On writing, erotica, character, soul stealers, philosophies, sensualities, and inspirations. And How To, if I can.
-- www.Neale-Sourna.com, www.PIE-Percept.com, http://www.ProjectKeanu.com, www.AuthorsDen.com/nealesourna, www.CafeShops.com/NealeSourna, & www.Writing-Naked.com, www.CuntSinger.com
It is one thing to learn about history in a classroom. But as any
visitor to a living museum or historic site can tell you, a fantastic
way to learn is to make a personal connection.
In early 2019, media entrepreneur Mati Kochavi and his daughter Maya
brought the stories of Eva Heyman, a Hungarian Jew who was murdered in
Auschwitz, to social media with the simple question, “What if a girl in the Holocaust had Instagram?” “Eva Stories”
was a one-day project told through Instagram stories that amassed
200,000 followers before the morning it began and reached 1 million by
its end the next day.
Regular people care about the past, and can now engage with it in new ways. As a researcher of games and aging,
I’m noticing a trend emerging that has the potential to build even more
powerful emotional connections with its audience, through the crackling
voices of people who lived through important historical times and
events. My fellow game designers and I refer to it as “gaminiscing” –
using the tools of video games to share personal history.
These projects, including my own, combine audio recordings of their
subjects with modern gameplay, letting players explore a virtual
environment to hear – and sometimes even experience – meaningful life
stories that are told to them by the older adults who lived through
them.
Connecting generations
In general, few video games portray older characters accurately. Often they’re presented as a cartoon, or an over-the-top caricature or in a dehumanizing
way. Before gaminiscing, there was almost no opportunity for older
people to use their own voices to tell authentic, personal stories. An early trailer for ‘Grandma Game.’ https://www.youtube.com/watch?v=-JXslq_6Muc#action=share“Grandma Game” is the working title of an intergenerational game by
brothers and media artists James and Joe Cox, in collaboration with
their grandmother, Barbara. The game is a walking simulator, a popular
genre of video games in which players trigger stories by exploring 3D
environments. In “Grandma Game,” players find themselves inside the
watercolor paintings done by Barbara and her grandsons, while hearing
her tell stories of what the images and places mean to her.The game intentionally limits a player’s interaction, to make it more
fun for Barbara herself to play it.
“We want the game to be playable
(and enjoyable) to her, so we have to design the controls and play
around what she can understand and handle,” James told me in an email.
“She sees it as a way to preserve her family’s history and as an
opportunity to share skills with, and learn from, her grandchildren.
Both our watercolor painting sessions and audio recording sessions have
given us the chance to spend … quality time with our grandmother – time
focused on creating work together as artists.”
Looking at history
Other games have emerged that take on more expansive historical topics, though still using very personal experiences.
“Memories of Manzanar and Tule Lake” is the working title of a game
aiming to recreate the stories of the game designer’s Japanese American
grandparents during their time in an internment camp following the
bombing of Pearl Harbor. In the game, players will be able to direct
their own journey, interacting with other internees and learning about
personal experiences with pivotal events in history, like the infamous loyalty questionnaire, and joining the U.S. Army.
Similar to the Cox brothers, game designer Brent Shiohama wishes to
honor his grandparents, the bravery of interned families, and the
Japanese Americans who served in the 100th Infantry Battalion/442nd Infantry Regimental Combat Team. A virtual reality game explores one boy’s experience of World War II in France.https://www.youtube.com/watch?v=Q6tqg__x2P0#action=share“La Peur Bleue”
tells the stories of the creator’s grandfather in World War II France.
The artist states, “By focusing on specific, emotional moments from my
grandfather’s past, you are given the opportunity to experience the
context of the war and empathize with the emotions my grandfather felt.”
Players interact with objects in recreated locations and hear a
grandfather reminisce about his past, adding another layer of historical
immersion by using virtual reality rather than just a computer screen. My own game, the forthcoming “Brukel,”
uses recordings of my grandmother’s own voice, to tell stories of her
childhood growing up on an occupied farm in Belgium during World War II.
As the player, you enter the Brukel farmhouse equipped with your
smartphone camera and a vague list of topics that your grandmother told
you about. By photographing items that match well with each topic, you
unlock audio recordings in which she reveals her past to you.
However, when it eventually gets dark, you find yourself trapped in
the house as the ghosts of the past come to life. Through a series of
survival-based vignettes, you must try to outlast some of the horror
stories that my grandmother lived through as a teenage girl, while
slowly learning about how the war deeply affected everyone in the
family. A Belgian grandmother tells the story of her childhood in ‘Brukel.’https://www.youtube.com/watch?v=9P-alvHXGnc#action=share
A welcoming response
Even before the release of “Brukel,” I have been able to showcase it, most notably at an event at the Smithsonian American Art Museum
in early August 2019. So far, playtesters have told me they appreciate
its ability to engage the player through the use of modern technology.
Because of my own research, I had anticipated that older gamers would
appreciate “Brukel” for its meaningful engagement and mature story.
Those are two qualities that my research has shown are paramount to older gamers.
In particular, for my qualitative work, I met a number of older adults
who deliberately sought out games that would meaningfully contribute to
their interest in the post-World War II era.
For example, an 82-year-old Belgian man told me,
“I barely remember the Second World War but I was a child back then.
What I remember is extremely vivid, though. The lights, the bombings,
the noise. Airplanes flying over our house and being shot down. I can
still see it. It was an adventure, and I relive that adventure by
playing games about it.”
Similarly, another Belgian man, aged 62, explained,
“I recently went to Normandy; it is amazing to visit places in games
that you can later on visit in real life. You have never been there but
you know the place from the game. They can be so realistic.”
However, I had not expected the response that “Brukel” received from
children. At the Smithsonian event, people from all age groups –
including pre-kindergartners and octogenarians – played “Brukel.” As a
group, pre-teens turned out to be most engaged with the game, spending
the most time playing it and even returning multiple times over the
two-day event to play it again.
When I spoke with the parents of these young gamers, the general
theme of their response was that they loved how engaged their children
were with “Brukel” while learning about history. One parent told me,
“They’re going to play video games regardless, so it’s great that
they’re drawn to something educational.”
Another parent who said his
child was on the autism spectrum with trouble concentrating in school
praised “Brukel” for its ability to engage his son. He said his
son was more comfortable learning through playing the game because he
was familiar with using a keyboard and mouse, which he found far less
stressful than being in a classroom.
I don’t think it’s a coincidence that many of these gaminiscing
projects are centered around war. The 75th anniversary of the end of
World War II will be in 2020; as those who faced its terrors firsthand
die, the stories of their experiences are fading away. The risk – and my
concern – is that society collectively will forget the lessons and the
promises of “never again.”
Neale Sourna's COOL MUSIC VARIETY (eclectic radio)
Migrated station to Shoutcast, end of May 2019.
Great
music with great voices: singers, rappers, instrumentals! Timeless
music variety, eclectic classics both old and new; from beginning of
recording - 1920 to 2018.
Classic oldies,
classic hits, & classic new hits: pop, R&B / R & B / rhythm
and blues, rock, hip hop, American country, jazz, swing, film music,
symphony, world music, humor, & protest; plus newbies, song
originals, & song covers. American Songbook.
Rock n Roll Hall of
Fame / Rock Hall Inductees and future inductees.
Awarded Best Romantic Erotica by BlackRefer.com,
author Neale Sourna's latest book, "Hobble," features a healer caught
up in a compulsive sexual and love entanglement. Medical professional
Bennet Gillepsie, who is half Native American, thinks he could be
falling in love with Day, a knife-happy African American innocent.
Either it's love or the "hottest sex he's ever had." But Day's
stepfather is keeping his stepdaughter as his sex slave and could send her back to lockdown far
away from Benn. Available at Amazon: https://amzn.to/2LCo9wI
Available worldwide through Ingram's Lightning Source in print, epub and here, in print, epub, and kindle:
Awarded Best Romantic Erotica by BlackRefer.com,
author Neale Sourna's latest book, "Hobble," features a doctor caught
up in a compulsive sexual and love entanglement. Medical professional
Bennet Gillepsie, who is half Native American, thinks he could be
falling in love with Day, a knife-happy African-American innocent.
Either it's love or the "hottest sex he's ever had." But Day's
stepfather is keeping her as his sex slave and has her on lockdown far
away from Benn. Available at Amazon: https://amzn.to/2LCo9wI
Available worldwide through Ingram's Lightning Source in print, epub and here, in print, epub, and kindle:
If
you’re thinking of becoming a freelancer, you’re probably bored with
your day job and looking for new challenges in your life. Maybe you love
the idea of being your own boss, or maybe you just need more
flexibility in your work schedule. Either way, the freelance life could
be perfect for you.
When you’re a freelancer, everything’s up to
you. You can choose to work from the comfort of your own home, from your
favorite cafe or from a shared office space. If you’re the adventurous
type, you can even be a digital nomad, traveling the world with your
trusty laptop.
You can work for several clients at a time or find one
reliable client who can provide you with regular work. You can work
regular business hours just like the rest of the world, or sleep till
noon and do your work during the wee hours of the night.
The most
important thing is to determine what will work best for you, and find
your own way to do it successfully. Because after all, that’s what
freelancing is all about: finding your own way.
With all the
different options out there, if you’re just starting your freelance
career, things can seem quite overwhelming. But don’t worry – we’re here
to help you figure it all out.
Neale has been authoring, editing, doing book/ebook layout and
publishing about a decade and won BlackRefer.com's Best Erotica Novel
award for her first novel, "Hobble," published through her own company,
PIE: Perception Is Everything, and Neale successfully ranked as a
finalist for New Century Screenplay's national contest for her script,
"FRAMES."
Neale also writes and edits for others through her writing company Neale
Sourna's Writing-Naked.com; including stories for the Orchid Games' /
Sandlot Games distrib: Heartwild Solitaire Game Series and Inertia
Software's Margrave Manor Game Series.
Neale's many published works, for ebook, print and online, have an edge
that always brings the reader back to the core of being human.
Annie’s new temp, Ryan, with the fascinating ass ...
and mind, is great at his job, even on his first day; but, he’s driving
her to distraction and she can’t get anything done!
When Annie works late and alone, to catch up on work,
gorgeous Ryan returns in order to show her what he’s really freelancing
in; loving Annie. _1602 wds
North Coast Academies' Journal 1 (NCAJ1): North Coast Academies' Diary (NCAD) Vol. 1-3 Compiled_epub
Journal compilation of six (6) hardcore, sexual short
stories previously published individually, as "Neale Sourna's North
Coast Academies' Diary" entries:
Laila: Cozy With Daddy [7857 words];
Yune: Suck My - - - - [3677 words];
Ross: Daddy's Little Whore, uh, Seductress [8401 words];
3 Sex Views: Ross, Laila, and Sascha [16,337 words all 3 stories totaled]—
Sascha: Laila's Classmate—Public Parking, Sex Squared [8289 words];
Laila: Smarty Schoolgirl—Daddy's Willing Little Slut [3711 words];
Dia's the only cheerleader on the team bus filled with
excited, champion ball players, managers, a middle-aged co-coach, and
Mr. Dean, the one teacher / coach Dia'd open her lovely thighs wide for,
anytime and anywhere, and secretly already has. Dia would do ANYTHING
for her man's pleasure.
So, Mr. D will test his girl's trust and love
for him, because the man has a banging hot surprise for her AND his
teenaged athletes, on the long ride home after their championship win.
There will be slippery hot fun for all, as sweet Dia opens wide for her
first willing gangbang.
Table of Contents: Falcons’ Team Bus—Night, Post Game Team Bus—Her First Man - Coach Dean _Dia Strips for Coach _Dia Fellates Coach _Dia’s Throatfuck Fun _Dia Swallows Coach’s Cum _Dia’s Cunnilingus Fun _Dia Fucks Coach Team Bus—Mr. Dean’s Fuck Laws Team Bus—Who Fucks Her Next? Team Bus—Side Games Team Bus—Good Friend Stevie’s Turn Team Bus—More Men Team Bus—Gay Mr. Jones Assfucks Dia Team Bus—Lesbian Ms. Smith Fingerfucks Dia Team Bus—Co-Captain Yune, the Lover Team Bus—Mr. Cross, the Roughneck Team Bus—Dia Gets Rough Used Team Bus—Co-Coach Carlson and More Boys Empty Team Bus—School Parking & a Driver Empty Team Bus—Mr. Dean Takes a Second Fuck _____________ [excerpt, Full Short Story ON SALE] Dia’s Coach (1) Synopsis_Dia’s Coach (1) Mr. Dean’s House—Late Friday Night
Naughty cheerleader Dia continues her virgin
lovemaking weekend with one of her school’s favorite teachers; Mr. Dean,
the tri-state area’s most popular and winningest team coach, in two
sports!
“Dean builds men!” the sports press crows.
Now, behind the closed doors of his home, Mr. D’s building a
lover to satisfy his most intimate appetites, molding young Dia,
teaching her what it means to “come of age,” while teaching this willing
teenager wicked activities to play in all her feminine entrances.