5.
Gaming and Game Cultures
With
traditional media, such as broadcast and print, the consumer gets little choice or control
over what is offered to them and thus, audience were considered to be passive
consumers of media texts; However with new media, interactivity in a key
concept because it enables a high degree of choice by the user. Players become
not just the consumer of the media text, but the creator of their own media as
well. New media texts make possible a highly customised and personalised
experience.
In
games the player takes control of the playing conditions, some games can
customise and personalise the playing character with choice of appearance, down
to gender, ethnicity, and the attire they want their character to wear. In combat games, one is given the choice of weaponry,
through to affiliations and locations to hang out in. Some games give complete creator control to the
player where they have to build everything from the ground up (as done on sim games). The character/avatar in the game becomes more
than just a character, it embodies the players tastes, interests, personality
and preferences, it can also satisfy curiosities or give players the chance to
interact with and explore things (such as changing gender) with their characters/avatars that one could not easily do in real life. The choice is placed in the players hands from
crucial decisions through to the trivial. Flew (2005) contends “Because of the
goal-driven nature of games, the emotional engagement with the text comes, not
from the engagement with characters and events, such as occurs in conventional
narratives, but because the player is the performer, and the game evaluates the
performance and adapts to it.” (P. 112).
Another form of interactivity is the actual communication
that takes place and that is due to the game. Player-to-player communication
is seen as a key variable in multidimensional models of video game enjoyment. Receiving
information from other players helps complete quests/tasks in the game and
increases one’s success. Players may also regard the messages they produce as
part of their influence on the game world which also renders this type of
player-to-player interaction as a facilitator of experience. Communication with
other players or their avatars may also serve to identify with one’s own role
or character in the game and giving encouragement and support helps esteem.
Another type of communication that can take place is dialogue between the game
industry and players where the player enters into ongoing interactive dialogue
about the nature of the game and the player can become what is known as a 4th
party developer of the game’s content, design, and engineering.
Interactivity can
also go one step further where players create communities around their game
activities such as what one sees in sports and clubs. New media games have
become very interactive and social to the point where teams are formed and play
against other teams across local area networks, homes, or in public places
often reported by the media. An example of interactive games I have personally
played are the one’s found on facebook such as Mafia Wars and Vampire wars
where a big part of the experience is playing with other friends (named your
mafia family, or vampire clan) you can work with these members to improve your
skill and status and fight battles with other players.
References
Flew,
T., & Humphreys, S. (2005). Games: Technology, Industry, Culture. New Media. (Flew, T. Ed.). Australia:
Oxford University Press.
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