Gaming Flashcards

1
Q

• A game designer on the run from assassins must play virtual reality creation with marketing trainee to determine if the game has been damaged
• What’s inside/outside the game
• Media is our environment
• How to distinguish what is part or not part of the game
Existenz

A

i.e. Existenz

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2
Q

What is the message of gaming? →

A

The Ludology

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3
Q

the larger category of gaming
• What makes a video game a video game?
• The academic study of videogames
• Deriving techniques from literary and film theory
• GTA and EverQuest as cultural artefacts
*look at narratology and ludology slideshow

A

Ludology

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4
Q

Why do we play video games?

A

CAR

  • As an escape mechanism
  • C – competence (skills, mastery)
  • A – autonomy (choices that feel meaningful, being in control, the player’s choice FEELS like it affected the narrative)
  • R - relatedness (multi-player games; a social experience)
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5
Q

Video games and cultural implications

A

Cultural needs
• Japan with rhythm and dating games (very linear and based on mastery)
o Less people getting married
• Western games to satisfy need for autonomy
• Globalization of gaming comes globalization of culture

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6
Q

first appearing in train depots, hotel lobbies, bars, and restaurants were these leisure machines

the modern indoor playground

also know was counter machines

A

penny arcade

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7
Q

another arcade game, the bagatelle, gave rise to the _____ the most prominent of mechanical games

A

pinball machine

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8
Q

establishments which gathered multiple coin-operated games together and can be thought of as a later version of the penny arcade

A

arcades

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9
Q

graphic interactive character situated within the world of the game

A

avatar

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10
Q

devices specifically used to play video games

A

consoles

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11
Q

games set in virtual worlds that require users to play through an avatar of their own design; have expanded to reach large groups

A

massively multiplayer online role-playing games (MMORPGs)

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12
Q

games that also reach a mass audience with a major social component

assemble teams and use actual sports results to determine scores in their online games

A

online fantasy sports

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13
Q

the way in which rules structure how players interact with the game, rather than by any sort of narrative style

A

gameplay

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14
Q

players test their reflexes, and to punch, shoot, slash, or throw as strategically and accurately as possible so as to make their way through a series of levels

A

action games

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15
Q

perspective in which player feels like they are actually holding a weapon and to feel physically immersed in the drama

A

first-person shooter (FPS)

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16
Q

type of gameplay that is in many ways the opposite of action games

non-confrontational in nature, interact with individual characters and sometimes hostile environments in order to solve puzzles

A

adventure games

17
Q

typically set in fantasy or sci-fi world in which each player chooses to play as a character that specializes in a particular skill set

A

role-playing games (RPGs)

18
Q

omniscient, with the player surveying the entire “world” or playing field and making strategic decisions, such as building bases, researching technologies, managing resources, waging battles that will make or break this world

A

strategy games

19
Q

involve managing resources and planning worlds but these worlds are typically based in reality

i.e. Sim City

A

simulation games

20
Q

starting in 1989

very simple rules, quick to play

i.e. Tetris

A

casual games

21
Q

temporary teams usually assembled by match-making programs integrated into the game

A

PUGs (Pick-up groups)

22
Q

clueless beginners

A

noobs

23
Q

players who snatch loot out of turn and then leave the group

A

ninjas

24
Q

players who delight in intentionally spoiling the gaming experience for others

A

trolls

25
Q

to avoid dealing with noobs, trolls, and ninjas, most experienced players join organized groups called

A

guilds or clans

26
Q

the sharing of knowledge and ideas

A

collective intelligence

27
Q

most advanced form of collective intelligence in gaming - slang for modifying game software or hardware

A

modding

28
Q

like tv’s infomercials or advertorials; games created for purely promotional purposes

A

advergames

29
Q

more subtle and integrate advertisements as billboards, logos, or storefronts in the game

A

in-game advertisements

30
Q

in 1994

labelling system designed to inform parents of sexual and violent content that might not be suitable for younger players

A

Entertainment software rating board (ESRB)

31
Q

money spent designing, coding, scoring, and testing a game

A

development budget

32
Q

stories, characters, personalities, and music that require licensing agreements

A

intellectual properties

33
Q

early physical form of video games that were played on consoles manufactured by companies like Nintendo, Sega, and Atari

A

cartidge