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VIDEO GAAAAAMES - How do we "read" them? - Coggle Diagram
VIDEO GAAAAAMES - How do we "read" them?
What are the relationships between video games and young adultood? How does gaming remediate young adulthood and sexualities?
we love games. It's designed for fun.
it's an interactive experience wherein players are complicit/co-creators in the narrative world
questions of difficulty and customizable play
the nostalgia factor
the market of games (esp AAA games) and the timelines of publications
games are intimate (playing in home? In bed? Unwinding and relaxing.)
Like with Pattee's argument, main characters impact audiences who are same age, and they can grow in the franchise?
Is there something here about YA exploration the use of games to experience
toxic gaming culture (uh oh, Gamer gate, review bombs, "woke gaming," etc)
Marrti Lahti's "As We Become Machines"
He is kind of cranky about the possibilities of total customization. His reading of "cyborg envy" (165). Oops, the heterosexism is baked in to women avatar's and coded for heterosexist visual pleasure (Lara Croft) (165).
"invoke and reinforce a narrow set of highly codified , prexisting categories" -- oops, trying on race and gender but it doesn't divest of any social or cultural power (167)
What do we read games for? How do we make sense of them as texts? :
Narrative and story (narratology)
plotting (inciting incident, climax, denoument)
themes, motifs, governing metaphors/imageries
formal structures--how it "looks" on the screen/device. Aesthetics/optics
the type of "narration" (1st person, 3rd person omniscient, 3rd person limited) "Thus, vide game history is characterized by a significant shift in perspective" (1616 : shift from 2 d to 3d and total immersion: virtual place and player space merge
meta-fictions and situated knowledge
we can read for play (ludology) :
puzzle solving and
games without plot?
character development/attachments (grounding the social in experiential understanding)
ethics and morals in role playing? (Skyrim murder spree; Life is Strange which depends on choices)
commodification and play
games as pedagogy? Games teach skills (
Baba is You
?)
games as hand-eye skill coordination
but the play is the point. It's
ephemerality of games; betas released, where is it in production,
transmedia encounters with game worlds (games, websites, social media, film, etc)
the haptic and platforms and modes of playing
phones, cameras, joysticks, wii-motes, rumble packs, controlers, VR