Raessens(2005) believes that
there are three sections or domains of participation that characterise computer
games as participatory media culture. These three sections or domains are
interpretation, reconfiguration and construction. He states that all these
three link together to exemplify computer games as a form of participatory
medial culture.
A lot of people play
video games to escape from reality and the troubles of their actual life.
Virtual worlds are equally as important as the real world for many obsessed
gamers. You can be whoever you want to be when you play a video game. You can design
how you look, your attitude, what your good at, where you live and several
other factors to create the ‘perfect you’. The person that you want to be but
maybe cant be.
In this weeks tute we
talked about designing our own game and what we would have to consider when
designing our own game. Who were we going to target? Was the game going to be a
real life scenario game, a racing game or a game (which our group decided on)
that involved a spider on a mission to survive in an everyday human household. We
had to think about thing like gender roles within the game and how the players
of the game would re act to that. I found it particularly interesting studying
gender roles within cartoon games, particularly the Princess Peach example. We
had to think about settings, ratings consoles and hundred’s of things that make
a successfully game. A game which may bring so much joy to someone’s virtual
world that it becomes equality as important as reality as they sit on their
couch.
I drew the comparison
between social media and games through how people utilise the two outlets. On
social media outlets like Facebook and Instagram, people are more often then
not removing stuff from their sites to protect their external image from
others. In games, rather then removing information or photos for example,
people add scenarios, which please them and not the whole of the world like
social media must.
Social media often
relates to protecting the individual’s image, whereas games do quite the
opposite and allow the individual to let free and not have to worry.
References:
Raessens, J 2005, ‘Computer games as participatory media
culture’, Handbook of computer game studies 2005, MIT Press, Cambridge, Mass,
pp. 373-388
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