At the climax of most slasher films, a scrappy group of survivors—typically led by the “final girl”—is faced with a decision: they can run out the front door and toward freedom or they can barricade themselves in a room on the second floor and hope the maniacal killer won’t find them; or, at the very least, the killer will be thwarted by a flimsy door and walk away from their murderous tour, knife low, with an “aw, shucks!” dampened by a tight-fitted hockey mask.
I draw upon these slasher film tropes to illustrate a major issue w/r/t dynamic texts that have been reduced to banal, read-along and watch-along, experiences in classrooms across the world wherein all individual character and audience agency has been removed. Reading along or even watching along, we’re always passive observers in a story bound for the second-floor flimsy door. And, eventually, that hair pulling and that nervous rocking disappears behind a jaded curtain. The films get old, and we stop enjoying them in real time, only looking back when nostalgia dictates or when an edgy art-house director helms the newest installment of the horror series that subverts gender roles, deconstructs racial structures, and elevates marginalized voices. And they promise new takes on the old classics but hit the same notes. And even with those bold, progressive choices, we still arrive at the bottom of a staircase.
By way of a long digression, we finally come to the question that started Jenny’s slide deck: “What can games teach us?” Or, restated in the context of our class-discussion, “How might we use the agency and choices that certain games provide to open new-and-exciting experience, understandings, and thoughtful critiques of Shakespeare’s very old, hermeneutically-picked-bone-dry plays?” Together, we explored games which situate the student-player in the world of Shakespeare’s Hamlet as active participants rather than as passive observers. For example, in To Be or Not to Be (2015) players explore Shakespeare’s Hamlet in “the way it was meant to be experienced: In a non-deterministic narrative structure where you end up thinking maybe you made a wrong decision.” The game allows student-players to “explore other options” and “go on a different adventure” each time you revisit the story. Situated around moments of choice in the play, To Be or Not to Be allows the student-players to (almost) fully immerse themselves in the plot of the text by providing real-world (as it pertains to the world of the story) consequences for each decision. In a way the consequences of our choices seem wholly disconnected from the texts as it was meant “to be” (ba-dum-tss!) but in the exploration of those choices in the text that were “not to be” (I’ll be here all week, folks!), the consequences and new storylines defamiliarize the text and allow the student-player the necessary critical distance from the play to see the importance of those individual moments. Given that critical distance, the player can more fully critique the form or structure of the play, itself. Tired plot points become teachable moments in a fresh way. So, the question became: “How might we use these adaptations in an authentic and equitable way?” Or, phrased differently: “How can we introduce videogames in a manner that isn’t cheesy for our students and so all students can play?” The accessibility of the game was a major concern in the discussion. After all, district budgetary constraints will dictate the ability of our students to play games on school devices. Moreover, personal budgetary constraints might limit their ability to play these games at home. Even within this class, some of us were unable to play To Be or Not to Be due to incompatible operating systems. Luckily, To Be or Not to Be is available in book form, so students might get the same experience without technology. Another avenue of access might be utilizing Twitch TV or YouTube streams. Introducing Twitch and YouTube brings familiar technologies and experiences into the classroom as a means for students to engage with complex texts. Likewise, these technologies level (in some regard) the issues of equal access—most of us experienced the text through play-through videos. I leave this discussion thinking of how I can introduce games into my discussions of Shakespeare’s plays in class, thinking of ways to have my students experience the play, experience the decisions each character makes and the consequences of those decisions.
Perhaps, as they reach the bottom of the stairs with a killer at their heels and choose, instead, through an analysis of the consequences, to run out the door to safety, my students will be better equipped to realize why running up the stairs was such a horrible idea in the first place.
0 Comments
Leave a Reply. |
Author25 teachers gathered in Ogden, Utah to work together and learn about Shakespeare and Adaptation from three regular and several visiting faculty. These are their stories. ArchivesCategories |