Exploration 4 – Layered
Analysis
Layer 1: Code to Disassemble and Reassemble
Layer 2: Inquiry Prose
My journal writings and notes in Layer 1 focused on dialogism
and self-making through the avatars I am embodying in the video games I play. In
looking at my gameplay with them, I documented some screenshots and I also
looked at random gameplay YouTube videos about the video games I was playing. I
chose to focus on three video games and three avatars. As a matter of fact, one
of the avatars I have chosen to focus on is one that I have not played with,
at least yet. The video game’s name is Celeste, and I learned about it
from a gamer friend. I became fascinated with the story and the music; I played
the game for a bit but did not want to continue playing because it seemed too
hard. However, I did not stop engaging with it – I watched gameplay videos
and reviews on YouTube and became obsessed with its soundtrack. So, a question
popped in my mind; Can I embody an avatar without playing the game?
In looking at my experiences with these avatars, I
specifically focused on Bakhtinian terms. While playing and modifying quotes
from articles related to Bakhtinian terms, I thought about exploring dialogism
and inner speech through these avatars I embody. When I look at my notes in
Layer 1, I also see repetitive terms and keywords such as self-making,
art-making and new materialism. I see glimpses of some of these terms in the
screenshots I collected; I took them following my intuition and not for my
research – some scenes in them already became parts of me and effected my
artmaking.
Layer 3: Reflexivity and
Encompassing Metaphors
In Layer 2, I tried composing and decomposing my initial
data process in Layer 1. I tried finding a theoretical framework for what I
want to investigate. My thinking process in these layers led me to think about
other researchers who have explored similar, overlapping areas. Christine Liao
and Ryan Patton were the main researchers that I thought of.
In terms of reflexivity in thinking about my avatared self-making
journeys, I was drawn to autoethnography as an inquiry method as well. I
specifically looked at Christine Liao’s My Metamorphic Avatar Journey (2008)
and other related articles such as Chronotopes and Social Types in South
Korean Digital Gaming (2012) by Stephen C. Rea. In this layer of my
exploration, I am interested in using an autoethnographic approach to my self-making
journey – supported not only with writing but with artmaking as well. Thinking
of other ways of phrasing this leads me towards multimodal inquiry, in which I
can compose my drawings with my writings.
Layer
4: Seeing Patterns as Major Themes
In this layer, I am thinking about my
gaming experience within the first three layers. In other words, I am trying to
compose my gaming process with the research questions I posed in Layer 1 and
within the Bakhtinian framework – kind of. Asking my research question again: “What
does it mean to be in dialogue with the avatars I embody in my gaming process?”
An answer to this question might lead me to an auto ethnographical journey – in
which I try to connect Bakhtin’s the author and the hero to a bigger
concept. The quote from Bakhtin below speaks to my gaming process in terms of
dialogism and author and hero:
Everything that pertains to me
enters my consciousness, beginning with my name, from the external world through the mouths of others (my mother,
and so forth), with their intonation, in their emotional value
assigning tonality. I realize myself initially through others: from them I perceive words, forms, and tonalities
for the formation of the initial idea of
myself ... Just as the body is formed initially in the mother’s womb (body), a person’s consciousness awakens
wrapped in another’s consciousness. (Bakhtin, 1986, p. 138)
I can see a few distinct headings
for my final writing at the end of these layers. Just as the self and the other
is interconnected or wrapped in each other’s consciousness as Bakhtin mentions,
the avatars I embody give me ideas of myself. I take these ideas and apply them
to my artmaking, which can be considered as extensions of my gaming process. It
is all an unfinalized self-making journey which I can narrate through using
autoethnography – which would also help me see this process from a bigger
picture and help me critically engage in this journey, tying it to issues that
need to be addressed in or embodied through avatars and video game worldings.
Some of the headings might be; The author and the hero in gaming; The eventness
of self-making through video games.
Bakhtin,
M. M. (1986). Speech genres and other late essays. Austin, TX: University of
Texas Press




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