Week 11 CCT 109.docx

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Communication, Culture and Technology
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Rhonda Mc Ewen

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Term Paper Information Ask yourself, why is this happening now? What are the social, political, cultural, economic implications of what I am discussing. Don’t ask the question in so many words in your essay, but let it inform your writing. Week 11: Gaming Guest Lecturer – Andrew Keenan, PhD student, iSchool: Studies player perspectives in video games, particularly player decisions in games and why they make the decisions in gameplay. Play allows people to make mistakes, think outside the box. The definition of a GAME  A series of interesting choices – playing a game allows you a creative space where you can decide “what will I do next?”  A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome – games adhere to “laws” of physics and the world political system  In a game you create a set of voluntary obstacles to overcome in order to achieve something. They need to be there to facilitate play  A video game is half real: we play by real rules but we understand that it’s not quite the same as playing or acting out the same things in real life. The Psychology of Play: FLOW 10,000 people were given beepers in multiple age groups, across different countries, both genders. They were asked what they were doing, to rate it for difficulty and how did they feel about it. He found that people everywhere experience the same levels of optimal experience. Video games try to use this concept to create games, you want to match the players’ ability to the level of challenge in your game. At some point in the game, you will find yourself bored or anxiety and you move out of the flow channel.  How do players overcome difficulties in gameplay? They ask other players, use youtube, a player’s guide, keep trying over and over CHEATING What happens when the
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