Gaming Flashcards
• 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
i.e. Existenz
What is the message of gaming? →
The Ludology
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
Ludology
Why do we play video games?
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)
Video games and cultural implications
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
first appearing in train depots, hotel lobbies, bars, and restaurants were these leisure machines
the modern indoor playground
also know was counter machines
penny arcade
another arcade game, the bagatelle, gave rise to the _____ the most prominent of mechanical games
pinball machine
establishments which gathered multiple coin-operated games together and can be thought of as a later version of the penny arcade
arcades
graphic interactive character situated within the world of the game
avatar
devices specifically used to play video games
consoles
games set in virtual worlds that require users to play through an avatar of their own design; have expanded to reach large groups
massively multiplayer online role-playing games (MMORPGs)
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
online fantasy sports
the way in which rules structure how players interact with the game, rather than by any sort of narrative style
gameplay
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
action games
perspective in which player feels like they are actually holding a weapon and to feel physically immersed in the drama
first-person shooter (FPS)