User:Amy Suo Wu/ Video games
< User:Amy Suo Wu
Revision as of 23:36, 1 November 2010 by Amy Suo Wu (talk | contribs)
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.g is 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.g 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.g 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.g 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.g 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.g helps you confront yourself