The study presented by Kraehe and Brown is about how to give teachers social justice awakenings and why they will benefit the classroom. The intro explains how art-based inquiry creates experiences for people which in turn makes them better critical thinkers. These aesthetic learning experiences allow the brain and body to interact and absorb at the same time, increasing reflection. The next few sections define the frameworks used to interpret how this learning prompts the capabilities for social justice, including connections, active engagement, sensory experience, perceptivity, risk taking, and imagination. The study was based off of another study analyzing the depth students had socioculutrally after a semester of learning in an arts-based inquiry setting. The students who were tested found new insight and understanding of themselves by doing art that related to key ideas in the sociocultural context. For most, the video project– one that included collaboration and group discussion– was the most interesting and had the best outcome. Some also had outcomes of pleasure and fear (anxiety), which determined success and enjoyment. The students were able to employ aesthetic experiences in order to uncover and understand new cultural issues in society, making them better critical thinkers and discussors. In Real Life is about putting games and economics together and highlighting organization and how games bring people together and keeping them together. The story begins with a young girl starting to play a video game as a female character, to bring attention to inequality within media. She feels empowered by this game, especially when talking about it at school. The need for money is highlighted by the gold farmers in the game, especially when she discovers that they are kids just like her. Right when she wants to help, the opportunity gets stripped from her, illuminating the gap in understanding between parents and kids. She decides to help the gold farmer, Raymond, but once she does her boss finds out and tries to kill him. She kills her virtual boss and finds out Raymond was fired from his job as a bot, she is devastated, but her mission isn’t ended. The workers in China eventually go on strike and get their health care. She reconnects with Raymond and everything works out for the better. An important part of this novel is that video games allow strangers to meet and connect, which can change lives.
Personally, I have always looked for games or books that promote femininity and power within females. I think this book is great for young girls, but also a broad audience of students who are involved in video games. It’s really cool that while this novel demonstrates how women are under-represented in media, it also informs the reader on different economic classes in the world. This awareness is very important to understand at a high school and college age, so I would definitely use this in classroom to teach about global issues. I resonated with the main character and her desire to change the world and help others, which made the novel a lot more intriguing. The novel also makes want to try playing a game like CoarseGold because of how much it empowered her as a high school student.
How did you feel after reading In Real Life? Did it change what you thought about video games and/or global problems?

