In Chapter 5 of How to Talk About Videogames, Bogost works to find the origins of certain aspects of videogames. His example takes place in the Nintendo DS game Scribblenauts when a player discovered a derogatory term, “Sambo,” as an acceptable response to a puzzle in the game. While many accused the creator of the game, Jeremiah Slackzah, of being racist, an interview proved otherwise. By his lack of knowledge of the racist and slang definition of this word and a viable reasoning for putting this word in the game, Bogost concludes that just because something exists, it does not necessarily have a malicious meaning. The game Scribblenauts clearly did not mean to offend people. His conclusion gives reason to the idea of the multiple interpretations that videogames can have. Although the Scribblenauts issue might be well known, Bogost defamiliarizes it by including outside sources, such as the interview and other, less well known games of controversy. By categorizing this kind of debate as one of controversial and offensive to certain races, beliefs, and genders, Bogost makes his argument unique. Through a developed idea of the differences between purposeful and accidental, Bogost helps game creator, Slackzah, by backing him up on his mistake.
Randi
EA Sport’s: It’s in the Graphics
http://press.etc.cmu.edu/content/chapter-5-digital-media
In a 2010 ETC article, the author discusses the game of EA’s Madden. Here Alice Robison breaks down the main reason why Madden is so popular. A majority of the video game’s consumers purchase the new and updated version of the game because of the continually evolving features of the game (Robinson). For example, it originally started as a game in which only the players mattered. But now it has become a game in which players have control over managerial positions, coaching decisions, money, and drafts. As a result of this life-like and hands-on feature, gamers enjoy being able to connect with all aspects of the National Football League. Another enticing quality of Madden is the miniscule details of the game itself. Graphically, the video game focuses on creating realistic images and sounds that appeal to all of one’s senses. The cheering of the crowd as well as the vibrant colors truly makes one feel as if they are right there on the field. Also, Madden attempts to simulate the game of football as best as possible. The life-interaction from the player to the game is about as accurate as one can get while remaining still on a couch. Robison claims that what makes Madden so popular is the ability to accurately portray a very interactive sport. However, this does make me question, why Madden. What sets it apart from the rest of all other video games, especially those pertaining to sports or even more specifically, football? And if EA is constantly releasing a new copy every year, do they hold back a little something from us each year? Or do they just miraculously get more creative?
Citation:
By Focusing on the Content around Their Characters, Nintendo Has Established a Line of Franchises That Revolve around Core Games and Characters That Span across Many Different Games. They Have Mario, Zelda, Samus, Kirby, Just to Name a Few. And These Fran. “ETC Press.”Chapter 5: Digital Media. ETC Press, 16 Jan. 2010. Web. 21 Oct. 2016.
Two Definitions of Lost
I do not play video games frequently, but when I do, it is a big ordeal. Typically, I only play with my friends. Usually, it starts as an innocent match of Fifa, but it always turns into a full-fledged tournament, which brackets and the whole nine-yards. Like books, my friends and I would get lost in it. However, the main difference between a compelling novel and Fifa is that you do not read to beat others. You do not read to score a goal in the last twenty seconds. You read to take yourself to another realm. I play video games to quench the competitiveness within, meanwhile, I get to maintain a sense of laziness by not having to move. The staticness of video games is very similar to that of a book. And although I can get equally lost in both, they are both clearly different. The types of video games I play are only related to sports. There is no such video game where a white man takes on the court case of an unjustly accused black man, like in To Kill a Mockingbird. But there are video games that appeal to these same senses in which Harper Lee targets. For me, video games are about forgetting about the hardships of the world and more about letting my mind go numb. I play these games to have good times with my friends and to enjoy the competitive environment that surrounds it. So, although I can lose track of time equally for both books and video games, each serves a different component in my daily life.
Student Union
The other day I decided to sit at Union and just watch the ebb and flow of the night, to see how students interacted, and to see the various activities that took place in the hub of student activity here at Davidson. In the Union, it is quite clear what every area is for. Upstairs is meant for those students who want to study without the certainty of student interaction, but still with the possibility and the ability to hear the constant buzz of voices. The area for arts and crafts, although not being used at the time, is clearly designated for students who needed to make a poster. Level one allows students to watch tv, play some pool, grub a little, do homework, or just hang out with pals. This is the heart of the building and houses a majority of the Union population. On the first level, students are fearless to walk up to fellow friends, as they have less guilt in interrupting studies. This type of interaction seems to be fostered by the café, as food is typically a great conversation starter. All in all, the relaxed vibe is much more inviting than the second level. On the base level, there is so much space. Students are in and out checking their mailboxes, while other students have worked up a sweat competing in a not-so-friendly match of ping pong. The Union Station store is just a quick run in and out, but also has a very friendly quality in the air. The open, even though it is not always empty like it was this past Wednesday, is the most interpretative part of the entire building. It’s multifunctional possibilities are spacious enough to do cartwheels or set up other types of group activities. Although this floor was significantly quieter than the floor above it, it too has a very approachable feel. This is due in large part to its proximity to food, the Union Station. The entire design of the Union influences culture by spacing out the different activities that can occur within one building, while at the same time having them close enough to interact. For example, two friends were playing pool at the pool tables while a third friend sat at the table close by doing homework. All of them were chatting and none were bothered by the mixture of work and play. This interaction allowed the student to engage in a study session without missing out on the fun of conversation.
Writing 101 Weekly Blog 2016-09-02 05:46:45
Settlers of Catan, a game that originated in Germany, clearly has political goals. The whole purpose of this board game is to acquire land. Although it is put in a playful light, it is quite obvious that the explicit goal of the game is to outsmart the other opponents by creating blockades via precisely placed roads. Much like real life, Settlers of Catan simulates the correlation between land and wealth. The many rules of Catan parallels real-life laws. To win, one must be govern the land that he or she already possesses with ambition and anticipation. The difference between Settlers of Catan and real life is the “age in which Settlers is played.” The board game purposefully is set in an older age and in the middle of a very farm-based society. This gives the game an element of play that would otherwise not exist if it was more modern. Also, the simplicity of Settlers of Catan enables the player to still find amusement in a politically driven game. Without the complexity of real life politics, the player is still able to focus on pure power thirst and be a surface-level politician. Even in the midst of explicit politics, Settlers of Catan remains a game due to its ability to be seen from less seasoned eyes. As stated earlier, the concept of Settlers is simple; this simplicity allows it to either be taken seriously, or in a more juvenile manner. The two versions of play, however, intermingle throughout the game, making it a politically playful board game. 
