scholarly journals Perceiving the Default: Navigating Choice Architecture in Video Games / Vaikesätte jälgedes: valikuarhitektuuri navigeerimine videomängudes

2021 ◽  
Vol 22 (27/28) ◽  
Author(s):  
Marie-Luise Meier

Abstract: Using Cass Sunstein and Richard Thaler’s concept of nudge (2008), this article transforms Stuart Hall’s notion of preferred reading (1973) into the concept of preferred playing to create a new approach to textual analysis appropriate for video games as interactive media. Markers for preferred playing as an alternative to more traditional close reading are discussed together with concepts and insights from contemporary game studios and game design regarding the medium’s different layers.   Käesolev artikkel loob Stuart Halli (1973) eelistatud lugemise (preferred reading) käsitluse alusel eelistatud mängimise (preferred playing) kontseptsiooni, kasutades selleks Cass Sunsteini ja Richard Thaleri (2008) nügimise (nudge) mõistet, et luua uus lähenemine tekstianalüüsile, mis oleks sobiv videomängude kui interaktiivse meediumi analüüsiks. Koos mõistete ja uuendustega nüüdisaegsest ludoloogiast ja mängudisainist arutatakse eelistatud mängimise markereid kui alternatiivi levinumale lähilugemisele videomängu meediumi eri kihistuste uurimiseks. Artikli alguses on välja toodud varasemate kvalitatiivsete ja kvantitatiivsete lähenemiste problemaatika videomänguanalüüsis, mis on eriti märgatav siis, kui käsitletakse rassi, klassi ja soo kujutamist videomängudes. Kuna varasemates lähenemistes jääb tihti puudu objektiivsusest ning tihtipeale kujutatakse videomänge, vältimatult interaktiivset meediumit, ka liiga lihtsustatult, soovitan kaheosalist lähenemist videomänguanalüüsile. Alustuseks pakun ma potentsiaalsete tegevuste ja sündmuste kaardistamise videomängudes, võttes aluseks Fernández-Vara (2015) kontseptsiooni võimalusruumist (space of possibilities). Kuigi see aitab videomänge mõista terviklikena, ei piisa sellest siiski mängusiseste vaatepunktide ja ideoloogiate analüüsiks, sest need on tihti kodeeritud eelistama üht või teist valikut. Seetõttu loon ma Halli (1973) mõiste „eelistatud lugemine“ (preferred reading) alusel, koos selle alla kuuluvate vastanduva (oppositional) ja sobitava (negotiated) lugemise mõistetega, kontseptsiooni eelistatud mängimisest (preferred playing). Sel eesmärgil kasutan ma Thaleri ja Sunsteini (2008) terminit „nügimine“ (nudge), pakkudes välja, et videomäng ise markeerib ideaalse viisi enda mängimiseks. Eelistatud mängimine on seega domineeriv mängustiil, mis on tuletatud neist nügimistest, mida mäng mängijale esitab; vastanduv mängimine on mängustiil, mis tunneb need nügimised küll ära, kuid vastandub neile tahtlikult, näiteks lõhestava või etendusliku mängimise eesmärgil. Sobitav mängimine seevastu aga kaasab tihti eelistatud mängimist, kuid muudab seda vastavalt mängija soovidele. Selleks, et mõista, millised nügimised videomängudes moodustavad eelistatud mängimise, on vaja analüüsida videomängude erinevaid aspekte ja kihistusi. Nügimine on eriti tavapärane nn visuaalsete vaikesätete puhul, kuid esineb ka paljudes mängumehhaanika detailides, näiteks tasakaalustamises, keerukuses ja väljakutsetes, aga ka eesmärkides ja auhindades. Tähendusrikas tasemedisain ja žanri- ning narratiivielementide kasutamine kujundavad täiendavalt kujutluspilti ideaalsest teekonnast läbi videomängu sündmuste, mille põhjal saavad seega tuletada videomängu eelistatud mängimise nii mängijad ise kui ka ludoloogid. Kirjeldatud metodoloogia abil saab luua lähteteksti, analüüsimaks videomänge nii soo kujutamise osas kui ka näiteks rassi kujutamises, kuna alaesindatuse probleem on mõlema aspekti puhul tavapärane (Williams jt 2009). Kuna tegemist on kohandatava töövahendiga videomängude analüüsiks, saab seda vastavalt vajadusele kasutada ka koos teiste teoreetiliste lähenemistega.

2019 ◽  
Author(s):  
Hasbi Thaufik Oktodila ◽  
Dhita Hapsarani

The interactivity element in video games allows the process of delivering narration through words and actions taken by the game player. The diversity of game design in delivering stories leads to a debate between ludology (game-centered) and narratology (narrative-centered). Ludology perceives game as ‘sets of rules’ because game itself is a medium that is made up of rules. On the other hand, narratology views game in terms of the narrative resulted from the rules. Narratology tends to reduce the peculiarity of the medium because it does not take game rules into account, while ludology ignores the narrative elements. However, in recent times, games combine aspects of gameplay and narration to form an interactive narrative. One video game that uses such combination is Bioshock (2007). The interactivity elements in this game are not only for conveying the story, but also for allowing players’ participation to determine the resolution of the story through the player’s interaction with the character named Little Sister. Gameplay-wise, Little Sister acts as one of the main resources that helps players complete the game. Narrative-wise, Little Sister who is a chimera (a combination between animal and human) is a representation of technological advancement. Positioned as resource both in the gameplay and the narration, the game player’s treatment toward Little Sister implies ethical and moral consequences. For these reasons, this article implements textual analysis to discuss the characterization of Little Sisters displayed in the gameplay and the narration that leads to the ethical and morality issues lies in biotechnology.


2016 ◽  
Vol 14 (1) ◽  
pp. 26-45 ◽  
Author(s):  
Marcus Maloney

Through a textual analysis of three noted examples— Bioshock, Spec Ops: The Line, and Grand Theft Auto V—This article explores the capacity for ambivalence in violent video games. The analyses bring into dialogue film scholarship which has sought to understand a comparable trend in cinema with games scholarship, most notably Darley’s discussion of narrative “decentering” and Bogost’s notion of “procedural rhetoric.” In all three games, the core gameplay in which players are rewarded for repetition of violent behaviors is juxtaposed with ambivalent narrative-contextual aspects. However, in the more overtly “multidimensional” video games medium, this juxtaposition plays out in a more fractured manner than in the flatter visual space of cinema.


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


2021 ◽  
pp. 155541202110203
Author(s):  
Dany Guay-Bélanger

Video games, while a digital art, live on physical media. Whether cartridge, magnetic tape or floppy disk, they degrade. Without care and study, they disappear and cannot be played again. While it might be possible to preserve play using emulation or video captures, scholars need to consider every option at their disposal to preserve video games for future study. This includes securing original versions of games and ephemera, recording play, interviewing game creators, and players, and much more. This article develops a new approach to conceptualise video games as material and cultural heritage, and proposes a methodology for their study, especially those for which there is no original version left.


2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.


Author(s):  
Jordan Browne

This paper explores relationships between video games and music through a close reading of the minimalistic platform game 140 (Carlsen, 2014). Of particular interest to this investigation are concepts of tempo, rhythm and structure, and how these ideas can be extended to discuss the immediate case study as well as video games as a medium. Most importantly, this analysis is concerned primarily with these elements in a performative, spatio-temporal sense as opposed to an expression of sonic qualities. Comparisons between video games and other forms of media, while certainly valuable, can become problematic as the interactive nature of games is inherently unique. While cinema or literary texts can be seen as interactive, it is the explicit nature of the interactivity that games manifest which sets them apart from other disciplines. It is in this sense, that commonality can be found between games and music through the act of play. 140 facilitates a unique dialogue on this topic as it is a game that is intensely musical while also functioning outside of some of the precincts of traditional music games, providing a distinctive lens for analysis without being distracted by its own aesthetics. Evidence of this can be seen in the game’s design, aesthetics, mechanics and spatiality—a game where the player becomes part of a greater performance, enacting the musicality of space through play.


2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


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