A view from the Bridge

Hello World,


A little bit of practice for my upcoming exam…


‘A View From the Bridge’ is written by Arthur Miller in 1955, set in the Big Apple. This specific extract is in act two of the play. Eddie is asking for advice from Alfieri, the lawyer, because his niece has found an Italian immigrant who Eddie believes isn’t good enough for her, though there is some history and feelings behind his opinion. This extract gives the story two clear directions to go. Either Eddie can follow Alfieri’s advice, which is to leave her alone, or, go tell her his feelings, and get angry.


Alfieri is a character with a lawyer’s perspective, therefore a trusted perspective that helps us understand that a perspective should show justice.


Alfieri is a lawyer, and knows the law.


“Will you do that? Because there is no law, Eddie”


This supports my thesis because it shows that Alfieri knows the law, and is a lawyer, because he is a lawyer, he needs to be fair and therefore shows elements of justice.


Alfieri has a broad perspective and knows all the characters and their feelings.


who would watch the action, comment on it, and address the audience directly”


This supports my thesis because it shows that Alfieri has a broad perspective and knows the characters, because he watches the action of the characters and explains or adds comment for the audience to understand things further.


Miller purposely made Alfieri have a correct and fair perspective because Miller valued Justice


“Miller has said that he wanted to make this play a modern equivalent of classical Greek tragedy. In the ancient plays, an essential part was that of the chorus”


Miller could place his perspective in the mind of the character Alfieri by making him the chorus. He could then get his message of justice over through Alfieri.


The Thesis displays a trail of thought that Miller might have thought while creating the character Alfieri. He could perform a play while while expressing his perspective of a “correct” perspective.





Good Answers Comes From Good Questions

Hello World,

This is a short essay I wrote on a statement, comparing literature and gaming.

“The answers you get from literature depend on the questions you pose.” said Margaret Atwood, and this applies for gaming as well. If you look at the game ‘Catan. ‘Catan’ is a game where the goal is to collect resources such as grain, lumber, bricks, ore, and  wool. Then to build settlements, roads and cities, to collect point and then to win the game. Based on this game I believe that when you use gaming in a meaningful way, then you can wonder and question things, like in literature, which then lead to answers, meaning Margaret Atwood’s statement is also applicable to the gaming world.


There is a theme and a tone in gaming and literature. Specifically in ‘Catan’ the theme is survival and the tone is very realistic, because the game is like real life. The idea is to survive, which you do by trading and placing your settlements strategically so you can collect more resources. When the story or game has a theme, it makes the reader or player think outside the box and think of situations that remind them of this game or book. The tone in the game is as mentioned, quite realistic. Which is ironic because the layout is very child-like, with many bright colours and cartoon characters. This poses questions to the player, because they wonder in many stages. Since the game is for everyone, people of all ages will come up with different questions, and I think compared to literature, gaming can enhance just as many questions.


As in literature gaming also has the idea of imagery and a setting. “The hexagonal spaces („hexes“) that make up the map are arranged differently each time, and each represents a different kind of terrain—fields, forest, hills, mountains, pastureland, and desert” (pcmag, Catan HD) Even though the setting is already given in a game, and since games are visual, the imagery is also given, the player still wonders about this unknown landscape. With gaming, the first step of imagining this world has already been given to you, and you can wonder on and imagine what it’s like. But when you read a book, even if it’s realistic fiction, the mind can imagine freely  what’s it’s like being in this made up world, with no specifications allready made from a visual image, such as in gaming.


Characters are a huge part of both gaming and literature. The story is lived through this person or creature. It is also what brings a sense of emotion into the game. Another element that gaming and literature shares, is the quest that the player or main character in on. “Each player gets two settlements at the start of the game…Different things you want to build cost different amounts of resources…when one player reaches a set amount of points…he or she wins.” (pcmag, Catan HD) This specific quote explains the quest that the player has in Catan. The main idea is to gather resources and then to win with a certain amount of points. Often books or games, there is a challenge or a mission, like in Pandemic, that the main character has to solve. In literature the quest is set. Maybe, there might be a feeling of mystery because the reader doesn’t know what is going to happen. In gaming, the ending of the game is unknown, it is up to the player to determine what decisions are best to survive. So by giving the player this responsibility, the player questions many different possibilities and also feels some what emotional when the game is over, and has either succeeded or not.


Gaming is just as good as literature when it comes to Atwood’s statement. There are some points where literature might be less visual and therefore create a world of it’s own in the reader’s’ mind. On the other hand, gaming let’s the player decide what happens, and therefore creates a personal and emotional connection to the end result. Just as many questions can be posed and therefore answered in gaming as there can be in literature.




Videogames and Literature?

Hello World,

After reading an article by Robin Burks titled Good Video Games Are As Meaningful As Literature And Cinema, I feel more open to video games. I agree with Burks, who suggests that videogames can be very emotional. This article explores the idea of video games being just as effective emotionally as literature is. It states how video games can be very meaningful to the person playing it. „Our research suggests that contrary to stereotypes, games have the potential to be as meaningful to players as other, more esteemed forms of entertainment such as literature or cinema.“ (Mary Beth Oliver) The reason that videogames can be so meaningful, is because of the emotional interaction the player has with the task or challenge of the game. When the player is asked to save the world and is in charge of someone else’s life, the victory or loss can be very important and emotional. Though this is not the case with all videogames, as Mary Beth Oliver says, „It’s certainly true that there are some games that are silly or shallow, but that’s the case for almost all forms of entertainment,“ and these are obviously not as learningful, but mostly a waste of time. Personally, I agree with Burks, but in my opinion I also think videogames compared to literature can set some visual images that would be better if they were imagined by the mind. Such as bloody or violent scenes, where the mind will set a more age appropriate image. I don’t think either videogames or literature is better than the other, a mixture of both would be the most learning and meaningful.


Check out the article
Do you agree with Burks? Are the other forms of entertainment other than videogames or literature that has the same effect?