CMN 140 Lecture 9: CMN 140 - Lecture 9

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8 Mar 2017
Lecture 9 - 2/14 - Interactive Media - Chapter 12
Key Idea: interactive mass media are platforms that attract audiences who want to
create and shape their own media experiences as they interact with other users
- either for purposes of 1) competition or 2) cooperation
- created for free even, and often pay to access content through subscription fees
Electronic Games are Part of Mass Media Because..
1) Use digital codes govern media play, appearance, and other features in order to
attract users
2) have input devices that the player uses to communicate with digital codes
3) games are constructed to attract niche audiences
4) and to condition those audiences for habitual use
But they are not like other media Because…
1) no conventional narrative
2) players construct their own stories
- force players to be in highly attentive state
- demands decisions to be made continually
- creates heightened sense of power & sense of wonder
Designing Electronic Game Platforms
- the designing of a new electronic game is a very risky business
- only 3% of electronic games earn a profit because the costs are typically high
- the process of electronic game design involves nine steps
1. Idea is conceived and sketched out in a demo
2. A team of designers determiners what a player will do while playing the game
3. Artists render the nevironments and characters
4. Programmers take the instructions from the desingers and artists and write the
igital code
5. When enough code is writen, an alpha version is test
6. Where the alpha test reveals design flaws, corrections are made
7. A beta version is made available for wider testing
a. Goal: get a community of insiders hooked on the game so they make it available
on downloads for free during a trial period
8. When management is satisfied with beta testing, the game “goes gold” and is
released to the publisher
9. Publisher deisgns the boxes, reproduces the game disks, and distributes them to
wholesale retail outlets
- there are 3 fundamental decisions about the game design:
1) category of play
1. Agon a struggle or contest
a. Competition is the focus and leads to enjoyment
2. Alea risk, uncertainty
. Games of chance
3. Mimicry imitate, copy
. Role playing, make believe, players take on a new identity
4. Ilinix whilrpool
. Vertigo (temporary destabilization of the perceptual
system), like fairground rides
5. Exploration
. Discovery, new places, fun new experiences
6. Social Play
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