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Getting Lost in between the simulating and real world

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Title: Getting Lost in between the simulating and real world


1
Getting Lost in between the simulating and real
world
SIMUALTION--
  • Hao-Chien Weng

2
Overview
  • .for distinction Sake, a Deceiving by Words, is
    commonly called a Lye (lie), and a Deceiving by
    Actions, Gestures, or Behavior, is called
    Simulation(Robert South 1697)
  • Simulating- Imitating, Similar

3
Computer Simulation
  • The history of computer simulation media (ex.
    flight simulation, artificially intelligent,
    battlefield simulation) includes an extended
    intimate connection to the military. (First
    Person p.71)
  • Simulation is a cultural phenomenon, not a
    computational one, and as such is fully existent
    in old media as well as new. ( Jean Baudrillard )

4
  • A simulation is characterized by blurred
    boundaries between the viewers proximate space
    and the virtual space of simulation, as well as
    by the scale being the same in both spaces. ( Lev
    Manovich )
  • Simulation is seen to be continues with the
    artistic traditions, a immersion in a virtual
    world and the history of simulation is also a
    series of attempts to model the orders of reality
    beyond the virtual world.( Lev Manovich )

5
Two Types of Simulation (Celia Pearce)
  • Training-based simulation. It comes out of
    military world, and puts players into a
    first-person view in controlling. Ex. flight
    simulator
  • Dynamically modeling an entire system. Ex. The
    SimCity. It has been described as a human
    behavior or psychological simulator.

6
Blurs in Simulating Environment
  • Behaviors learned from simulating experiences
    might be expressed in situations which resemble
    the virtual context matches the conditions of the
    training context. ( Simon Penny)
  • It is potentially building behaviors in a real
    world.

7
  • An interactive representation is more than a
    representation.
  • When a soldier shoots at simulating target, it
    trains him to shoot a real people.
  • People can trade their items in the online game
    with the real world money.
  • People can have any kinds of relationships online
    as same as they have in the real world for
    example getting married with their game partners.

8
Self-Portrayal in a Simulated Life Projecting
Personality and Values in The Sims 2 by Thaddeus
Griebel
  • Hypothesis 1 Personality characteristics will
    relate to gameplay he suggested that gameplay
    would be related to personality traits such as
    extraversion and conscientiousness.

9
  • Hypothesis 2 predicted that participants would
    transfer their personal values to their Sims
    The paper shows that participants who valued
    wealth were more likely to report that it was
    important for their Sims to be wealthy however,
    their Sims were no more likely to actually earn
    higher incomes than participants who did not
    place a great importance on wealth.

10
  • Younger participants were more likely to spend
    their Sims money impulsively.
  • Does the Sims really reflect the lives of the
    players who created them?" According to the
    paper, there is supportive evidence to show that,
    yes, people do indeed project some aspects of
    themselves into their Sims.

11
Getting lost or voluntarily Staying?
  • Cocoons A new group of people their homes is
    their castle, their shield and their entire
    world. From the popcorn report by Faith
    Popcorn.
  • Less interpersonal communication
  • Cocoons, otakus, electronic eremite, SOHO,
    digital individual, virtual self.

12
(No Transcript)
13
Otaku
14
Excommunication(Robert S. Fortner)
  • Ascetic excommunication voluntarily doing it
    Playing game
  • Pleonastic excommunication Overload, too much
    new information. Only choosing one that really
    interested in, ignoring others.
  • Impedient excommunication Due to the difference
    of education or economic condition, people have
    different ability to communicate, especially in
    the information age.

15
Conclusion
  • The people who are addicted at simulating world
    are possibly lack of the ability to communicate
    with people interpersonally.
  • According to a report from Carnegie Mellon
    University, when children spend more time on the
    virtual world, they have less time to
    communication with friends and family. It would
    be easier for them to augment their feeling of
    loneliness, anxiety, and frustration.

16
  • It is important to balance the humanistic values
    and Instrumental Rationality for us, modern
    people.
  • The behaviors learned from simulating experience
    might be expressed in a real world.
  • We play simulations or simulations play us?

17
References
  • Baudrillard, Jean. First Person. Critical
    Simulation. P.71.
  • Fortner, Robert S..(1995) Excommunication in the
    Information Society. Retrieved from
    http//www.calvin.edu/academic/cas/faculty/pweb/ex
    comm.pdf
  • Griebel, Thaddeus. Game Studies. Self-Portrayal
    in a Simulated Life Projecting Personality and
    Values in The Sims 2. Retrieved from
    http//gamestudies.org/0601/articles/griebel

18
References
  • Manovich, Lev. (2001) The Language of New Media.
    Cambridge, MA The MIT Press.
  • Pearce, Celia. First Person. Toward a Game
    Theory of Game.P.150.
  • Penny, Simon. First Person. Representation,
    Enaction, and the Ethics of Simulation.
  • Popcorn, Faith. The Popcorn Report 2002.
    Retrieved from http//retailindustry.about.com/od/
    retail_trends/a/bl_trends2002.htm
  • South, Robert. Wikipedia. Retrieved from
  • http//en.wikipedia.org/wiki/Simulation
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