7. The economy of this world is based on YoCash and Coins, which can be earned by working in a factory. My avatar works in the factory, earns money, and is then able to buy clothing, music, furniture, etc. from the shops.
8. My favorite in-world activity was attending the event, because of all the interesting objects that were in the apartment. The avatars had interesting looks as well. I liked that I was able to explore different rooms.
9. In-world objects tell you how to operate them through text that pops up or a highlight that appears when you hover over the objects. For example, this is what happens when I hover over the couch in my apartment and then click on it:
10. One aspect of this world that I see as directly related to the Chaper of HOH entitled "Agency" is the fact that one can create events, personae, and spaces within the virtual environment, yet all of the creative options have been "pre-set" by the game's designers. According to the reading: "There is a distinction between playing a creative role within an authored environment and having authorship of the environment itself. Certainly interactors can create aspects of digital stories in all these formats, with the greatest degree of creative authorship being over those environments that reflect the least amount of prescripting. But interactors
can only act within the possibilities that have been established by the writing and programming. They may build simulated cities, try out combat strategies, trace a unique path through a labyrinthine web, or even prevent a murder, but unless the imaginary world is nothing more than a costume trunk of empty avatars, all of the interactor's possible performances will have been called into being by the originating author."
For example, one can pick flowers to put in one's apartment, but only from the list of flower arrangements available. True originality is technically impossible.

No comments:
Post a Comment