*Constructed* Realities: Malls and other Virtual Worlds

advertisement
“Constructed” Realities: Malls
and other Virtual Worlds
Quickwrite #6
• Describe a mall that you have visited (or one
that you visit regularly). Now that you have
read “Grand Mall Seizure,” (p. 292) do some of
the author’s observations from that essay
apply to the mall you are writing about? Why
or why not?
What are the assumptions that this
essay is making?
• Many sociologists and writers of cultural
criticism have written about malls as symbols
of excess and of mindless consumerism.
• The assumption that this essay (and other
cultural criticism about malls) makes is that
the way that we shop and the way that malls
are structured and presented to us as
destinations has a profound effect on our
culture and the way we think about ourselves.
Grand Mall Seizure p. 292
• What is the author’s attitude toward the Mall
of America? Where do you see evidence of
this attitude?
• What contrast is the author pointing out with
his description of the hammer in paragraph
15?
• What do you think of the idea of the mall as a
fantasy, a place that separates us from reality?
Grand Mall Seizure Cont.
• What do you think of the idea of the mall as a
symbol of American stability and possibility (see
paragraphs 39 and 40)?
• What do you think of the concept of malls as
placed that might have “served not only a
community’s physical needs, but its civic, cultural,
and social needs as well” (paragraph 8)? The
author seems to think that malls have failed to do
this. Is he right, in your opinion? Why?
Preparing to Talk About “Identity in a
Virtual World” p. 176
• Have you ever participated in a game that
required you to make an avatar? (A character to
represent you in the game.) If so, what did it look
like? How and why did you make choices about
what your character looked like and how
he/she/it acted? How much of a reflection of you
was that avatar?
• If you have never made an avatar before, what
would you do if you were asked to? Why? How
much of you would be reflected in the character
you made to represent you?
“Identity in a Virtual World” p. 176
• An “avatar” is a virtual character created by a
real person to represent them in a virtual
environment. This essay discusses the various
ways in which the avatars that people choose
reflect and shape their identity, and the ways
that online environments free us from social
norms (a social norm is a behavior that is
expected of you in order to appear “normal”
or “polite”) at the same time that those social
norms are carried over into the virtual world.
“Identity in a Virtual World” p. 176
• This essay reports on the findings of several authors
and researchers who have been researching the topic
of real people and their avatars. They found…
– People like the anonymity of having a character who is
unlike them, but were willing to pose for the book. Why do
you think this is?
– People often chose characters who were “less ordinary”
than their real selves. Why do you think this is?
– The researchers found that men choose female avatars
more often than women choose male avatars. (Which
made me laugh, because this is the opposite of my
experience….) Why do you think this is?
Thinking further…
• Other than online avatars in virtual games,
what are some other ways that people can
create an identity for themselves on the
internet?
• What are the benefits and drawbacks of a
virtual identity that is somewhat different
from one’s “real” identity that one presents in
face to face interactions?
Applications for Essay #2
• Both of these essays touch on ideas about
how pop culture (in one case, a mall, in
another, online games) affects the way people
think about their own identities, as Americans
or as “improved versions” of themselves.
Notice how both of these authors paint a clear
picture of the situation and thoroughly
explore why the observations that have made
matter. These essays can serve, if not as
sources, than as models for your own writing.
Download