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The Where's Parker game has become somewhat of my graduate school legacy. The initial thought when creating the game was to give my online class something to interact with the same as we would in a physical classroom. The response and feedback were amazing however the more I learned about Twine and how to interact with different modes the more I wanted to bring the game alive. The week we discussed remix in class gave me the opportunity to reimagine the Where's Parker game. My proposal was to turn the game into a video/movie of sort hopefully using some of the original inspirations for the game in the video. Life did not like that idea. The world changed and shifted and I was left trying to reimagine my reimagination. 

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If not video, then why not comics, seems simple enough. I wanted a visual representation for the text I created in Where's Parker because when only using text users are limited to their imaginations and the creator's intention can be lost in the transfer. Much like when sending a text to a friend and not understanding the implied sarcasm. Additionally, users do not have the affordance of visual rhetoric to understand some of the nuances of the work. All of that has to be built into words alone in a text-based game.  As discussed in the Review of Lit remixing an artifact reconceptualizes the artifact giving it a different life. The Where's Parker comic is being seen by a different set of people with a different set of contexts. Some do not have the context of the original to refer back to. The original captured a moment in graduate school life when myself and classmates where in need of a mid-semester laugh. That context is lost in the comic. The remixed comic, however, takes on a different contextual value inside the multimodal classroom. While I feel the comic is funny, it is more the application and creation of what we learned in class. 

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I wanted to remix Where's Parker into a comic because it meant learning new tools. I had to learn how to create the comic on Pixon, I had to learn how to host the game, I had to understand that the images I created would not follow each word that I wrote in the original but would be a visualization of those words. The text in the comic took on a different meaning because the visual rhetoric had to match the text being used. Using visuals allowed me to infer meaning angry ducks or slumped shoulder in defeat are understood without words. The comic allowed me the affordance of visual body language and facial cues to communicate to the reader. 

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