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ACT PRODUCE
> USER BECOMES THE PROTAGONIST OF THE STORIES, AND ACTS IN FIRST PERSON, CHANGES EVENTS. > IMMERSION : INSIDE A PARALELL WORLD.
A BRIEF HISTORY.
RALPH BAER
4 CRUCIAL PARADIGMS
- Entry of video games into the arcade sector - Development of the home console - Entry of independent game-publishers that made the industry a two-tiered one; - Development of massively multiplayer online role-playing games (MMORPGs) that changed the way games are played.
Zackariasson, Peter Wilson, Timothy L. Competitiveness Review, Volume 20, issue 2
TODAY
Sony: Playstation 2 (2000); Playstation 3 (2007); Playstation Move; Playstation Vita (portable); Outperforms PCs Most successful console for a long time Microsoft: X-Box; X-Box Kinect Nintendo: Wii (now most successful platform); 3DS (portable); Wii U (forthcoming, 11/18/2012)
ART ?
TOMORROW
MOBILE PENETRATION IN 2007 : 84% OF THE US POPULATION MOBILE GAMES : PLAYED ANYWHERE, ANY TIME. A NEW MARKET OF USERS BUT CONSIDERABLE DECREASE OF GRAPHIC QUALITY AND UNIVERSE RICHNESS.
Games are designed to deliver perfect packages of challenge, achievement, and reward, which is what makes them powerful enough to offer intense experiences
(Milehem, 2008: Powering Up. Are computer games changing our lives)
Nick Yee : Facets of Motivation for MMORPGs. Achievement - Desire to become powerful. Casual Socializer Helping other players and chatting with them. Serious Socializer discussing real-life problems. Immersion - Desire to immerse in a make-believe construct. Competition / Grief - Desire to objectify and use other players for ones own gains. Escapism Avoiding thinking about the real world. Exploring Learning as much about the game world or mechanics as possible.
> BEFORE: SHORT MOMENTS OF FUN. THE VIDEO GAME IS A GADGET > NOW : CONNECTED NETWORKS: VIDEO GAMES ARE PARALLEL REALITY.
AVATARS AND THE NEW SELF RISE OF MMOS : WE ARE SOCIAL CREATURES. DEEPER JOY IN AFFECTING HUMANS RATHER THAN MACHINE. HUMANS GATHER AND INTERACT THROUGH THEIR AVATARS A NEW SOCIETY WHERE THE SELF IS AN AVATAR.
HAPPINESS FACTORY
VS
ADDICTION FACTORY
VIOLENCE.
MAJORITY OF GAMES = VIOLENT CONTENT. Smith et al. (2003) : in the first ten minutes of 60 games 4.59 violent actions/minute occurred in T and M games. Boys 8-18 playing about 40 minutes a day of T and M games on average will be exposed to about 180 violent interactions daily, 5,400 monthly, and 64,800 yearly. Violence is justified and rewarded without punishment Death of others : mostly serve as a reward function
MALE SUPREMACY
> Gender unequal representation / frequency 81 % of characters are male. 14% are female. 5% of video games offer to play both genders. > Gender stereotyping 64% male characters versus 17% female (Children Now, 2001) Female characters: sex objects, victims Male characters: hyper masculine, heroes YOUNG EXPOSURE = Affect girls self-perception and boys perception of girls. A real social problem, video games may forge perception.
WHITE SUPREMACY
MAIN OPPONENT IN WAR GAMES : The oriental man. (Digital Arabs: Representation in video games- Vt Sisler) Middle east : favourite battle background. Schematized attributes for arabs : turbans, loose clothes, dark skin. US : humanized by their nicknames, specific visual characters.
Delta force : Land Warriors - Arabs team together into several organizations to take over the world with terrorism.
CONCLUSION