Alexis

Is the Wii Emotionally Tolling?

In Chapter 11 of How to Talk About Videogames by Ian Bogost, defamiliarizes gestural interfaces videogames expanding on the idea that gestures are more important than one would think. He begins the chapter by giving a miniature history lesson on when gestural interface games began blowing up in the late 2000s. Next he lists, and describes mainstream examples of videogames like the Wii Balance Board and the Kinect 2 in order to give the reader a better sense of the type of videogames he refers to. This is a beneficial strategy because most people may not know what Bogost is talking about just by game type alone. Once he establishes his topic, Bogost begins to build his argument. First, he states that gestural videogames are more gratifying the more realistic the corresponding real-world action is performed on the screen. Bogost argues that goal of “physical realism” only distracts from the fact that gestures convey and not just action. This is where he starts hinting at what he’s trying to get to the bottom. Bogost is trying to undercover that the gesture videogames can be extremely emotionally tolling, especially when they achieve physical realism. He expands on his argument by explaining the importance of gestures. Then he talks about how much we as people depend on nonverbal communication through gestures. There are intransitive gestures like scrunched eyebrows, crossed arms, or even a smile that don’t necessarily perform an action. And there are transitive gestures such as flipping the bird or wave hello that are technically actions, but they don’t “alter the physical environment in the same way a racquet does when striking a ball” (Bogost 90). What these gestures do is alter our feelings and the way we think about ourselves and the world. Once he sets up his argument, he begins giving his example to support his statements. His first example is Manhunt 2, which is a controversial game released in 2007 that is played on the Wii (Bogost 91). He uses this game as an obvious example of what he is trying to prove. The game asks its players to physical act out torturous and heinous action. This game is an obvious example of how gestural interface videogames can be emotionally tolling on their players. But, in order to make his argument even stronger, he uses a less obvious game called Train as an example. He begins by explaining the game and how it is twisted. Players have to perform gestures that in the game correlate with put people on trains that end uo in concentration camps or Auschwitz. The goal of the game is twisted enough but by asking the players to physically place people onto these trains, it adds a new level of emotional distress. Worst of all, this game isn’t even a gestural videogame. He asks the readers to imagine if we had the technology to turn Train into one. He concludes Chapter 11 with this idea that maybe we shouldn’t rush to improve the technology of gestural interface videogames because they may be too emotionally taxing to still even be enjoyable. Bogost does a great job of forcing his readers reconsider videogames like the Wii by making them aware that these games impact people in ways they couldn’t see before.

 

Bogost, Ian. How to Talk about Videogames. N.p.: U of Minnesota, 2015. Print.

Alexis in Uncategorized | 558 Words

Grand Theft Auto 3: How Much Freedom is Too Much Freedom?

In Sim Sin City: Some Thoughts About Grand Theft Auto 3, Gonzalo Frasca begins the article arguing the idea that Grand Theft Auto 3 and video games like it promote violence. He backs up his argument with some pretty weak facts. He states that there have been zero deaths caused by video games as of today, but books, such as The Bible, have proven to have killed millions of people. Frasca sees the extreme violence as an example of why GTA3 is considered to be an important game because he believes it changes the way people think of games. He continues to explain that the limitless freedom allows for the extreme violence. In Grand Theft Auto, a player can do practically anything like steal a car, repair and paint a car, kill people randomly, use crazy weapons limitlessly, etcetera without repercussions. Before virtual reality games like GTA, you could only get similar freedom in roleplaying games, but never as much as GTA. Frasca argues that freedom is what sells this game. It’s what makes the game so appealing. He compares GTA3 to a similar game called Shenmue. Although they are both narrative, single-player games that take place in a huge city and allow freedom of play, one flopped and the other succeeded. Frasca feels that Shenmue was so unsuccessful because it doesn’t offer the same levels of freedom as Grand Theft Auto 3.

I’ve played GTA3 a couple of times before, and I can agree that there is a lot of freedom allowed in the game. The freedom is the only reason why I’ve played in the past, but it is also the reason why I’ve only played a couple of times. I argue that the freedom in GTA is also a flaw. I couldn’t tell you what the purpose of the game is because when I play I just do whatever I feel like doing, and that gets old. At some point, I want to do something with purpose. I don’t play video games to aimlessly wander, but rather to play a game. I believe games have rules and restrictions for a reason. Without them are you still playing a game or is it just a pastime?

Frasca, Gonzalo. “Sim Sin City: Some Thoughts about Grand Theft Auto 3.” Game Studies. Game Studies, Dec. 2003. Web. 20 Oct. 2016. <http://www.gamestudies.org/0302/frasca/>.

Alexis in Uncategorized | 397 Words

Lost in Club Penguin?

When I was younger, in about 4th grade, I was really into playing the game Club Penguin. I would play for hours with my best friend Skylar. We would call either other and hang out in the Club Penguin world. I played the most during the summer since I would play for hours at a time. I played so often that I was a Club Penguin member, which means that my parents paid club penguin a monthly rate so that I had special privileges in the game. Typically, I played after camp until dinner time. I can’t remember one specific moment where I got lost in the game since it happened so often. First, after logging in, I would have to select a “world” to be in. Each “word” had a silly, artic-themed names like avalanche or iceberg. There was a surplus of worlds to choose from, but everyone wanted to play in worlds that had the most people online that way you could meet more penguins. Conveniently, the worlds had a popularity rating next to it so you could tell how many people were in each world. The most popular worlds had five or four stars next to them. Avalanche was always a very popular world to be in so that’s the one I often chose. After selecting a world, I would spend hours wandering around mingling with other penguin players or playing games to earn coins.

Club Penguin ad. The slogan sums up the whole game.
This is a Club Penguin ad. The slogan sums up the whole game.

Club Penguin doesn’t really have a real goal, therefore you can’t really “win” the game. I think that’s what it so addicting for me. Since there was no real way to win, you could play endlessly. The only semi-real purpose of the game was to earn as many coins as possible, but you could still hang out a do a lot of other things on Club Penguin without coins. They were not required, but if you earned coins when playing the various minigames, you could use them to buy the coolest new clothes, igloos, or furniture for your igloo. Most of the entertainment came from other players. That’s why everyone wanted to go the popular worlds. The most fun part was dressing up and going to various places around on the map and meet new people. Sometimes people got so into the game that they were in penguin relationships. I can’t remember exactly what drew me to this game since it was so pointless, but I do remember how much I loved it.

Alexis in Uncategorized | 431 Words

Third Watts Lounge

In our hall, the lounge can be a lot of different things it depending on the time. Today when I observed, the lounge began as a semi-serious study space then transformed into a Grey’s Anatomy viewing party. Our lounge works perfectly as a work place for those who don’t like doing work in their room, and feel like the library is too far. The layout encourages work-like behavior with its neutral color scheme and long wooden table and chairs. The table and chairs take up about half of the room, which invites more than one person to do work there, while still giving everyone a comfortable amount of room. Tonight, there were three girls and one guy using the table. Two girls worked individually on their own assignments while occasionally stopping to talk one another or to someone who was walking past the lounge. The third girl was going math homework with the guy. They compared answers to problems and if they got different answers each would explain their thought process until they could agree on a single answer. The lounge was fairly quiet. The only noise was the soft music coming from someone’s laptop and the occasional murmur between the two doing math. The four people appropriated the area so that it was understood to be a work space and that excessive noise was not welcome. The clean table, quiet environment, and open space invited people to come in and do work that required some focus but didn’t need complete silence. About half way into my observation, the lounge completely changed. It went from a semi-quiet work space to a casual work-free lounge area. The girl and the boy working together finished their math homework and both left. The remaining two girls were interrupted by three other loud girls screaming about how Grey’s Anatomy was beginning in ten minutes. The girls doing work immediately closed their books and laptops and left the table. Two  girls worked together to figure out which the channel Grey’s Anatomy came on on cable, and the others went back to their rooms to pop popcorn. At exactly 8 o’ clock, all five girls leaped onto the couch and watched the TV with the volume all the way up. Within about fifteen minutes the lounge was a totally different space. The TV, couch, and open space invited other girls to have their viewing party. They appropriated the quiet study space into a loud lounge area. It was quite fascinating to watch the lounge’s atmosphere adjust and change based on the activities that took place in it.

 

Alexis in Uncategorized | 438 Words

Don’t Toy around with Guns- Are Toy Guns a Threat?

Toys and games are typically not thought to be correlated with anything serious because of their general playful nature, but politics are very much involved with the two. For example, toy guns are popular in both children’s play and in our country’s news headlines. When you look at a toy gun you don’t see all the politics surrounding it. You just see an object used for play. But, if you really think about it, toy guns are the source of countless political debates, and have been for a while. Toys guns promote gun violence, which is a problem the United States continuously struggles to solve. From a young age, kids are taught that playing with guns is “fun”, inhibiting them from understanding the seriousness and realness of how dangerous guns really are. In the 1950s, after World War II, there were commercials all over for toy guns. The selling features were that they looked, sounded, and felt real. On the surface, the advertisements appeared harmless, but if you dig deeper, you see that toy guns were also selling gun violence and war, which are two huge political topics that never seem to be resolved. Now, even the toys themselves are causing a lot of political debate, and not just about gun violence, but also, police brutality. In Cleveland, Ohio, in 2012, and twelve-year-old boy named Tamir Rice was shot and killed by a police officer from playing with an unmarked toy gun. Similarly, April of 2016 in Baltimore, Maryland a thirteen-year-old boy was shot by a police officer for playing with a toy gun. I say all this not to say toy guns are bad, but to show how politics can be heavily tided toys and games and can promote negative messages without us realizing.

This is a toy gun. It looks fairly real, especially from far away. The red-orange tip signals that it is not real.
This is a toy gun. It looks fairly real, especially from far away. The red-orange tip signals that it is not real.

Alexis in Uncategorized | 318 Words