End of Last week‟s lecture (10).
The “real world” creates a bias of the online world – creating judgements. Virtual
places are constructed and can be a source for activities that are good & bad
(community and bullying). Cyber-bullying is a new platform for bullying, mirroring
the offline world.
It is hard to maintain relationships when knowing them in different contexts, trying
to different them, making it hard to manage.
Lecture 11 Guest Speaker: Critical Analysis of Video Games.
Games of Cultural Phenomenon
Wed comic, looking at the humorous side of “geekness”. PAX is a fan-
generated event that supports the gaming. Implies that being raped is
Some think that issues around comics are funny and others serious; there
is a level of debate. “Hey relax, it‟s just a joke”.
There is a boycott against PAX and Penny Arcade because of a person‟s
opinion of the „Dickwolves‟ t-shirt.
Features of game culture are that persons find a sense of identity, they
belong to a community; this results in problematic gender issues.
When a woman tried to challenge gender and gaming, she was given
death threats; the issue of gender and games creates a large outcry. She
created a database so the public can add to the message. It captures
identity, gender biases, & stereotyping.
There is a commonality in all persons using online spaces to vent.
Bleeding between online & offline is not too much in public. There has
been a movement where public bullying is not tolerated, online it is harder
to monitor. Shutting off one outlet opens another – allowing it to go
unchecked for longer. There is a difference in online behaviour when the
opposite player is known.
Games as Objects
1. Games are considered storytelling – a different kind of book, a
sequence of events.
2. A game is about play, that is difficult to track, and rules that can
change. CONFIGURATION: we interpret games and stories, they
act upon us.
A game is something that people play. A play experience is the action of
preforming specific actions to reach a goal that trigger a person to