問題詳情
Essay questions:3. Test Editing : Please paraphrase the following passage within 250~300 words, making it a new one targeting 11th graders. And set a cloze test of 5 questions with four multiple choices based on your paraphrase. (20%)
There's something seemingly scandalous, irreverent about Simon Meek's notion of "playing through" novels like Crime and Punishment or Wuthering Heights. But in practice, Meek's work transforming the world's great literature into something experienced on a gaming console is more akin to performance art or theater than it is video games. What Meek and Scottish-based Tern TV are creating to be experienced on computers, iPads and game consoles isn't video games, not really. The group is creating digital adaptations, works that put readers inside the scenes of a classic and asks them to experience the story from the inside out. Meek says he's always had a "bit of a bee in my bonnet" about the evolution of the story from book to screen. But what bothers him aren't the television and movie adaptations of books. What bothers him are electronic books. Meek says he doesn't like that electronic books still have people reading printed words on white pages that need to be turned. Not just another ebook. That being said, Meek doesn't want to create something that competes with ebooks, his goal is far loftier: He wants to transform books into adaptations that change the way a reader experiences them and in so doing hopefully expand a book's reach. While Meek wasn't able to discuss the details of their first work, he was able to walk me through how an adaptation would work in general. "Players enter the stories through the events that take place in that story," he explains. "We then let the player progress through an array of media that is directly taken/reinterpreted from the book." Sections of the book's original text will also be occasionally displayed on the screen "when words are best placed to tell the story," he said. A key element to his form of adaptation is that unlike with most video game adaptations, you don't actually play as a character from the book. Instead you are an observer to what occurs inside the book's world. So unlike with most video games, this will be an interactive experience overtly robbed of its influence on what happens. Players are there to actively absorb the experience of the novel, but not change its outcome. "You act more like a director in a multimedia reenactment of the story, where imagination is still key to the retelling (that's a really important point)," Meek said. "You can't change the plot, although you can navigate the text in a different way - following your instincts and discovering aspects of the story that appeal to you most." Players experience the story by traveling between settings. I asked [Meek] to explain one such setting for a book they're considering working on next, Wuthering Heights. In one scene in the Emily Bronte classic, players would find themselves in Cathy Linton's room. "At this point they can see everything that is described in the book, filled out with all manner of objects that we know are in fitting for a room of that sorts, "Meek said, " Interestingly, I think the real shame with the nation of people not reading books is that the stories held within them may become lost - this approach opens up the story to a wider audience (and potentially a new audience, which is something that the book publishers are desperate for)." The choices left to players of this form of book wouldn't be about which path you take a get to the end, or how the work ends, but rather how it is experienced.
There's something seemingly scandalous, irreverent about Simon Meek's notion of "playing through" novels like Crime and Punishment or Wuthering Heights. But in practice, Meek's work transforming the world's great literature into something experienced on a gaming console is more akin to performance art or theater than it is video games. What Meek and Scottish-based Tern TV are creating to be experienced on computers, iPads and game consoles isn't video games, not really. The group is creating digital adaptations, works that put readers inside the scenes of a classic and asks them to experience the story from the inside out. Meek says he's always had a "bit of a bee in my bonnet" about the evolution of the story from book to screen. But what bothers him aren't the television and movie adaptations of books. What bothers him are electronic books. Meek says he doesn't like that electronic books still have people reading printed words on white pages that need to be turned. Not just another ebook. That being said, Meek doesn't want to create something that competes with ebooks, his goal is far loftier: He wants to transform books into adaptations that change the way a reader experiences them and in so doing hopefully expand a book's reach. While Meek wasn't able to discuss the details of their first work, he was able to walk me through how an adaptation would work in general. "Players enter the stories through the events that take place in that story," he explains. "We then let the player progress through an array of media that is directly taken/reinterpreted from the book." Sections of the book's original text will also be occasionally displayed on the screen "when words are best placed to tell the story," he said. A key element to his form of adaptation is that unlike with most video game adaptations, you don't actually play as a character from the book. Instead you are an observer to what occurs inside the book's world. So unlike with most video games, this will be an interactive experience overtly robbed of its influence on what happens. Players are there to actively absorb the experience of the novel, but not change its outcome. "You act more like a director in a multimedia reenactment of the story, where imagination is still key to the retelling (that's a really important point)," Meek said. "You can't change the plot, although you can navigate the text in a different way - following your instincts and discovering aspects of the story that appeal to you most." Players experience the story by traveling between settings. I asked [Meek] to explain one such setting for a book they're considering working on next, Wuthering Heights. In one scene in the Emily Bronte classic, players would find themselves in Cathy Linton's room. "At this point they can see everything that is described in the book, filled out with all manner of objects that we know are in fitting for a room of that sorts, "Meek said, " Interestingly, I think the real shame with the nation of people not reading books is that the stories held within them may become lost - this approach opens up the story to a wider audience (and potentially a new audience, which is something that the book publishers are desperate for)." The choices left to players of this form of book wouldn't be about which path you take a get to the end, or how the work ends, but rather how it is experienced.
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