Video games, board games, card games, roll-playing games, play-ground games and so on. There are countless numbers of games to be played and a large variety of consoles and devices to be played on. Bernard Suits states, 'Playing a game is the voluntary attempt to overcome unnecessary obstacles!' (McGonigal, 2011, P.22) When we play games we are coming to do voluntary hard work, work we enjoy doing, unlike work in real-life.
There are four defining traits of games; a goal, rules, a feedback system and voluntary participation. The ability to win is not a necessary trait of games. (McGonigal, 2011) Tetris, one of the most popular computer games of all time is the perfect example of a game in which you cannot win. If you play tetris you are always guaranteed to loose, so why it is so addictive? Many gamers do not wish to win the games they play, 'in high feedback games, such as Tetris, 'the value of being intensely engaged may ultimately be more pleasurable than even the satisfaction of winning.' (McGonigal, 2011, P.25) Gamers would rather work at playing a game rather than be entertained. This is why gamers spend less time watching television and more time playing games. (McGonigal, 2011)
'There are two different kinds of games: finite games, which we play to win, and infinite games, which we play in order to keep playing as long as possible.' (McGonigal, 2011, P.25) 'Jack-Change-It' is an example of a finite card game, once a player has gotten rid of all their cards they are the winner and the game is over. 'The Sims' is an example of an infinite computer game, the game has no end so the player keeps on playing because they enjoy the game.
Games have the ability to make us feel happier. 'A game is an opportunity to focus our energy, with relentless optimism, at something we're good at and enjoy.' (McGonigal, 2011, P.28) Games today are addictive and mood-boosting, which make them extremely popular. We feel more satisfaction with ourselves from doing hard work in games than doing work in real life.
Finally, 'the most primal emotional rush we can experience is called 'fiero." (McGonigal, 2011, P. 33) The Italian word for 'Pride', fiero is the emotion we feel after we triumph. It is extremely powerful in producing motivation for hard work. The bigger and harder the obstacle is to overcome, the more powerful and intense the fiero. (McGonigal, 2011)
Bibliography
McGonigal, J., (2011), 'Reality is Broken, Why games make us better and how they can change the world, Penguin Press HC
This blog is to support the module in The History and Analysis of New Media at The University of Ulster. It is a student authored blog to reflect on class readings.
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Showing posts with label Tori-Leigh Kirkpatrick. Show all posts
Showing posts with label Tori-Leigh Kirkpatrick. Show all posts
Wednesday, 13 November 2013
Gameness of Games
Labels:
Games,
McGonigal,
Reality is Broken,
Tori-Leigh Kirkpatrick
Wednesday, 6 November 2013
Remediation
'We call the representation of one medium in another remediation, and we will argue that remediation is a defining characteristic of new media.' (Bolter, 2000, P.45)
Remediation is the representation of one medium, in another medium. For example, films are sometimes remediation's of books, the content has been 'borrowed' (Bolter, 2000) but the film has its own adaptation. Bolton examines the fact that remediation ensures that the 'older medium cannot be entirely effected, the new medium remains dependent on the older one in acknowledged or unacknowledged ways.' (Bolter, 2002, P.47)
Bolter states that television and the internet are in competition with one another 'in which each now seeks to remediate the other.' (Bolter, 2000, P.47) We can now access internet on smart televisions and we can watch TV on the internet. This is because of digital new media, new technology enables even more content to be provided and it is also enables interactivity. When this book was written in 2000, film was also trying to incorporate digital technology in its production and editing. Thirteen years later it is very seldom that we watch a movie without it being digitally enhanced or used special effects within the film. With special effects and other digital constructions the goal was to make them look as 'natural' as possible so that the audience would watch the film and not think about watching a movie, but watching, or living, real life. This is the concept of transparent immediacy, which looks at making the screen, the computer or television disappear and make characters and what is happening on screen look as real as possible. (Bolter, 2000)
Virtual reality such as video games remediate television, the World Wide Web and film. Because of the ability to see/play through the eyes of your character, so that you can see what they see and experience what they do. 'Virtual reality won't merely replace TV. It will eat it alive.' (Bolter, 2000, P.48) Virtual reality enables us to escape to different places, become different people and live different lives. But for some people, because of virtual reality being transparent immediacy, they get so caught up in playing a video game that they can forget they are actually playing a game. The game becomes reality to them.
Bibliography:
Bolter, J.D., (2000). 'Remediation: Understanding New Media, New Ed.', MIT Press
Remediation is the representation of one medium, in another medium. For example, films are sometimes remediation's of books, the content has been 'borrowed' (Bolter, 2000) but the film has its own adaptation. Bolton examines the fact that remediation ensures that the 'older medium cannot be entirely effected, the new medium remains dependent on the older one in acknowledged or unacknowledged ways.' (Bolter, 2002, P.47)
Bolter states that television and the internet are in competition with one another 'in which each now seeks to remediate the other.' (Bolter, 2000, P.47) We can now access internet on smart televisions and we can watch TV on the internet. This is because of digital new media, new technology enables even more content to be provided and it is also enables interactivity. When this book was written in 2000, film was also trying to incorporate digital technology in its production and editing. Thirteen years later it is very seldom that we watch a movie without it being digitally enhanced or used special effects within the film. With special effects and other digital constructions the goal was to make them look as 'natural' as possible so that the audience would watch the film and not think about watching a movie, but watching, or living, real life. This is the concept of transparent immediacy, which looks at making the screen, the computer or television disappear and make characters and what is happening on screen look as real as possible. (Bolter, 2000)
Virtual reality such as video games remediate television, the World Wide Web and film. Because of the ability to see/play through the eyes of your character, so that you can see what they see and experience what they do. 'Virtual reality won't merely replace TV. It will eat it alive.' (Bolter, 2000, P.48) Virtual reality enables us to escape to different places, become different people and live different lives. But for some people, because of virtual reality being transparent immediacy, they get so caught up in playing a video game that they can forget they are actually playing a game. The game becomes reality to them.
Bibliography:
Bolter, J.D., (2000). 'Remediation: Understanding New Media, New Ed.', MIT Press
Labels:
Bolter,
New Media,
Remediation,
Tori-Leigh Kirkpatrick
Wednesday, 30 October 2013
New Media as a Cyborgian Encounter
Stiegler states, "The concept of 'human' is unthinkable without technology but we act as if it is." (Shaw, 2008, P.81) What Stiegler is saying here is that we have become like cyborgs, machines and technology are a part of what makes us up as humans. 'A cyborg is a person whose physical tolerances or capabilities are extended beyond normal human limitations by a machine ... that modifies the bodies functions.' (Santone, 2003, [Online])
The invention of technology can be dated right back to the early humans and their use of stone tools to help them hunt for food, build fires and houses, etc. Technology in this sense is different to digital technology today. The early humans used their technology to shape their lives and to survive. Is this the same case today? I believe so. Technology and new media are all around us we are constantly in contact with the media which helps us study, work, find information which form us as humans.
Today people cannot go about their daily lives without coming into contact with new media technology and in many cases people feel completely lost without a piece of technology strapped to them. Think of your mobile phone, you have it with you nearly all the time either in your pocket, handbag, strapped in a hands free kit in the car, everywhere. For many people their mobile phones are a part of them. 'The cyborg represents the relationship between organic bodies and media technologies ...' (Santone, 2003, [Online])
Shaw talks about new media as a cyborgian encounter, new media has brought us closer to technology. New media provides access to content at anytime, anywhere because it is digitized. 'Stelarc's work deorganizes the body by drawing attention to the way that technology extends, amplifies, invades and shapes contempory bodies.' (Shaw, 2008, P.81)
Shaw provides us with a case study called 'Dead Bodies and Lively Machines.' In Almodovar's film 'Talk to Her' a man is in love with a woman who is in a coma, only being kept alive by machines. Benigro talks to her and fantasises about what she wold respond with, this is an important note. The fact that the woman is being kept alive by machines, enables fantasies, 'so the film makes the link between technological undeath and the fantasy of human perfectibility - the ultimate happy ending.' (Shaw, 2008, P.96)
Books:
Shaw, D. 2008, 'Technoculture: the key concepts,' Oxford Berg Press
Websites:
Santone, J. 2003, 'Cyborgs,' The Chicago School of Media Theory, [Online] Accessed on 29/10/10, Available at:
http://lucian.uchicago.edu/blogs/mediatheory/keywords/cyborg/
The invention of technology can be dated right back to the early humans and their use of stone tools to help them hunt for food, build fires and houses, etc. Technology in this sense is different to digital technology today. The early humans used their technology to shape their lives and to survive. Is this the same case today? I believe so. Technology and new media are all around us we are constantly in contact with the media which helps us study, work, find information which form us as humans.
Today people cannot go about their daily lives without coming into contact with new media technology and in many cases people feel completely lost without a piece of technology strapped to them. Think of your mobile phone, you have it with you nearly all the time either in your pocket, handbag, strapped in a hands free kit in the car, everywhere. For many people their mobile phones are a part of them. 'The cyborg represents the relationship between organic bodies and media technologies ...' (Santone, 2003, [Online])
Shaw talks about new media as a cyborgian encounter, new media has brought us closer to technology. New media provides access to content at anytime, anywhere because it is digitized. 'Stelarc's work deorganizes the body by drawing attention to the way that technology extends, amplifies, invades and shapes contempory bodies.' (Shaw, 2008, P.81)
Shaw provides us with a case study called 'Dead Bodies and Lively Machines.' In Almodovar's film 'Talk to Her' a man is in love with a woman who is in a coma, only being kept alive by machines. Benigro talks to her and fantasises about what she wold respond with, this is an important note. The fact that the woman is being kept alive by machines, enables fantasies, 'so the film makes the link between technological undeath and the fantasy of human perfectibility - the ultimate happy ending.' (Shaw, 2008, P.96)
Books:
Shaw, D. 2008, 'Technoculture: the key concepts,' Oxford Berg Press
Websites:
Santone, J. 2003, 'Cyborgs,' The Chicago School of Media Theory, [Online] Accessed on 29/10/10, Available at:
http://lucian.uchicago.edu/blogs/mediatheory/keywords/cyborg/
Labels:
cyborg,
New Media,
Shaw,
technology,
Tori-Leigh Kirkpatrick
Wednesday, 23 October 2013
Digital Cultures
To study and understand new media we need to look at the series of events, technologies and cultural conditions which gave rise to it. Creeber, in his work 'Digital Cultures' discusses modernism and post-modernism in relation to old and new media. Modernism refers to 'the way that human society responded to the changes that took place during the industrial revolution.'(Creeber, 2009, P.11)
Industrialisation was not perceived well with many modernists as they seen it 'as the enemy of free thought and individuality, producing an essentially cold and soulless universe.' (Creeber, 2009, P12) Industrialisation benefited Henry Ford who invented the assembly line which enabled the quick and easy mass-production of his car models. The famous Frankfurt School were a group of German Marxists who 'were struck how American mass culture shared many similarities of mass production.. they liked to perceive the media as a standardised product of industrialisation.' (Creeber, 2009, P12) The Frankfurt School linked Henry Ford's idea of cheap and speedy mass-production of cars to the media, as television shows, radio programmes and magazines, like Ford's cars, were all identical. 'Instead of stimulating audiences, these media 'products' were designed to keep the masses deluded in their oppression by offering a form of ... standardised culture.' (Creeber, 2009, P.13)
This mass-produced media lead to audiences being passive, taking in everything the media was serving to them and not thinking or acting for themselves. Reith famously wrote, 'we are apparently setting out to give the public what we think they need - and not what they want - but few know what they want and very few know what they need.' (Creeber, 2009, P.13) This theory can be identified as the Hypodermic Needle Model. This is the idea that audiences are 'injected' with ideologies and beliefs from the media and they do not think for themselves.
After modernism came post-modernism which looks at the changes that took place after the industrial revolution. 'A post-industrial economy is one in which an economic transition has taken place from a manufacturing-based economy to a service-based economy.' (Creeber, 2009, P13) Marshall McLuhan's work looks at 'the power of new media to enhance an audience's interactivity with electronic information as a whole.' (Creeber, 2009, P15) So now instead of just watching television, audience members can actively participate and get involved. This is new media and interactivity. McLuhan highlights that through interactivity audience members transform from 'voyeurs to participants.' (Creeber, 2009, P.15) If we think of shows such as X-Factor, on the live shows Tweets are read out from audience members giving their opinion of the contestants. Afterwards on 'The X-tra Factor' audiences can get even more involved by ringing in and asking questions to their favourite acts.
BOOKS:
Creeber. G. (2009) 'Digital Theory: Theorising New Media' & Cubitt. D. (2009) 'Case Study, Digital Aesthetics' in Ed. Creeder. G. & Royston. M. (2009) 'Digital Cultures: Understanding New Media' Maidenstone, Open University Press
Industrialisation was not perceived well with many modernists as they seen it 'as the enemy of free thought and individuality, producing an essentially cold and soulless universe.' (Creeber, 2009, P12) Industrialisation benefited Henry Ford who invented the assembly line which enabled the quick and easy mass-production of his car models. The famous Frankfurt School were a group of German Marxists who 'were struck how American mass culture shared many similarities of mass production.. they liked to perceive the media as a standardised product of industrialisation.' (Creeber, 2009, P12) The Frankfurt School linked Henry Ford's idea of cheap and speedy mass-production of cars to the media, as television shows, radio programmes and magazines, like Ford's cars, were all identical. 'Instead of stimulating audiences, these media 'products' were designed to keep the masses deluded in their oppression by offering a form of ... standardised culture.' (Creeber, 2009, P.13)
This mass-produced media lead to audiences being passive, taking in everything the media was serving to them and not thinking or acting for themselves. Reith famously wrote, 'we are apparently setting out to give the public what we think they need - and not what they want - but few know what they want and very few know what they need.' (Creeber, 2009, P.13) This theory can be identified as the Hypodermic Needle Model. This is the idea that audiences are 'injected' with ideologies and beliefs from the media and they do not think for themselves.
After modernism came post-modernism which looks at the changes that took place after the industrial revolution. 'A post-industrial economy is one in which an economic transition has taken place from a manufacturing-based economy to a service-based economy.' (Creeber, 2009, P13) Marshall McLuhan's work looks at 'the power of new media to enhance an audience's interactivity with electronic information as a whole.' (Creeber, 2009, P15) So now instead of just watching television, audience members can actively participate and get involved. This is new media and interactivity. McLuhan highlights that through interactivity audience members transform from 'voyeurs to participants.' (Creeber, 2009, P.15) If we think of shows such as X-Factor, on the live shows Tweets are read out from audience members giving their opinion of the contestants. Afterwards on 'The X-tra Factor' audiences can get even more involved by ringing in and asking questions to their favourite acts.
BOOKS:
Creeber. G. (2009) 'Digital Theory: Theorising New Media' & Cubitt. D. (2009) 'Case Study, Digital Aesthetics' in Ed. Creeder. G. & Royston. M. (2009) 'Digital Cultures: Understanding New Media' Maidenstone, Open University Press
Labels:
Creeber,
Industrialisation,
McLuhan,
Modernism,
New Media,
Postmodernism,
The Frankfurt School,
Tori-Leigh Kirkpatrick
Wednesday, 16 October 2013
Manovich and New Media
Manovich provides us with a popular definition of new media, he states 'new media identifies it with the use of a computer for distribution and exhibition, rather than production.' (Manovich, 2002, P.18) There are numerous examples of new media which include the Internet, websites, CD-ROMs, computer multimedia and DVDs. Manovich gives us an example to help understand what new media is and what it is not: 'texts distributed on a computer are considered to be new media, text distributed on paper are not.' (Manovich, 2002, P.18)
The question is, how does media become new media? Manvoich gives us insight into how this happens throughout his book. The first instance I came across was this, 'all existing media are translated into numerical data accessible for the computers.' (Manovich, 2002, P.24) The difference between old and new media is that new media operate through a form of numerical representation which is one of Manovich's key principles. 'The consequence of this development are far-reaching ... because the representation of cultural forms in numerical codes enables them to be reproduced, manipulated and transmitted with unprecedented ease.' (Beer & Gane, 2008, P.6) On computers today we can do everything; watch movies, download songs, edit pictures and play games. They act as a 'multimedia display device.' (Manovich, 2002)
An important point to remember is that 'many new media are converted from various forms of old media.' (Manovich, 2002, P.25) With old media forms such as television and radio communications are only one way, we cannot participate in a television programme, which makes audiences passive. With new media forms such as the Internet we can be active consumers and interact with the media by playing online games, communicate with friends via social networks and so on.
What separates new media from other media forms is the fact that it is digital. 'New media is analogue media converted to a digital representation.' (Manovich, 2002, P. 43) A paperback book is not new media, but an electronic book is new media. 'New media does not include television programmes, feature film, magazines, books or paper-based publications - unless they contain technologies that enable digital interactivity.' (Eber-Schmid & Socha, 2012, [Online]) This is a key aspect of new media. Old media did not enable the consumer to be active and interact with media. They were passive audience members who just watched, for example, a movie and that was it. 'In contrast to traditional media where the order of presentation was fixed, the user can now interact with a media object.' (Manovich, 2002, 43) Now new media allows audience members to be a part of the media. These members watch a movie, then they can go onto the website and play games, buy merchandise, read about characters and chat to other fans. This is interactivity, this is digitization and this is new media.
BOOKS:
David Beer & Nicholas Gane, 'New Media: The key concepts,' 2008, Berg Press
Les Manovich, 'The language of new media,' 2002 MIT Press
WEBSITES:
Barbara Eber-Schmid and Bailey Socha, 'Defining new media isn't easy', 2012, [Online]
Available at: http://www.newmedia.org/what-is-new-media.html
Accessed on 14 October 2013
The question is, how does media become new media? Manvoich gives us insight into how this happens throughout his book. The first instance I came across was this, 'all existing media are translated into numerical data accessible for the computers.' (Manovich, 2002, P.24) The difference between old and new media is that new media operate through a form of numerical representation which is one of Manovich's key principles. 'The consequence of this development are far-reaching ... because the representation of cultural forms in numerical codes enables them to be reproduced, manipulated and transmitted with unprecedented ease.' (Beer & Gane, 2008, P.6) On computers today we can do everything; watch movies, download songs, edit pictures and play games. They act as a 'multimedia display device.' (Manovich, 2002)
An important point to remember is that 'many new media are converted from various forms of old media.' (Manovich, 2002, P.25) With old media forms such as television and radio communications are only one way, we cannot participate in a television programme, which makes audiences passive. With new media forms such as the Internet we can be active consumers and interact with the media by playing online games, communicate with friends via social networks and so on.
What separates new media from other media forms is the fact that it is digital. 'New media is analogue media converted to a digital representation.' (Manovich, 2002, P. 43) A paperback book is not new media, but an electronic book is new media. 'New media does not include television programmes, feature film, magazines, books or paper-based publications - unless they contain technologies that enable digital interactivity.' (Eber-Schmid & Socha, 2012, [Online]) This is a key aspect of new media. Old media did not enable the consumer to be active and interact with media. They were passive audience members who just watched, for example, a movie and that was it. 'In contrast to traditional media where the order of presentation was fixed, the user can now interact with a media object.' (Manovich, 2002, 43) Now new media allows audience members to be a part of the media. These members watch a movie, then they can go onto the website and play games, buy merchandise, read about characters and chat to other fans. This is interactivity, this is digitization and this is new media.
BOOKS:
David Beer & Nicholas Gane, 'New Media: The key concepts,' 2008, Berg Press
Les Manovich, 'The language of new media,' 2002 MIT Press
WEBSITES:
Barbara Eber-Schmid and Bailey Socha, 'Defining new media isn't easy', 2012, [Online]
Available at: http://www.newmedia.org/what-is-new-media.html
Accessed on 14 October 2013
Labels:
Manovich,
New Media,
Old Media,
Tori-Leigh Kirkpatrick
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