

An interruption: "Post-critics write with the discourse of others (the already written)" (Ulmer, 2002, p. 96).

 

123

 

[ADDENDUM]

 

[An Educator's Steps: In keeping with the literacy's values for critical thinking, reading, and writing, I asked the students to work with three different games; although, as the examples demonstrate, some students decided to work with only one game. I took this approach because I wanted them to learn how to manage what inevitably became data—or, rather, multimodal information overload. And I wanted them to use a website as a database, a mound of clay, a palate that they could shape, reshape, refine into what constitutes the equivalent of a 2000-word argument. The approach was apropos, considering Jung's methodology necessitates the certainty of literacy's formal practices while simultaneously embracing the uncertainty of the quasi-narratives, symbols, motifs, and dream associations.] 

 

[IN TERMS OF Implementation: When the project began, we devoted one class to playing any games the students wanted, without any agenda aside from having fun. Some played vintage games like Tetris while others played popular social-media games such as Candy Crush. A large group of students set up the projector and played xBox, with the more experienced gamers happily teaching the less-experienced gamers (mostly females) how navigate the mechanics and instigating the competitive spirit. I found it challenging at first to encourage non-gamers to play, in part because of their preconceived notion that they would have to engage in violent narratives. This conflict improved the learning experience. For example, for some students, their apprehension became the source of something they needed to reconcile through Jung's dream interpretation techniques. Instead of saying, "I don't want to play violent video games," they asked: "Why don't I want to play violent video games? What details are most disturbing? What does this suggest about my personality and Self in relation to our culture? How do I grapple with this refusal?"]

 

[Many students eventually came to the realization that the competition of killing inanimate creatures was simply harmless fun. Library research day, workshops, design workshop, creative work was accompanied by readings and videos about video game and dream theories as well as readings from Everyone's An Author (Lunsford, 2013), including chapters on design and research methods. The project took a month to create. In the end, I found that Jung and the students grappled with the same problem. According to Jung, "It is so difficult to understand a dream that for a long time I have made it a rule, when someone tells me a dream and asks for my opinion, to say first of all to myself: 'I have no idea what this dream means.' (pp. 6-7) . . . How do we arrive at a plausible meaning and how can we confirm the rightness of the interpretation" (1945, p. 8). 

 

Jung echoes Freud in saying that "the words composing a dream narrative have not just one meaning, but many meanings . . . therefore we need the dreamer's help in order to limit the multiple meanings of the words to those that are essential and convincing" (pp. 8-9). The uncertainty led to frustration and anxiety amongst students; they wanted to get the answer "right," but they felt that the experience of wading through possible meanings and choosing one is essential in the formulation of a "convincing" argument as well as self-reflection and expression. Technologies—video games, web interfaces, design tools, and yes, words—were vital to this experience.]

 

[IN TERMS OF Assessment: My intention was for the students to engage in a similar environment that Haynes and Holmevik strove for with LinguaMoo, and I believe that the students and I succeeded. Creativity, critical writing, and effort was systematically built into the assignment via its aesthetic, analytical, and electrate emphases and via a step-by-step procedure that helped students to stay organized. It was difficult for any student not to be innovative. Moreover, scheduled peer workshops as collaborations encouraged, inspired, and cultivated such qualities, rather than enforced them.]

 

[IN TERMS OF Generalizable Knowledge: As the examples illustrate, students walked away with discoveries and artistic creations of personal and cultural epiphanies. In the process, digital environments extended into the physical classroom for collaborative workshopping, which was a positive experience in many ways. Students were inspired by their classmates' projects; they also enjoyed sharing their findings and getting feedback on the challenges they were encountering. Some workshops were small-scale, consisting of two to three students. The majority of the workshops consisted of students leading informal discussion about their projects with the entire class. Because the students seemed so enthusiastic about their work (after all, the projects were about self-discovery), they didn't mind presenting.]

 

[They wanted to present, to rely on their classmates to help them to understand themselves and their creative expressions. This built students' confidence even if they weren't sure about where their interpretations were taking them. Finally, EDI was particularly beneficial because it allowed students to make friends, and to have fun, amidst a hectic college schedule that allows minimal time for

PLAY.

 

[To these ends, digital technologies served as tools for arranging these realizations. On the other hand, digital technologies served as a machine within which students shaped and developed realizations. The study reveals that digital technologies served to create and communicate the Self, but students chose their machines, freely consenting to the matrix of their choice. What we find then buried beneath the thematic of the battlefield are the great tectonic movements of free will and destiny. The battlefield, we can only argue, is symbolic of the wisdom of the dream.]

 

[In taking an imaginative leap, then, when educators view the wisdom of students' electrate dreams as dreams of their own, we can see how our personas struggle for control. The battlefield is a projection of our own powerlessness as educators, but what about our Selves, buried within or illuminating the roles we play?]

 

[This study implies that the Self can trust in destiny's limitations of our free will as we design not only our roles as educators but also our classrooms.]

 

[This

is

how

technology

shapes

 our

identities.]

 

J E J MJ O J J J I J L J O J V J E J