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November 2017 – Weekly Writing for Rhetoric of Gaming F2017

Project 2: Electric Boogaloo

For my second project, I plan on exploring race as they appear in fantasy video games, in particular examining the proclivity of Scandinavian/North European tropes inspired by Tolkien and how these effect the level of diversity that appears in games. Additionally, exploring how the marginalization of non-human species in games and comparing them to marginalization of real life peoples also serve as a potential avenue for writing. The main games I will be focusing on are The Elder Scrolls V: Skyrim, Guild Wars, and possibly the Mass Effect series, to provide a sci-fi perspective to enhance the fantasy bits.

A source with words in it that might prove useful is  https://uta-ir.tdl.org/uta-ir/bitstream/handle/10106/25153/Simpson_uta_2502M_13243.pdf?sequence=1&isAllowed=y

Project 2 – Proposal

For my project, I want to explore the differences in game play and their surrounding communities. Certain games have different kinds of players and varying aggression from those players. In specific video games, the players are serious as can be whereas in other games, the surrounding social communities are relaxed. I want to explore why this is and what causes these differences in communities through the game play.

Video Game for research – Rainbow Six Siege, Rocket League

Secondary Source for research – Exploring success factors of video game communities in hierarchical linear modeling: The perspectives of members and leaders (http://www.sciencedirect.com/science/article/pii/S0747563209000302?via%3Dihub)

Project 2

For Project 2 I plan on exploring design and it’s significance in games. Document design is important in texts, movie posters as well as gaming to clarify a target audience, or message. For my 3 game sources, 2 are going to be a board game and video game. I also plan on talking about commercials ways certain games are advertised towards specified audience and the aspects they choose to emphasize.

Source: http://journals.sagepub.com.proxy-wcupa.klnpa.org/doi/pdf/10.2304/elea.2010.7.1.21

Project 2 Proposal: Hayley, Domenico, Elliott

Topic Proposal: For our project we want to work together to create a game and a website/guide for that game. We are thinking of creating an educational game that promotes an interest in literature to individuals who  enjoy playing video games more than reading books. Our game will use intertextuality to draw upon moments from a specific short story in an attempt to motivate the player and/or teach them important lessons that can be gleaned from the story. Our hope is that we can create a game this is entertaining and educational (NOT boring!).

Primary Source: As I Lay Dying  (the potential story we may draw upon for the game)

The Stanley Parable (game)

Potential Secondary Sources: 

Jolley, Kristie. “Video Games to Reading: Reaching out to Reluctant Readers.” The English Journal, vol. 97, no. 4, 2008, pp. 81–86. JSTOR, JSTOR, www.jstor.org/stable/30047252.

Nicholson, Scott. “Reframing Gaming.” American Libraries, vol. 39, no. 7, 2008, pp. 50–51. JSTOR, www.jstor.org/stable/25650027.

Adams, Megan Glover. “Engaging 21st-Century Adolescents: Video Games in the Reading Classroom.” The English Journal, vol. 98, no. 6, 2009, pp. 56–59. JSTOR.

Project 2 Proposal: What Drives Us to Game?

Obviously, there are plenty of reasons to play games, but the one I intend to focus on is our drive to achieve — to better ourselves and our skills.  Games offer an outlet through which we can set goals for ourselves, capable of being completed and subsequently furthered over and over.  This, I’ll argue, is part of what makes games work and play worthwhile.  And such a process takes place on almost any game medium, from shorter games based on replay value (like Pac-Man and the Binding of Isaac) to larger games based on continuous play (such as RuneScape and other MMORPGs).

Potential Primary Sources: RuneScape, Ms. Pac-Man, Binding of Isaac

Potential Secondary Source: “The Ideal Self at Play” by Przybylski et. al (the section on intrinsic motivation)

I may also change my topic to how video games are positive for cognitive development.  And I will compare their current treatment to the historical treatment of novels (to combat “You shouldn’t be gaming…  you should read a book.”).

Rhetorical Analysis

Mortal Kombat is a fighting game that has remained relatively popular since its initial launch in 1992. The game is known for its extreme violence. In particular the “fatality moves” are extremely gory and require a certain pattern of buttons to be pressed in order to perform one. I have been told this game has a plot, but whenever I have played it has been multiplayer mode, where the aim is to kill the other player before they kill you. One of the aspects of this game that I find most interesting is that anyway can play it. I played this for the first time the other day and beat my opponent who plays this much more often. This is mainly do to the fact that this would be described as a “button masher” game. Anyone who slams down on a bunch of random buttons has a chance of winning.

Rhetorical analysis

Soulcalibur II is a fighting game released by Namco, and is similar to games like Mortal Kombat and Tekken. In the game, female characters such as Ivy, Taki, and Talim are all clad in very objectifying clothing, as well as their dialogue in the game being flirtatious and suggestive in tone and nature. In this way, the game suggests that men who play the game are only interested in women who can serve some sort of sexual desire or appetite. Also the female characters’ fighting techniques all tend to focus on distance attacks or defensive attacks, which would imply that the game argues that women either attack from a distance or they tend to hide behind something while they attack. An example of this in the game is the character Ivy, who wears very revealing body armor and whose weapon is a sword that can extend across the field of play to do things like choke her opponent from behind. She also has attacks where she crushes the opponent’s head between her legs and tells them to “stay down”. These attacks and aspects of play all suggest rampant misogyny  on the part of the game designers.

Rhetorical Analysis #10

Laser Tag is an interactive strategy game that places its players within a video game-like environment. It’s dark, there are black lights everywhere and you are fully-equipped with a battle pack and laser gun. The game can be high-intensity, unnerving, and is intended to pump up your adrenaline. You are given a name like “Ninja,” “Neo,” or “Shuttle” and sent out to shoot at opposing players. There are often two modes, where you can either play in teams or it’s “every man for himself.” Ultimately, laser tag draws you in by convincing you that you are actually playing within a different world, much like virtual reality. Laser Tag transports you to this space where everything looks different, and the sounds are different. It’s definitely an interesting mix between reality and video games. It exists in a space between the two areas. Strategy is also a very important part of laser tag. The more strategic and stealthy you are in your movements, the more likely you are to come in first or second place.

Rhetorical Analysis – Overwatch

https://playoverwatch.com/en-us/

The main basis of play in Overwatch stems from the multiplayer aspects, primarily the quickplay or competitive game modes. These two modes have similar play styles with the only difference being match length. Quickplay or competitive either utilizes an “escort the payload” or a “capture the point” type of game where there is a defending team and a offensive team. In this, there are over 20 different kinds of characters with differing abilities and skill sets. The different abilities is impactful for players in one of two ways: either their character fits that person’s play style or they know what would aid their team toward victory. This also embraces teamwork and teams that work together  and communicate are often met with victory. This gives the player an identity to latch onto while emphasizing team work through its game modes. The identity is either met through the category of player they choose or the literal character they choose.

Rhetorical Analysis 10: Pokemon Blue

Link for Reference: https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Red_and_Blue_Versions

The goal or purpose of a game is crucial to its overall playability and popularity.  But there are games that treat play’s purpose in an interesting way – one that leaves it open to shifts in understanding and direction.  And this is an area in which a game may create divisions in its player-base.

Take Pokemon Blue, for example.  The game sends players out on a quest given by a character named Professor Oak, who enlists the protagonist as a researcher.  So, from the game’s start, the player is told that their mission is to fill the Pokedex (a Pokemon database) with every Pokemon in the region.  However, as the player sets out on this quest, there are other goals that become the purpose of playing the game: eliminating Team Rocket and besting the Elite Four.  And these goals become just as focal purposes of the game as completing the Pokedex – perhaps more so.

This creates a dilemma at the game’s end, wherever it may be.  Because if beating a game means fulfilling its purpose, which of the three tasks must be accomplished in order to officially beat Pokemon Blue?  Different players argue for all different answers to this question, which ultimately leads to the varying play-styles practiced (and degrees of effort exerted) by players of Pokemon.

Weekly Research Week 12

NEWMAN, JAMES, and IAIN SIMONS. “Using the Force: LEGO Star Wars: The Video Game, Intertextuality, Narrative, and Play.” New Narratives: Stories and Storytelling in the Digital Age, edited by RUTH PAGE and BRONWEN THOMAS, University of Nebraska Press, Lincoln; London, 2011, pp. 239–253. JSTOR, www.jstor.org/stable/j.ctt1df4h49.18.

This article discusses how some Star Wars video games break the boundaries of the traditional canon of Star Wars, and have became an important part of transmedial storytelling. This means that the bad characters don’t always have to be bad, and the good characters don’t always have to be good. It is an interesting way to approach Star Wars in a completely different way. Especially with LEGO now incorporating the Star Wars brand into its movies and games, the way that people see and interactive with Star Wars is completely different due to the complexity of these video games.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/j.ctt1df4h49.18.pdf

Weekly Research – Overwatch

https://playoverwatch.com/en-us/

Overwatch is a multiplayer based game through and through. There is no such thing as a campaign for the game and there aren’t any game modes for single player in any function other than a free for all mode. That’s the most “single-player” any player is going to get. What’s interesting is that there is a story to the game, there is a reason for every character being in the game, and there is a reason for every objective in the multiplayer matches. There is a ton of lore that is communicated through animation short movies, dialogue between characters, and information shown in the game. But most importantly, the game is centered the cooperation of the respective teams. The game is based on character-specific abilities, so the combination of character abilities between players is the easiest path to success for their teams. Teams need to communicate about timing and strategy to achieve victory in the different game modes in Overwatch.

Super Smash Brothers

https://www.ssbwiki.com/Super_Smash_Bros._(series)

Super Smash Brothers is a fighting game made by Nintendo that allows players to pick from an expanding roster of famous video-game characters in order to fight one another.  The game features Mario, Donkey Kong, Pac-Man, Zelda, Pokemon, and many other games outside itself in the form of playable maps, characters, songs, items, and collectibles.  Players compete in combat-based match-ups that offer a wide range of versatility through pick-up items, different play-styles, and much more.  And it can be played both competitively and casually — although the casual play inevitably turns into competitive play as friends fight over the right to be called King of the Living Room.

Rhetorical analysis

The recent spike of celebrity sex offenders being reported, and the rise of the #metoo on Twitter argues not that more sex offenders are around, but rather that the hashtag invites people with similar experiences to come forward. In the same way, the hashtag argues that knowing that someone has a shared experience with someone else will make them more likely to vocalize this shared experience. In the same way, when a student is in class, they may feel self-conscious about a certain interest or experience that they have had, but when a professor introduces a concept that is near this interest or experience, students are likely to speak out about it. These examples argue that collective experience is equal to vocalization of experience; if something is culturally shared, it is culturally vocalized. The newfound vocalization of a shared experience is not representative of a new frequency of the experience, but rather a feeling of normalcy in having the experience.

Weekly research

Risk is one of the of the most conflicting games in the canon of classic board games. In it, players must take on their inner Napoleon and attempt to conquer the entire world by moving their different pieces into different territories by rolling dice. The game requires players to create intentional conflict and attack other player’s territories, and this is why many players do not enjoy playing Risk. When players enter into a game of Risk, they go in knowing that conflict, hurt feelings, and contention will arise, and all of these things are on purpose.

http://www.pogo.com/games/risk

Rhetorical Analysis 11/16/17

There has recently been a discourse around the idea that some games are stupid and/or stupidly simple but at the same time fulfilling. Herein the saga of Bennett Foddy appears relevant, whose ridiculous online games have gained notoriety for their intensively specific and limiting nature. Fairly difficult to master, his games such as QWOP and GIRP became infamous for said attributes; the fury they incur has become their lasting legacy, as unending YouTube videos will attest. However, theses seemingly fruitless endeavors foster a new form of determination that turns into a games designated reward when finally conquered. So, no medal or trophies are awarded within his games, as is the usual expectation for success, instead, the recognition and mastering of said canons is in and of itself the journey and the prize.

http://www.foddy.net/

 

 

Rhetorical Analysis #9

The physical space of play has a lot to do with how we experience games. Often times, a player can enjoy play more if he/she is in a comfortable environment/position. A lot of video games can be played sitting down, but some, like specific arcade video games such as PacMan, etc., are played standing up. What does the arcade environment do to the space of play? It makes it more social. A video game arcade is a space dedicated to creating a social gaming environment. It’s unique, nostalgic, and a little archaic, but still fun. Arcades can encourage physical social interaction while playing. The way that arcades are are set up encourages others to watch an individual who is playing the game, thus becoming the player’s audience. It doesn’t always have to happen this way, but the arcade seems to be an accepted place for this. The mood and atmosphere of the arcade creates a social space where others can come together to experience games as either the player or the audience.

Playpen

http://playpen.farbs.org/index.php?title=Main_Page

 

Playpen is an experimental “game” created by Farbs, in which each screen is an interactive landscape in which players can click to access another screen. However, each screen is user generated, and players create the links between worlds. Naturally, much of the game continues infantile humor and homages or parodies of other video games.

The game’s title Playpen may possible allude to a few key concepts of this game. The game is interactive, but each player only has the creation tools and their own imaginations to create worlds, similar to children playing pretend. Also, the graphics are purposefully crude, the game is on a grid in which players fill in the boxes in order to create low resolution images. Finally, the concept of a playpen invokes the idea of children in an arena from which they cannot interact outside of and are forced to interact with the members of their little world.

Weekly Analysis – The Stanley Parable

https://www.stanleyparable.com

The main concept of The Stanley Parable that is brought to the surface is the concept of choice. With the narrator “telling you what to do”, the player begins to think about different possible choices within the game. They could do what they want to and disregard the narrator or do they follow the narrator and disregard what the player wants or a combination of the two. Then, when deciding between the two options, the game provokes existential questions in the player (or at least it did for me). Such as are humans making their own choices or are we following the orders of another person? And is that person following the orders of another person and so on and so on. Because this concept is being translated into game play. Another concept to think about with this game is about the definition of winning. There are over 16 possible endings for the player to achieve but after each ending, the game restarts and that’s it – that’s the game. A lot of the definitions of games that we have read so far include the requirement of a sense of victory in a game. Based on that, the argument can be made that this game is not a game at all unless a player can find a way to find victory in this game.

Weekly Research Week 11

Alexandra Henning, et al. “Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescent Perspectives.” Children, Youth and Environments, vol. 19, no. 1, 2009, pp. 170–196. JSTOR, JSTOR, www.jstor.org/stable/10.7721/chilyoutenvi.19.1.0170.

This article outlines a study done on the affects that video game images have on adolescent attitudes and behavior. The study found that, in a week, males played games more than twice as much as females. The negative stereotypes portrayed through video games (especially as they pertain to gender roles), seemed to have less of an affect on males who played games often. Thus, males were less likely to evaluate video games in a negative way and, instead, took these stereotypes at face-value and tended not to question or critique them. This poses a problem for developing adolescents who are exposed to these stereotypes without issue.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/10.7721/chilyoutenvi.19.1.0170.pdf

Weekly Research – The Stanley Parable

https://www.stanleyparable.com

The Stanley Parable is an interactive fiction based video game that follows the main character, aptly named, Stanley. One day at work, Stanley shows up and begins to complete the work that he is told to do. After a while, he notices that the entire office is abandoned. He then begins to investigate the situation and this is where the game begins. There is a narrator that will give you ideas as to where to go or what to do next. The interesting part of the game lies within the player’s reaction and relationship with the narrator. The player can follow whatever the narrator says or they can choose to blatantly ignore the narrator’s suggestions or they could even do the exact opposite of what the narrator tells them to do. Based on their according actions, the narrator will speak in a passive tone, hinting towards the player or will address the player directly. Also, there is no technical winning of the game. There are multiple endings but there is no way to win because at the end of every ending, the game will restart. The concept of choice and winning is brought to the surface by this game.

Rhetorical Analysis 9: The Binding of Isaac

Link for Reference: https://bindingofisaacrebirth.gamepedia.com/Binding_of_Isaac:_Rebirth_Wiki

The Binding of Isaac casts each player as Isaac, a very young boy who has just fled from his mother into a trapdoor to avoid being sacrificed to God.  From here, the player must fight their way farther and farther down into the ground beneath Isaac’s house, killing monsters and bosses along the way.  Looming over the player’s head throughout each playthrough, however, is the unshakable message that death is unavoidable.  There is no real chase – only a power struggle.

If the player loses the game, they are killed by Mom (Isaac’s mother).  If the player wins the game, then they have successfully killed themselves, as Isaac must un-birth himself in order to reenter his mother’s womb and defeat her from the inside out, destroying her heart.  In either case, Isaac dies; there is no victory on the side of life in The Binding of Isaac.  Instead, the victory comes in controlling the terms of death – not its timing, but its dealing.  Winning in The Binding of Isaac is wrestling the reigns of death from God and from Isaac’s mother in order to administer that fate upon one’s own self.  This is shown all throughout the game, from the items you pick up, to the monsters you fight (many of which look like dead or aborted forms of Isaac), and everything in between.  Under such a light, death is revealed as nonnegotiable, although the hands that bring it are not.

Weekly Research 11/12/17

Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211-221.

http://psycnet.apa.org/doiLanding?doi=10.1037%2Fa0016997

One of the most common stereotypes of modern games, especially video games, is that they have a highly aggressive and violent influence on their players, which is feared could mold young children into equally aggressive and violent adults. And though there are numerous studies on this subject, there are few that take a positivist approach to the discourse. This text however, does exactly that. Focusing on the idea of pro social games, this study concludes that those interacting with pro social games will be more likely to be altruistic and selfless with others in their real lives, Overall, it states that video game can be violent, but they can also foster interaction and social betterment, and that exists as a niche summation of an oft negatively viewed culture.

MapleStory

MapleStory

MapleStory is a 2D, side-scrolling MMORPG that immerses players in a large, beautifully animated world.  The art style is definitely anime, and this establishes a tone that’s particularly fantasmic in nature.  Players create their own avatar, customizing their appearance, combat class, stats, etc. and then use this character to explore Maple World.  On their adventures, players will come across many different environments, filled with a bounty of monsters to fight and items/gear to collect.  Players will also enter a series of towns/villages where they’ll be able to shop, find quests, join guilds, and interact with a large community of other players.  The ultimate goal of the game, like many MMORPGs, is to level up your avatar to max stats, complete all quests, and simply live out a fantasy life online for your enjoyment.  A long-standing staple of the MMO genre, MapleStory is a must-play for fans of fantasy.

Rhetorical Analysis

After reading a chapter in a book I Know Who my Comrades Are, I wanted to muse on what privacy actually is, specifically in relation to mobile apps. While many users of mobile apps, when they first install an app, are asked if they want to allow the app to use their camera, microphone, and location, they don’t actually think about the implications of what that actually entails. For all intensive purposes, whenever a user of the app gives consent to the app to use their microphone, camera, and location, they essentially allow the app to not only use these things when they want it to, but also when they are unaware of it, as well.

It’s almost as if the app argues that unless someone wants to give up certain aspects of their own privacy that they will not be allowed to participate in the realm of the app. Many different types of media make this argument that one cannot participate in society while maintaining their own type of privacy. This is similar to many websites that do not allow people access without signing up for the website and creating an account when, for all intensive purposes, one would be able to enjoy what the website or app has to offer without needing to sign up.

Rhetorical Analysis 11/9/17

Niantic, the parent company for the now infamous Pokemon Go, has just dropped information about an upcoming “Harry Potter” game they intend to release. Presumably under the umbrella of ubiquitous play, as that’s what Niantic is known for, the game was given no release date, but promises to immerse it’s players in the fictional world’s canon. Of course this marriage is as strong an allure as the aforementioned Pokemon Go was, as there exists a current generation wherein these  discourses, among many other, have become a connecting dialogue. Does this trend of nostalgia re-imagined, as the recent revamp and release of Crash Bandicoot will further attest, mean that the culture of gaming itself will turn less towards originality and lean more towards familiar foundations in the future? If so, how will that impact the industry, and what will happen when all the nostalgic oil is tapped? And if the revamped games aren’t up to par with their origin materials, will that halt production via gamers’ disappointed expectations? Will, like with Pokemon Go, the shine wear off fast and this trend disappear? Or will humanity’s obsession with the past be a driving force forward within gaming culture?

http://www.businessinsider.com/harry-potter-game-pokmon-go-iphone-android-2017-11

 

Le Weekly Analysis Sauvage

This week, I will analyse in a rhetorical manner the video game Crusader Kings II. CK2 is a dynastic simulator, where the player takes control of a medieval dynasty somewhere between the years 769 and 1337. What this translates to in-game is a lot of incest, infanticide, possible genocide, human sacrifice, cannibalism, and all sorts of wholesome family activities. The game is an absolute sandbox, so the player’s goal is whatever they make it. Thus a player might make a goal like conquer all of Britain, or convert India to Norse paganism, or seduce the pope and have his babies. Every character in game is represented by a group of traits that also determine their in-game personality (for example, with a character with the ambitious trait will be more aggressive and will be much more willing to act against their liege if it gets them something). The game excels at emergent story telling, where in-game events will form a narrative that creates a coherent story in the context of that specific game. I’ve had the game form interesting stories of assassination, familial intrigue, insane rulers, unstable political situations, and much more that is nearly akin to reading a novel like Game of Thrones with more interactivity.

Rhetorical Analysis #8

Twitch is a site dedicated to interactive online video game streaming. It was recently bought by Amazon for around 970 million dollars. My question is: what does this online platform do to the space of play? If players are streaming their playtime live on screen for others to see, then how do other’s interactions with the game affect the way the player plays? How do these online gaming communities expand the space of play? I think that websites such as Twitch can enhance the motivation of a play only in the sense of achievement or ego-boosts a player gets while performing for an audience. However, this leads me to think that Twitch makes play a more superficial performative act once it is broadcasted out. In this sense, does Twitch transform the space of play into instant-gratification? Does play, then, become more about showing skill to viewers than it does about actually defeating the game?

Rhetorical analysis

On Sunday, November 5th, the Philadelphia Eagles destroyed the Denver Broncos 51-23, and given the nature of the game, there was a great amount of celebration among Eagles fans. By the end of the game, the Eagles used their back-up quarterback, Nick Foles, instead of their starting quarterback, Carson Wentz. This example of switching players argues that a team is willing to not play as hard if they feel that they have certainty of their win in a game. Because of this, it could be suggested that the better a team is playing, the more willing they are to slack off in the end of a game. This is almost like an analogy for the tortoise and the hare story; the hare feels far enough ahead in the race so it decides to take a break.

What one may wonder, though, is when does this point occur in a situation of play? At what point does a player or team decide to throw in the towel and stop playing like the game is on the line and become content with just relaxing? One could argue that this choice is directly related to the choice of how seriously one takes the game to begin with. If the team truly cares about winning, they would not at any time decide to take things easy.

Gender and Games

Liz Danforth in her short article “Gender and Games” argues that in order to help bridge the gap between gendered stereotypes of the gaming community, places like local libraries need to help educate players on games and also offer opportunities to people who may not have the means to play games otherwise. Danforth argues that while game developers often target a male audience when developing a game, many “serious” games are developed by female designers. Danforth closes by suggesting that the best way for a woman to become integrated into the gaming community is by playing tabletop RPGs by understanding conceptual tricks as well as interactive storytelling.

 

Danforth, Liz. “Gender and Games.” Library Journal, vol. 136, no. 13, 8/1/2011, p. 53. EBSCOhost, proxy-wcupa.klnpa.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=64501689&site=ehost-live&scope=site.

Rhetorical Analysis 11/6

This excerpt from What Video Games Have to Teach Us by James Paul Gee attempts to depict the idea of literacy in video games. Rhetorically, it engages the audience directly, assuming attitudes about the reader, sometimes based on reaction to earlier editions of the book. In particular, the piece is careful about using the jargon coined by the author, such as semiotics and design grammar, as it is claimed these terms caused confusion among past readers. Gee also stresses appreciation, which he believes can be achieved through learning about the internal design grammar. This level of critical thinking Gee sees as cohesive to learning and development, proving the value of video games.

Gee also explores the relationship between these semiotic domains and other semiotic domains, noting related forms as being precursors, such as roleplaying among children as a precursor to a video game. Gee wonders if video games can be a precursor to learning in an academic environment. Gee believes that the critical thinking reflected in the design of certain games teaches about important topics such as social relationships inside and out of a virtual environment, and even suggests that it may have a positive effect on social justice.

Rhetorical Analysis 6

In Gee’s article about semiotic domains in video games, he uses multi-media aspects to explain how video game content can be a learning tool. He discusses how the interpretation of pictures throughout a text contribute to the meaning of the words on the page to emphasize how important graphics are.

Weekly Research 8

  • Folding Ideas. “Folding Ideas – Depression Quest”. YouTube, YouTube. 22 August 2015. Web.

Folding Ideas is a YouTube channel who discusses and analyzes different forms of media, as well as other topics in depth. They do a video about Depression Quest and use examples of other, more popular video games to allow the audience to understand the aspects of the game. It discusses several elements that make up a game and compare and contrast Depression Quest‘s elements with World of Warcraft to help the audience connect the dots easier since WoW is a popular game played today.

Annotated Bib

Learning to Play: Exploring the Future of Education with Video Games

Khine, Myint Swe. Learning to Play: Exploring the Future of Education with Video Games. P. Lang, 2011.

This book acts as a critical analysis of trends in educational gaming, while also informing the reader of examples that one might not already be aware of existing. It approaches the subject matter from various perspectives, exploring the latest innovations while looking toward the future. The articles notes the success of video games as a pedagogical tool in the military, while continuing to have a relatively low rate of use in grades K-12. The article also notes potential challenges, such as off-task behavior in students and overemphasis of technology, while praising the social nature of gaming. The author has also written other books on technology and learning, and very obviously takes his work very seriously.

https://books.google.com/books?id=FlC1w66WFIAC&printsec=frontcover&dq=video+game+education&hl=en&sa=X&ved=0ahUKEwiR4PnSj6nXAhVKfiYKHdarAU4Q6AEIKDAA#v=onepage&q=video%20game%20education&f=false

Weekly Analysis

Call of Duty: World War II – https://www.callofduty.com/wwii

As a die-hard fan of the original Call of Duty game play in games like Modern Warfare and World at War, I couldn’t be happier to see the Call of Duty franchise return to its traditional way of play. The recent games were fun to play but the movement mechanics brought me out of the game. In older Call of Duty games, I got consumed in the game play because of the small details that made the game play feel more real. Details like my character gets tired after sprinting for a while and would stop, the sway of a sniper scope when trying to pin point a distant shot, and the gore helped build the world in game play because they were aspects that I would expect from real world war. I would see other players get their legs blown off during a multiplayer match and in recent games, that wasn’t the case. I would shoot somebody in the kneecaps with a 12-gauge shotgun and the enemy player would fly back like a rag-doll. In real world experiences, the enemy should have no legs and the realistic consequences in the older games are what brought me in to the game play, ultimately investing me into the game further.

Weekly Research Week 10

Hoffman, Bobby, and Louis Nadelson. “Motivational Engagement and Video Gaming: a Mixed Methods Study.” Educational Technology Research and Development, vol. 58, no. 3, 2010, pp. 245–270. JSTOR, JSTOR, www.jstor.org/stable/40603176.

This article highlights a study done on the effects of motivational engagement in video games. Among these motivations were self-esteem boosts and enhanced competency (246). Because of these motivations, the article argues that gamers are more engaged in the gaming experience. The article then goes on to provide quantitative research and data regarding the study. What the study concludes is that gamers need to obtain a certain amount of control within the game in order to feel some type of psychological achievement. It also showed how much gamers depend on socializations within the game to satisfy certain needs.

http://www.jstor.org/stable/pdf/40603176.pdf

Weekly Research – Call of Duty WWII

Call of Duty: World War II – https://www.callofduty.com/wwii

One of the biggest names in the gaming industry has created yet another installment, its fourteenth to be exact with Call of Duty: World War II. The significance behind this release is the return to Call of Duty’s or CoD’s traditional sense of game play. The original few CoD titles were known for their realistic take on a first person shooter game revolving around actual warfare. After the tide of first person shooters became more about the fast-paced movement and shooting with games like Titanfall, CoD adopted that function of game play. Recently, CoD games had featured incredible movement such as double jumping, wall running, and unlimited sprint. This change was received with mixed reactions and a lot of original lovers of the first couple CoD games were disappointed. Those fans are pleasantly surprised in the recent release with the same mechanics of older CoD releases such as boots on the ground action, a gritty and realistic campaign, and a World War II centered game. Even the infamous Nazi Zombies mode has been given a revamp and is more gruesome than it has ever been.

Weekly Research 11/5/17

Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. Understanding video games: The essential introduction. Routledge, 2015.

https://books.google.com/books?hl=en&lr=&id=oLg0CwAAQBAJ&oi=fnd&pg=PP1&dq=video+games&ots=fimbg24fZi&sig=OE8s1I167yRESaTlI1EHji2HVYw#v=onepage&q=video%20games&f=false

As denoted by the title of this text, the basic principles for understanding the culture of video gaming especially. It discusses the ground rules for being able to recognize and digest modern video games, with the boundaries of the discourse being implemented. However, it also discusses the reach that videogames can have; the lexical industry that has been created around the. Furthermore, it investigates the social implications that the discourse might have, both positive and negative. Though lengthy, it is a solid foundation for getting into the basic foundations of gaming and video gaming culture in general.

 

Rhetorical Analysis 8: The Player and the Audience

Link for Reference: https://youtu.be/9UOXhb6ZeHw

In many instances, the audience can play an important role in the game at hand.  The cheering crowd at a sports arena, the coaches on the sideline of a boxing match, the audience at a game show, etc. – all of these examples show a distinct and momentous relationship between the spectator(s) and player.  But, in my daily life, there’s one player-audience relationship that sticks out to me most prominently and interestingly.

Imaqtpie (a popular Twitch streamer and YouTuber for League of Legends) and his video editor, Sequence, are a perfect example of this relationship between the player and spectator(s).  Essentially, Imaqtpie only plays the game.  He spends his gaming time live-streaming on Twitch, just him, his natural commentary, and the gameplay itself.  He does not, however, create any of his YouTube videos himself.  Instead, Sequence does.  Sequence, as a member of Imaqtpie’s audience, goes through all of the day’s live-stream footage and compiles the best parts into a ten-minute (approx.) video that flows almost as if it were happening real-time.  He edits the video with his own appreciation and knowledge of Imaqtpie’s gameplay and style, creating content of his own in turn, full of jokes, sound effects, and overall feel characteristic of Sequence.  These YouTube videos are quite different than Imaqtpie’s live-streams on Twitch despite the gameplay being the same.  And this magic comes to fruition each time because of the interplay and understanding between Imaqtpie and Sequence – the player and the spectator.

League of Legends

http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki

      League of Legends is a Multiplayer Online Battle Arena.  The game pits two teams of five players against each other in a contest to infiltrate the enemy’s base and destroy their nexus.  This action takes place on a battlefield that is halved, parallel.  There are three lanes on this battlefield, and a large jungle in between each of them.  In the lanes, there are towers that guard the way along the push towards the enemy nexus.  In the jungle, there are creatures that can be killed for the buffs that they provide, and this becomes an additional source of competition for these teams.  Each player, before the game’s start, gets to choose an avatar from a vast collection of playable “champions”, all of which have their own unique set of abilities that are to be used in combat against their opponents.  And the community of players decides where these champions best fit on the battlefield (top lane, middle lane, bottom lane, or jungle), based on the roles assigned to each champion.  Winning your lane (by besting your laning opponent in combat) and working together with the rest of your team fluidly and strategically is the key to victory.

Process Points Project 1

  1. Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) – YES
  2. Presentation of topic proposal, in class 10/3 (5 %) – YES
  3. Defense of topic proposal  in conference with me no later than 10/3 (5%) – YES
  4. A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) – YES
  5. Commenting on two other writing projects via the blogs, on or before 10/8 (5%); – YES
  6. A draft conference with me, on or before 10/6 (5%) – YES
  7. Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
  8. A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
  9. A final round of commenting on two drafts, due on or before 10/14 (5%); – YES

Project 1 – Rhetoric of myCareer in NBA 2K18

https://docs.google.com/document/d/109d_7ujFstw263glfBYfgFr2kqLNNt5Ap1Jg59DFw6w

Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) – YES
Presentation of topic proposal, in class 10/3 (5 %) – YES
Defense of topic proposal in conference with me no later than 10/3 (5%) – YES
A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) – YES
Commenting on two other writing projects via the blogs, on or before 10/8 (5%);  – NO
A draft conference with me, on or before 10/6 (5%) – YES
Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
A final round of commenting on two drafts, due on or before 10/14 (5%) – NO

Project 1 Process Checklist

Project 1 found here: https://docs.google.com/document/d/1dzWlqUB0YaTBnyTlC8JFRqrDSnUdu7di02j73cY0iWo/edit

Project 1 process checklist:
Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) – YES
Presentation of topic proposal, in class 10/3 (5 %) – YES
Defense of topic proposal in conference with me no later than 10/3 (5%) – YES
A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) – YES
Commenting on two other writing projects via the blogs, on or before 10/8 (5%); – YES
A draft conference with me, on or before 10/6 (5%) – YES
Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
A final round of commenting on two drafts, due on or before 10/14 (5%); – NO?

Project 1 final checklist

  1. Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) YES
  2. Presentation of topic proposal, in class 10/3 (5 %) YES
  3. Defense of topic proposal  in conference with me no later than 10/3 (5%) YES
  4. A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) YES
  5. Commenting on two other writing projects via the blogs, on or before 10/8 (5%) YES
  6. A draft conference with me, on or before 10/6 (5%) YES
  7. Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%) YES
  8. A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%) YES
  9. A final round of commenting on two drafts, due on or before 10/14 (5%) YES
  10. The quality of the finished project, due on 10/16 (55%) YES

Rhetorical Analysis

Trivia Crack is a mobile app game. It was launched in 2013 and was modeled after Trivial Pursuit. The game allows the user to play against friends and strangers around the world. There are six different categories: Entertainment, Art, Sports, History, Science, and Geography. The player will spin a wheel that determines what category of question they will be asked. If they answer correctly, they will earn an icon representing the category they got correct. The first player to earn all six category icons wins the game. This app allows players to continue socializing with friends they may not be able to interact with in person. A player can use their Facebook friends or search by username in order to play games with people they know. This option allows players to maintain a constant social communications with friends over long distances. Players also have the option of choosing a random opponent, in which they will be placed in a game with someone from any location in the world.

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