Lecture – Is gaming a waste of time?
The electronic gaming industry has seen exponential growth over the past several years as more and more games aim at a broader audience. A primary example being the Nintendo Wii gaming console which through the use of motion controls allows players guide their on screen counter-parts without the need for complex button sequences. In this example we wee how manufacturers are innovating in order to drive the industry into a more mainstream environment. In recent years gaming has evolved into a social experience where players from around the world gather to speak a universal language. Interactivity in gaming has become a major issue with developers creating immersive worlds full of detail and design. Creating not only a game, but a virtual environment has become a key consideration for game developers wanting to maximise their player base. As an example, ‘The Sims’ is the best selling PC game of all time with players not only controlling their in game experience but creating their environment and social interaction. Through the use of naratology, much like a writer, a game developer creates a story that is aimed at creating certain perceptions and reactions amongst players. Alternatively, people like Jesper Juul proposes that games differ from movies and the traditional media landscape and thus takes a ludo-logical perspective on gaming. The one of the main arguments raised by Juul is that the relationship between the player and game world is completely different to reader/viewer of a story.
The article ‘Trigger Happy’ by Steven Poole investigates the evolution and effects of video gaming and entertainment in society. A critical issue mentioned in the article is the differentiation between a simulated environment and our actual environment. As described in the article, game designers create virtual environments which aim to be a representation of our reality. However, these environments offer only a slice of reality in that they are modified by game designers to enhance entertainment value. The example given in the article is lasers often seen in space combat games often miss targets when in reality a laser would hit targets instantaneously. Video games create false ‘in game’ reality in order to create more entertainment. Designers do this to remove us from reality and immerse players in a space where what maybe impossible becomes possible. Furthermore, what may be considered reality in game cannot be directly equated to games as provided in the article a F1 driver may not perform well in game due to differences in physics and physical interaction (feed back). In most circumstances, the game designer has an objective to accomplish; the inconsistencies and idealisms in modern games are an extension of this process.
Tutorial Tasks – Internet Field Trip
Instant messaging has seen many innovations over recent years with several major players vying for critical mass. In particular what was once MSN messenger has now become Windows Live Messenger with a whole new range of features, most notably integration with “Live Spaces”, Microsoft’s blogging and social network system. In order to stay competitive and attract larger audiences IM designers have had to maintain a steady flow of new and innovative features. Innovation in the form of 3d environments has become a new stage in the development of IM software. Parallels can be drawn between this development and the evolution of MUDs to current generation RPG games. There is natural evolution of from the basic principles of software which is driven by user demand. As seen in Second Life, there is a demand for 3D virtual environments in which people socialise. The 3D environment creates a space where people can more accurately communicate their persona's over the web. Utilising the Second Life example, people create avatars; this representation of themselves projects an aspect of their personality to other users. A 3D environment creates new avenues for communication and interaction that aren’t possible in traditional IM programs. For example, a 3D environment removes you from reality which can create an immersive experience similar to what is seen in video games. As already demonstrated by Second Life, the scope for online social environments is definitely a area of huge growth potential. In the future the integration of artificial intelligence into social networks will become a major factor as already developed by www.mycybertwin.com. Eventually the internet itself could be portrayed as massive social environments where users literally walk between websites as depicted in many futuristic movies.
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