Ender’s Game

Work Title: Ender's Game
Medium: Novel
Episode Title:
Year: 1985
Writer(s): Orson Scott Card
"Original" Writer: Yes Own work?: No

Summary:

from wikipedia.org In a future where mankind has barely survived two invasions by the "buggers", an insectoid alien race, the world's most talented children, including the extraordinary Ender Wiggin, are taken into "Battle School" at a very young age to supply commanders for the expected Third Invasion.


Era/Year of Portrayal: distant_future

Distinctive characteristics of the world in portrayal:

Earth is united in the battle against the Buggers, an alien insect race. There are population limits - only two children per couple. Space travel is also fairly common. Technology exists that can control gravity in space. Technology for instantaneous communication also exists.


Technology

  • Name of portrayed presence-evoking technology: monitor
  • Description of the technology: A monitor is a device implanted in the back of a childs neck, allowing access to his brain by people located in a differernt place. They see and hear what the child does, and also access his thoughts. He cannot hide anything from them or sense thier thoughts. They are constantly with him wherever he goes- a constant presence. The user can feel the implant, but grows accustomed to it. Exactly how the receiver access the information is unknown, but the quality of the information is extremely correct.
  • Nature of task or activity: Everything - attending school, interacting with family, etc.
  • Performance of the Technology: very well.
  • Description of creator(s): unknown.
  • Major goal(s) of creator(s): To determine which children have the right qualities to attend Battle School and eventually lead the war against the Buggers.
  • Description of users of technology: The people who watch the children and experience what they experience are at least two military officers - Colonel Hyrum Graff and Major Anderson. They are middle aged military officers.
  • Type(s) of presence experience in the portrayal: spatial_presence
  • Description of presence experience: It is interesting, offering insight into the character of the child. They learn everything about the child - he has the implant for years. They see every reaction and decision.
  • User awareness of technology during experience: yes.
  • Valence of experience: it is informative, and enjoyable in that sense. no unpleasant.
  • Specific responses: involvement, learning, obtaining information.
Long-term consequences:

Ender is chosen for Battle School, and goes on to save Earth, to the detriment of his mental health.

Other:

Coder name: Amanda Scheiner
Coder email: amandags@temple.edu
Coder affiliation: Temple University