Unarchived (Season 2, Episode 2)

Revisiting Resident Evil: Resident Evil (2002) (Capcom) with Noah Pedinelli (Host), Julia Froio, and Alex Hurezeanu Broadcast date: October 24, 2023 Writer: Noah Pedinelli Producer: Jeremy Andriano Capcom’s Resident Evil series is one of the most popular and beloved horror franchises in contemporary popular culture. In the 2002 remake of the first game, players take control of Jill Valentine and Chris Redfield in order to uncover the terrifying mysteries of the Spencer Mansion. The original Resident Evil established the survival horror genre and the series’ subsequent remakes continue to shape and define the genre today. All audio clips in the … Continue reading Unarchived (Season 2, Episode 2)

DEVICE 6

https://simogo.com/work/device-6/ Entry by Jason Boyd A. BASIC INFORMATION Creator: Simogo (https://simogo.com/) Creation technology: Unity Publisher: Simogo Date (of original release): 2013 (October 17) Platform(s): iOS Version used for entry: iOS (Air Pad 2) Peripherals required: head/earphones Rating: 12+ (Apple Store) Awards/Distinctions: B. LITERARY INFORMATION Related Literary Genre(s): Psychological Suspense/Thriller, Dystopian Fiction, Metafiction Story/Plot Summary:  Player249 (the player) uses DEVICE 4 (their iPad) to control Anna, a woman who has been kidnapped and brought to a mysterious island. Player249 helps Anna explore the island with the goal of trying to learn about HAT, the organization that has brought her to the … Continue reading DEVICE 6

“What’s Making Them Run Away?”: The Nintendo DS and the Casual Revolution

Jesper Juul argues in A Casual Revolution that “The stereotype of a casual player is the inverted image of the hardcore player: this player has a preference for positive and pleasant fictions, has played few video games, is willing to commit little time and few resources toward playing video games, and dislikes difficult games” (8). Juul goes on to relate modern casual video games to arcade games from the 1980s, such as Pac-Man, and ultimately posits that the Nintendo Wii played the biggest role in ushering in this casual ‘reinvention’ of gaming that exists today (2). Steven E. Jones and … Continue reading “What’s Making Them Run Away?”: The Nintendo DS and the Casual Revolution

What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic

What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic How can we use digital storytelling to craft narratives to promote our research as academics? Whether you’re a graduate student, researcher or professor, you’ve likely been asked this question: what exactly is your research about? Although public audiences might not always associate digital storytelling with academic research, it is, in fact, an effective medium to share what your research is about in a concise, engaging way. One of the key challenges with digital storytelling in academic research environments is being able to combine “cold” research data with a rich, compelling narrative (as the two are traditionally seen associated with two different spheres). … Continue reading What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic

Storytelling for Scholars, Activists and the Public

RE:Imagining Change is about using stories to “win campaigns, build movements, and change the world.” Written by Patrick Reinsborough and Doyle Canning, who are both co-founders of the Center for Story-Based Strategy in the U.S., they offer research, strategies, tactics, tools and real-world examples of successful social change campaigns. The mix of scholarly research, practical tips and fascinating case studies make this text useful and engaging for scholars, activists, and the general public.  On this page are three infographics, each one focused on those three target audiences. Each infographic offers the information and resources that will interest each audience the most. If you want to learn more, … Continue reading Storytelling for Scholars, Activists and the Public

Poetry in Play (PIP)

Poetry in Play (PIP)  Whether you are teaching or learning in or outside of the classroom, PIP is a resource for understanding poetry, literary terms, and the devices at play. Poetry is often the subject students approach with the most apprehension. We hope situating poetry in a more playful and interactive context will lessen students’ anxiety and build their confidence in their own analytical and close reading skills. Our mission is to provide students with the tools to find their own unique perspectives on poetry and to help them feel confident and excited about studying–the often dreaded unit–poetry. We hope our initiative inspires others to contribute … Continue reading Poetry in Play (PIP)