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Digitale medier: formidling og design

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Title: Digitale medier: formidling og design


1
Digitale medier formidling og design
  • 12. april
  • Spil

2
Oversigt
  • Spilteori og analyse
  • Kage v. underviserne
  • Fremlæggelse af spilanalyse v. Axel, Emma-Catrine
    og Eva Marie

3
Hvad er computerspil for en størrelse?
  • De må pr. definition være medier af tredje grad
  • Her er et eksempel
  • Er de en form for kommunikation (altså udveksling
    af meddelelser)?

4
Transmissionsmodellen
Shannon, C. E., Weaver, W. (1963). The
Mathematical Theory of Communication. Urbana
University of Illinois Press. Original
Publication 1949, ISBN 0252725484. P. 7.
5
Eller?
  • A ritual view of communication is directed not
    towards the extension of messages in space but
    toward the maintenance of society in time not
    the act of imparting information but the
    representation of shared beliefs (Carey p. 18)

6
Er de en form for kommunikation som ritual?
  • One must examine communication as the primary
    phenomena of experience and not as something
    softer and derivative from a realer existent
    nature (Carey p. 26).
  • Hvordan opleves World of Warcraft af spillerne?
    Som en primær virkelighed eller som en udvandet
    udgave af en udenforliggende virkelighed?

7
Er WoW en repræsentation for eller repræsentation
af virkeligheden?
  • A blueprint of a house in one mode is a
    representation for reality under its guidance
    and control a reality, a house, is produced that
    expresses the relations contained in reduced and
    simplified form in the blueprint.
  • There is a second use of a blueprint, however. If
    someone asks for a description of a particular
    house, one can simply point to a blueprint and
    say, Thats the house. (P. 29)

8
Eller er de noget tredje?
  • Simulation of face-to-face communication serves
    several interrelated purposes in mediated
    communication (Hjarvard p. 230)
  • Er computerspil simulationer?

Reeves, B., Nass, C. (1996). The media equation
how people treat computers, television, and new
media like real people and places. Stanford,
Calif. Cambridge CSLI Publications/Cambridge
University Press.
9
Purposes of simulation of f2f communication
  • Comprehensibility (we understand whats going on)
  • Ontological security (we feel secure)
  • Transparent immediacy (we forget there is a
    medium)
  • Enhances sense of embodied presence (we are there
    in the instance with Leroy)
  • Invites social and natural responses (Goddammit,
    Leroy!)
  • Integrates in the habitual practices of everyday
    life (playing in a serious guild takes a lot of
    time from other activities, though)
  • Adds an element of sociability (Leroy, you
    moron!)
  • (Hjarvard p. 230-31)

Thompson, J. B. (1997). The media and modernity
a social theory of the media (Reprint.).
Cambridge Polity Press.
10
The potential of games or ludologists vs.
narratologists
  • the potential of games is not to tell a story but
    to simulate to create an environment for
    experimentation
  • Narrauthors have executive power they deal with
    particular issues. On the other hand, simauthors
    behavore more like legislators they are the ones
    who craft laws. They do take more authorial risks
    than narrauthors because they give away part of
    their control over their work (Frasca)

11
Er spil fortælling?
  • Tænk på eksemplet med Leroy Jenkins
  • Er der en fortælling med begyndelse, midte og
    slutning?
  • Er der tabere og vindere?

12
The complete theory of video games
  • Games have goals.
  • Goals provide challenge to players.
  • It is the mental challenge of a game that
    provides the fun.
  • If the challenge is right, the player is in a
    state of flow. (If the challenge is too easy, the
    player is bored, if the challenge is too hard,
    the player is frustrated.) (Juul)

Csikszentmihalyi, M. (1990). Flow The psychology
of optimal experience (1st). New York Harper
Row. ISBN 0-06-016253-8
13
Caillois opdeling af spil
Caillois, R. (2001). Man, play and games (M.
Barash, Trans.). Urbana and Chicago University
of Illinois Press. Original Publication 1961
14
New options in video games
  • Games without enforced goals will not replace the
    classic goal-oriented game, but they open for a
    wide range of new player experiences as seen in
    the two quite similar games of Sims 2 and Grand
    Theft Auto San Andreas. This is the new style in
    video games, and an illustration of how
    contemporary video games are severing the ties to
    their historical roots in the arcade game,
    becoming something new and unique, open and
    expressive (Juul)
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