Digital Narrative



This music, logo, jingle, whatever it’s name is a calling. A calling to all of the kids in the house. Even if its played at the lowest level volume, trust me everyone who knows what it is have already heard it. The start of the hum will be muted by the children screams. You can hear them, they are on their way. Before the logo song even finishes they have arrived. There is no place to hide, so you hug the controllers tight. Hoping they would not pull it from your hands.
That sound is the playstation 1 Logo, my heritage device. There was only one console for four of us. Three of my brothers and me. I was the oldest so I was always had to be the adult of every situation. So biting their hands was childish and I should share. We had a lot of games, all of them are fakes from the Dragon market. So they should break every week but we found ways to keep them alive for months. Most of these ways included tap water.
At that time the play station was our only involvement with technology. It was the only evil of modernity that my parents could control in comparison with now where they are just as involved. Our interaction with technology is now multi-purposed where we use the same device for a 100 things. The internet has allowed our interaction with these devices to be multi-purposed. We have access to al kinds of resources within our reach. Mobile devices allow us to listen to music and read which is probably my frequent way of using these devices.
There are two types of digital resources that as a student like myself would reach for; academic resources and entertainment resources. For example, to write an essay I would look through digital libraries such as JSTOR archives where credible sources of information can be found. This form of digital resource is classified as academic versus the ITunes library which can be classified to serve the purpose of entertainment. These two resources are naturally used and even at times simultaneously for the student to write their homework essays. These archives serve different purposes to the user and the creator. Entertainment is usually connected to economic interest of the creators versus the Academic resources that usually have non-profit interests.
The platforms that are created with economic interests tend to be more user-friendly with simple to use controls and less time-consumption. For example if you try looking up Drakes new album in ITunes, instantly a result will be found in comparison to free online version or the history of Arabic rhythm in poetry.