Page 171 - Literacy in the New Media Age
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160 LITERACY IN THE NEW MEDIA AGE

            school-science now. The fact that that readership is one of all children and young
            people who go to school, which now encompasses very nearly all young people
            up  to  late  teenage,  of  both  genders,  would  very  likely  have  influenced  their
            design  decisions.  The  question  of  ‘appeal’  would  have  been  strongly  felt,  and
            indeed the understanding that the young look at the screen, rather than read the
            book, would have been present. So in a sense, the rules, conventions and logic of
            the  image-space,  which  are  nowadays  predominantly  the  arrangements  of  the
            screen, would apply to their design even if in this roundabout way.

                   Reading as establishing and imposing criteria of relevance

            To  conclude  this  part  of  my  discussion  I  wish  to  look  very  briefly  at  a  page
            which  is  influenced  by  the  screen  in  every  way:  it  reports,  so  to  speak,  the
            screen,  and  its  layout,  its  organisation  is  very  much  that  of  the  screen
            (Figure 9.9).
              The  screens  of  computer  (or  video)  games  are  multimodal  –  there  is  music,
            soundtrack, writing at times – yet overwhelmingly these screens are dominated
            by the mode of image. As the graphics become ever more sophisticated, the forms
            of  reading  necessary  to  play  at  least  some  of  the  games  successfully  become
            more subtle and demanding. (I am not here talking of the many other conceptual/
            cognitive  demands  to  do  with  plot,  for  instance,  or  sense  of  character,  or
            strategies of various kinds.) Here I wish to focus on that aspect of ‘reading’ alone
            which  has  to  do  with  making  sense  of  the  organisation  of  the  visual  space  –
            visual analysis which rests both on visual acuity and on a highly developed sense
            of the visual organisation of specific kinds of screen. Linearity is certainly not a
            useful  approach  to  the  reading  of  these  screens  –  it  is  visual  clues  such  as
            salience, colour, texturings, spatial configurations of various kinds, the meanings
            of  specific  kinds  of  element  either  natural  or  human-made,  which  allow  the
            player  to  construct  a  reading  path,  which  tracks  the  path  of  the  narrative.  The
            strategies for successful reading are every bit as complex as those of the written
            page  –  one  might  be  tempted  to  say,  more  complex,  given  the  pre-established
            reading path of the page – but in any case, and certainly, different. It is not that
            there isn’t a reading path, though many games of the ‘role-play’ variety (say, a
            game such as Final Fantasy), or even action adventure games such as the famous
            Lara  Croft,  offer  alternative  reading  paths,  something  not  encountered  on
            traditional pages. Readers of such screens are used to a different strategy. To call
            it  a  freedom  might  be  mistaken  in  that  these  games  do  have  their  rules,  their
            conventions,  and  at  the  moment  at  any  rate,  the  reader’s  real  ability  to  be
            genuinely  ‘active’  in  constructing  reading  paths  that  are  actually  new  is  not
            existent.
              The  point,  however,  is  that  readers  who  come  from  such  screens  to  pages
            are  used  to  reading  differently.  Many  pages  now  are  constructed  to  meet  the
            different strategies and expectations of these readers, and this example is one. It
            is  the  second  page  of  a  review  of  a  game,  R-Type  Delta.  As  with  the  school
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