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The Nickelodeon Days of Cyberspace |
Kathy Mueller |
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Biography |
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In the 1990s Cyberspace, multimedia, the internet and on-line communication have been appropriated by the masses as their latest entertainment obsession. Multi-player games, chat-rooms and Search Engines offer a variety of distractions to the end-user. It has been exactly 100 years since the last mass frenzy over a media innovation. In the 1890s, the magic of film was introduced by the Lumiere Brothers in France when they screened a train rapidly approaching the audience. In this historic moment, half the audience ran screaming from the hall, for fear that they would be run down. . . but they kept coming back for more . . . and flooded the penny arcades to watch the hand-cranked machines show simulations of the animated physical world on the moving screen. The Filmic Medium is about the manipulation of the physical dimension: the impact of image size, the dynamics of movement, the variation of points-of-view, and the juxtaposition of them so that the sequence of images creates an impact upon the viewer's consciousness and emotional state. Cyberspace, involving multimedia, the internet and on-line engagement, is a medium about the manipulation of the mental dimension. Its strongest impact is on the sub-conscious, rather than the conscious. Mental constructs, our assumptions, our deep seated beliefs and expectations, our personal boundaries, our sense of self, our mental processes, are all called into play. How is this so? Because we directly engage in an interactive process which takes place within a digital medium wherein we reveal aspects of our mental processes through language/text, image, roles engaged in, and interlock with others who are also revealing aspects of their mental dimension. The beginnings of interactive soap could start out with something simple: Live-on-line Little Interactive Episodic Serials. A player would log on to a given website, choose a character, receive instructions as to the character's intended goal, and then engage with other characters (players) from around the world in order to achieve the character's goal. Players could explore playing hero roles of which they never thought they were capable. Players get hooked into the roleplay when the central question is asked: will I achieve my goal or will I be led astray, seduced by the devious intentions of others? Players could also choose to explore the Villain, the shady aspects of self that they dare not explore in real life. Again, the central question hooks the player into a learning curve: will evil triumph or will the villain be foiled by the noble deeds of others? And by the way, what was that neat strategy that character used to deflect negative criticism?! The engagement in roleplay brings an immediacy to situations and an intimacy between parties despite the tyranny of distance. Not only does it hold a future for entertainment, but the same principles can be used for social politics, simulation training, education and mental health. The mental health industry is a growing area world wide and is badly understaffed. In creating an interactive structure which puts players in charge of their own learning about self and mental processes, preventative measures can be taken to alleviate an area of growing social unrest: family dysfunction, workplace dysfunction, communication breakdown, and youth suicide. |
Kathy Mueller was born on the 26th March, 1948, in Cleveland, Ohio, USA. After graduating from Cleveland State University with a BA and Dip Ed, she migrated to Australia and began teaching high school in a rural NSW town in 1971. Film making and stage productions were always part of her teaching and this eventually led to studies in Dramatic Arts and Film and Television at the Victorian College of the Arts. Kathy has won numerous awards for her film directing and writing. However, feeling limited by narrative structure and the fantasy construct, Kathy began her exploration of interactive drama in 1992. She began with studies in Family Systems Psychology and Neuro-linguistic programming and then moved on to the study of gameplay systems and interactive storytelling. She is a national trainer in interactive script writing for the Australian Film Television and Radio School and she is currently designing a conceptual model for tracking on-line role-play interactions for her Ph.D. ![]() ...in a medieval fantasy roleplay, the "Orphan Prince" in search of his rightful place as heir to the throne, will be presented visually very differently from the "Ice Queen", who must protect her castle from all invaders, especially the "Orphan Prince". What follows from the image is an expectation of how the character will speak. The "Orphan Prince" who looks a bit naive and waif-like, has some of the languaging patterns of the "victim" mentality. However, the "Orphan Prince" also has a sense of humour, unlike the "Ice Queen", who appears immaculate and supercilious. She has languaging patterns of the persecutor and the seductress. She is sophisticated in how she bullies, humiliates and manipulates others. ![]() Kathy Mueller, Gameplay Interactive Pty Ltd Carolyn Guerin, MindShaft Pty Ltd |
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