User:Amy Suo Wu/ Video games: Difference between revisions

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*video gaming as a form of exercise? Girl plays every day "to keep up my strength".  
*video gaming as a form of exercise? Girl plays every day "to keep up my strength".  
*video games are a window into a new kind of intimacy
*video games are a window into a new kind of intimacy
*: -> holding power of v.g is its hypnotic fascination
*: -> holding power of v.gs are its hypnotic fascination
*holding power of video games - ''is'' computer holding power - constructed "rule-governed" worlds
*holding power of video games - ''is'' computer holding power - constructed "rule-governed" worlds
*video games  
*video games  
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*players describe the gaming experience as less like talking with a person and more like players inhabiting someone else's mind. "In pinball you act on the ball. In ''Pac-Man'' you are the mouth
*players describe the gaming experience as less like talking with a person and more like players inhabiting someone else's mind. "In pinball you act on the ball. In ''Pac-Man'' you are the mouth
*turning to games for more control in life, and when game ends it can lead to a sense of depression (some people turn to material control i.e anorexia)
*turning to games for more control in life, and when game ends it can lead to a sense of depression (some people turn to material control i.e anorexia)
*v.g invokes a sense of immersion through imagination and identification
*v.gs invokes a sense of immersion through imagination and identification
*they feel more like a social encounter
*they feel more like a social encounter
*will the player be the designer of his or her game? (ability to create own world)
*will the player be the designer of his or her game? (ability to create own world)
*v.g give a sense of individual liberation. (empowers and yet it is form of escapism)
*v.gs give a sense of individual liberation. (empowers and yet it is form of escapism)
*escapism-infatuation with the challenge
*escapism-infatuation with the challenge
*: -> involvement with simulated worlds affects relationships with the real one
*: -> involvement with simulated worlds affects relationships with the real one
*D&D - more data = more real
*D&D - more data = more real
*v.g encourage identification with characters, but leave little room for playing (their?) roles. There are rules, but no empathy.
*v.gs encourage identification with characters, but leave little room for playing (their?) roles. There are rules, but no empathy.
*For people under pressure, total concentration is a form of relaxation.
*For people under pressure, total concentration is a form of relaxation.
*v.g are infinite (privileged, religious), promise of perfection.
*v.gs are infinite (privileged, religious), promise of perfection.
*desire to control inside through action on the outside
*desire to control inside through action on the outside
*compares a mental disorder (anorexia) to v.g obsessions
*compares a mental disorder (anorexia) to v.g obsessions
*v.g helps you confront yourself
*v.gs helps you confront yourself
 
======post reading notes======
 
*Such terms like 'religious', 'spiritual', 'rituals' are often utilized in many new media discourses. In Video games and Computing Holding Power, 'Zen', 'recenter', 'meditation', 'infinite', 'ritual' and religious' are used to describe video game experiences. What is it about these technologies that evoke a mystical dream of spirituality, of promises of perfection? How is it that users glorify, almost worship these new idols?
*The quote "There is the same desire to control inside through action on the outside" rings closely to

Revision as of 00:49, 2 November 2010

Video games and Computing Holding Power, by Sherry Turkle. (from her book The Second Self: Computers and the Human Spirit)

  • video gaming as a form of exercise? Girl plays every day "to keep up my strength".
  • video games are a window into a new kind of intimacy
    -> holding power of v.gs are its hypnotic fascination
  • holding power of video games - is computer holding power - constructed "rule-governed" worlds
  • video games
    -> learning how to learn
    -> figuring out rules
    -> strategy
    -> reflects the computer within
  • game is only limited by programmers imagination
  • players describe the gaming experience as less like talking with a person and more like players inhabiting someone else's mind. "In pinball you act on the ball. In Pac-Man you are the mouth
  • turning to games for more control in life, and when game ends it can lead to a sense of depression (some people turn to material control i.e anorexia)
  • v.gs invokes a sense of immersion through imagination and identification
  • they feel more like a social encounter
  • will the player be the designer of his or her game? (ability to create own world)
  • v.gs give a sense of individual liberation. (empowers and yet it is form of escapism)
  • escapism-infatuation with the challenge
    -> involvement with simulated worlds affects relationships with the real one
  • D&D - more data = more real
  • v.gs encourage identification with characters, but leave little room for playing (their?) roles. There are rules, but no empathy.
  • For people under pressure, total concentration is a form of relaxation.
  • v.gs are infinite (privileged, religious), promise of perfection.
  • desire to control inside through action on the outside
  • compares a mental disorder (anorexia) to v.g obsessions
  • v.gs helps you confront yourself
post reading notes
  • Such terms like 'religious', 'spiritual', 'rituals' are often utilized in many new media discourses. In Video games and Computing Holding Power, 'Zen', 'recenter', 'meditation', 'infinite', 'ritual' and religious' are used to describe video game experiences. What is it about these technologies that evoke a mystical dream of spirituality, of promises of perfection? How is it that users glorify, almost worship these new idols?
  • The quote "There is the same desire to control inside through action on the outside" rings closely to