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Wednesday 13 November 2013

The Gameness of Games..

McGonigal firstly talks about what a game is and how they can be attached to certain types of behaviours, such as 'players' and there ability to manipulate others into getting what they want. (McGonigal,2001,PG.20)

I also understand that the word 'game' can used in other references completely unrelated to video games. Such as people using certain metaphors such as 'Don't play games with me'. although these metaphors are widely used everyday, the fact that they are unrelated to actual gaming activity raises the suspicious that a lot more people know and accept gaming as more widely used within society.
'Games these days come in more forms, platforms and genres than in any other time in human history' (McGonigal,2001,PG.20)
This statement is true, simply for the fact that gaming and the ability that game designers have nowadays is unbelievably more advanced than at any other time and they will only continue to become more advanced with better traits such as graphics and online game play. Also for the fact that we can play games on so many different platforms which gives us almost 100% of the time access to gaming. For example, gaming in the house would be easily done on the XBOX, PS3, laptops and personal computers. And gaming on the 'go' can happen on iPads and mobile phones. All this ability and connectivity to games gives it a huge advantage to prospective game designers and software companies. 

Games share four defining traits which are Goals, rules, feedback system and voluntary participation.(McGonigal,2001,PG.21). Goals which the player hopes to achieve, rules which place limitations on how the achieve that goal. A Feedback system which tells players how close they are and voluntary participation which need the participation of all players regarding the first three traits. 

McGonigal states that when we are playing a good game, we are placing ourselves at the positive side of the emotional spectrum. (PG.28). I think this is very important when it comes to gaming, as we all have things that play 'games' with our emotions and the fact that games developers can make something as to affect your very emotion with simple touches of a button is something to be amazed at. 


Bibliography - Reality is Broken, Jane McGonigal, 2011 - The Penguin Press


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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text