![]() This article considers how people utilized their personal experiences to make sense of the first time they stepped into two specific virtual worlds. From expectations based on knowledge of the media product’s genre to information gleaned from word-of-mouth critiques, our experiences can help us make sense of the content and the technology with which we engage. In engaging in these activities, people bring into the situation any number or type of cognitive and emotive behaviours to help them through it. Coming from a trajectory of reception studies and audience studies, these situations can be any time a person chooses a new book to read, watches a new motion picture, starts a new video game, or enters a virtual world for the first time. How do we make sense of the world around us? When faced with a situation that is new to us, what do we do to understand what is happening and what is required of us? Such questions have been with us for thousands of years, whether faced by individuals within such situations, or addressed by organized scientific, philosophic, cultural or other fields of thought. Utilization of comparison processes to interpret and communicate novel experiences Metaphors for making sense of virtual worlds: I still think there are interesting ideas in the paper, so I wanted to share it here. I submitted this paper to a journal, but never did anything with it after it was rejected. The following paper comes from a presentation given at ECREA in 2010 and at NCA in 2011 (the version of which can be found here on the blog). ![]()
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