Wednesday, October 29, 2008

Comments on Values and Aspirations

Since this is a blog, I'm just going to continue my relaxed, unacademic style.

I think Bogost limited his analysis of values and aspirations in this chapter. A heavy focus on consumerism and religion seem to trump the topics, but his point is well made - most all values and aspirations are procedural (within games).

And going back to my usual commentary on real life, I see this as very true. Bogost's opener on schooling and education is on the money - American schooling is just that, mandating obedience, simple understanding, and limiting creativity.

Maybe that is why we are studying videogames. The proceduralness of our daily lives is 'won' when we become the gamer (or destiny controller). We can relate very well.

The Animal Crossing description on p267 is nightmarish. Bring together families via gaming? Instead of spending 5 pages critiquing the mock-consumerism values in the game, why not mention family values? This is the big news to me.

As for as consumerism, are not video-games pure extensions of this? I don't think you can become more self-actualized (or, excuse me, use your self-actualization time) on video games. I don't know the numbers, but I'd say that most games are not for training purposes, they are pure entertainment. Serious they may be, but entertaining they are. Maybe we should ask Mr. Stein, but it may be worth debating between socializing and shopping vs. solitary video-gaming. Both are outlandishly consuming resources - most importantly your time.

Wednesday, October 22, 2008

Procedural Literacy

Education

NIU: Mechanical Engineering Video Game



My fav quote from Bogost in this chapter (241)

"They [games] situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationshipa nd identities in the modern world"


Bogost defines procedural literacy by "the ability to read and write processes, to engage procedural representation and aesthetics, to understand the interplay between the culturally-embedded practice of human meaning-making and technically-mediated processes" (245)

Education in procedural literacy is legit - I concur with Bogost. Check out basic problem solving, competition, and most importantly - spatial relationships.

As for procedural history: I agree with Bogost - games allow the user to interact with items in different ways, experience things in different mediums, and allows unique and special interactions. promoting critiques that would not be done in the real world.

Class Notes:
Go Meta: the ability to teach a holistic understanding of the subject.

Wednesday, October 8, 2008

Licensing and Product Placement

I fail to see how the licensing and product placing of video games differs from any other industry. Video games seem to closely mimic the movie and online-video industry.

The Procedural Rhetoric found in the Japanese fast food games were interesting...the level of detail in the prep of some food versus just scooping something from a prepared product.

Advertising Logic and Realism

The anti-capitalist views of Bogost in his advertising chapter seem to overpower the reality of "space" that is found within many of the video games that I have played.

I think the reason why I enjoy WoW and the nearby Clemson lakes/nature is due to the concept of space - a natural freedom that has been taken from me in real life. I am constantly thrown into advertising...at home, in the car, at work, during my lunch break, when I go to class, when I go home....its just a non-stop stream of bullshit. It's impossible to break away from the Fortune 100 in this country.

So...do I enjoy realism? This is a hard question to pose: are games like WoW and Second Life more "real" than life itself? After spending 15 hours on WoW and SL...I sadly admit yes. I think exploring the caverns, lakes, and forests of WoW are much more real that my commute through HWY 123 each morning. How "real" is a line of 25 fast-food chains with my radio blaring commercials, my logoed-up clothing, driving my gas-guzzling Jeep?

One lecture in my design class focuses on the concept of "space," how natural emptiness and panoramic views of vivid nature are ingrained into human 'reality'. Modern packaging design trends are focusing on the concept of white space and bleeding...where natural and organic textures and images continue through the substrate without border.

Continuing, but on another note...Bogost's "advergames" blow my mind. I knew these existed but had no idea people actually "played" them. The "in game ads" ideas, after some thought, make the game more "life-like"...its nice to know I can continue my daily routine of companies streaming information into my phonological loop in many of the games out there.

Wednesday, October 1, 2008

Narratives in Games and Education

Does a narrative make a game? Do multi/meta-narratives create interaction...leveling a "toy" to a "game"?

Sim City and the Sims are referred to as toys by many of the authors, but do the micro-narratives become game-like?

Next, do games like The Sims and second life become extensions of realities? If so, how can secondary/tertiary realities be games?

The more developmental time invested in spatial abilities and the environment turn the game less "game-like"...correct? Is it because the software sets limitations/objectives that make true games?

Kostikyan - Games

Wow, this is the complete taxonomy of games. Great source for references in the term paper.

I agree with Kostikyan that games differ from toys, and the objectives of each are dramatically different. But is not the idea of playing with a toy...a game? Who does something without an objective? Can entertainment be a form of strategy/device/objective?

Me likey, Wow

Shaggamuki, Level 15 Troll Mage

Status: Highly addicted


I can really see why millions of people play this game. Within a few hours I met up with other noobs to complete quests and explore the terrain. Within a few days I was comfortable with the game and itching to collect new items and level up.

I think the desire to develop social networks is a major portion of self-awareness/actualization. WoW, in my opinion, allows many people to fulfill this need. For some reason, you feel quite accomplished when you find a new complementary weapon or rare item.

The ability to auction goods, trade, team, and dual are also very emotional interactions in the game. When I visit the larger cities in the game, I am totally overwhelmed with what the future will hold for my character.

WoW brings gaming to a new level.