To begin, it is important to look at Crawford’s concept of interactivity. He writes that a “…degree of interaction prove a useful index of ‘gaminess’” (11). The main point of interactivity is that the game responds to the player’s choices and actions in some way or form. Crawford’s example is that of a puzzle vs. a basketball opponent, the former of which does not actively respond to the persons’ actions in the same way as the latter (6). This interactivity also creates a dynamic narrative within the story, as in many cases the game offers a “branching tree of possible sequences” and urges the player to “explore alternate sequences, contrapositives, and inversions” (8). This means that while a story may be read multiple times, its outcome …show more content…
Conflict is central to a game, as it creates an exciting element to achieving one’s goals. The difference between conflict and a challenge, according to Crawford, is the presence of an “intelligent agent” that “actively block’s the player’s attempts to reach his goals” (11). This intelligent agent does not need to be human, as the increasing complexity of artificial intelligence (AI) allows for more exciting forms of conflict. Over the course of the games he designed, Crawford developed several AI that strived to mimic human interaction. The most notable of these being the computer-controlled Russians in Eastern Front, who not only had somewhat of a personality but also had a variety of tactics depending on what was happening in the game (Myer 21). This concept of computer games needing a human-like AI could very well stem from the fact that games were originally non-electronic forms of human interaction, as stated previously. Crawford also discusses the types of conflict present in games but states that violence is the most common because is it the “most obvious and natural expression for conflict” …show more content…
These two features are representation and safety, which will be discussed in tandem as they mold together nicely. First, it is important that a game represents something to the player, whether it be a situation or a phenomenon. These representations are not meant to be entirely accurate depictions, but instead “artistically simplified representation[s]” of the phenomenon (Crawford 5). This is the stark difference between a simulation and game, as simulation strives for in-depth accuracy while games shed technically accurate aspects in favor of a focus on the core of the game (5). The component of focus in games becomes appealing, as it provides the player with a slimmed down version of a real situation. Crawford explains that it is important that games retain their focus as representing “…too large a subset of reality defies player comprehension and becomes almost indistinguishable from life itself…” (6). Games and the representations they present are both “objectively unreal” and “subjectively real,” although the game does not physically allow the player to do something it can still be perceived as subjectively real to the player (Crawford 5). These representations, however, are perceived as safe to the player. Games, at their base, offer a safe way to experience reality without repercussions, For example, one can fight wars and battle enemies without ever having to risk
serve to allow the reader to perceive not only the story presented in front of them but
Games can cause you to lose your idea of reality and create a sense of disillusionment. In Sir Gawain and the Green Knight, games are immensely significant throughout the story. Mental games tear at a Gawain's perception of what's going on, deceiving him to the truth of his situation. Sir Gawain knows this all too well from his experience with the Green Knight. The Green Knight creates a challenge for someone to cut his head off and in twelve months seeks him out to return the favor. Physical games can be as impacting as mental ones; Lady Bertilak attempting to seduce Sir Gawain. This temptation that generates a rift between what his mind knows and what it wants to do leads to more confusion within him She basically throws herself upon him yet he stays strong to his morals. These games within the novel create copious amounts of irony during Sir Gawain's quest. He gets caught up within all these games only to find out later that it was all a hoax. His year long quest is an ironic journey that was produced entirely by the Green Knight. Games hold tremendous value in Sir Gawain and the Green Knight, the games cause Sir Gawain to lose his sense of reality. Through the Green Knight's games, Sir Gawain's word is truly tested.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
D) They were among the first faculty members in the sociology department at the University of Chicago. The answer could not be B) They were all sociologists who won Nobel Prizes for their work in social reform, because that was Jane Adams and Frances Perkins. In addition, the answer could not be C) They all established major sub disciplines in sociology, because only of the three, George Herman Mead, was one of the founders of symbolic interactionism.
Gaming supporters have made claims about the benefits of video games. It has been said that video games are used for therapeutic and educational purposes (Nakaya). It has been suggested that video games require discipline, problem solving and decision making skills (Sullenthrop). These things can be achieved, yet when people play videogames they use it therapeutically to relieve stress in their lives and learn to apply violence on things that give them stress, thus, solving their problems. When a person plays a violent video game, they continue to repeat acts of violence in order to reach the goal of the game. According to psychiatrist Adolph Casal, “gamers are not only releasing aggression while playing the game, they are practicing aggression and when we practice something, we become skilled at it" (Nakaya). Gaming supporters perhaps do not realize the dangers of violent video games shown from studies by relating violent video games to aggressiveness and shootings.
Who’s smarter at chess - computers or humans? Chess is all about ultimate way of thinking, which puts it on a same level as an extreme sport.In the eighteenth century, Wolfgang von Kempelen caused a stir with his clockwork Mechanical Turk—an automaton that played an eerily good game of chess, even beating Napoleon Bonaparte.CLIVE THOMPSON is a freelance journalist and blogger who writes for the New York Times Magazine and Wired.He blogs at collisiondetection.net. This essay is adapted from his book, Smarter Than You Think: How Technology Is Changing Our Minds for the Better (2013). A writer for Scientific American fretted that the inventor "Would Substitute Machinery for the Human Mind." Eighty years later, in 1997, this intellectual
Thomas Schelling’s book The Strategy of Conflict explains the vast strategies and theories used during a time of conflict. Throughout his novel, Schelling brings up many strategies and tactics that can be directly related to a successful campaign within the game Diplomacy, created by Realpolitik. The use of the different strategies explained throughout the book can lead to a player dominating his opponents, if he/she is able to comprehend and execute the strategies in a precise manner.
Before I read about procedural rhetoric, I always wonder why is video games so appealing to me compare to other forms of media such as movies or books. What my understanding of why this is happening is rather than watching someone else going through adventures, we are the adventurers in video games. In video games, we are more aware of what is happening to us and the characters within the game.
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
In the story “The Adventure of the Speckled Band” the author Conan Doyle portrays many different narrative techniques. He uses these techniques to provide meaning for the audience as well as help them visualize the situation that was being described. The different techniques used are narrative discourse, suspense, conflict, close, and focalization in his story. Narrative discourses are events, to describe a series of events that are contingent one on another. Typically focuses on one or more performers of actions. Personal experience can influence narrative discourse due to the explaining of significant events in the life of the narrator. Narrative discourse is made up of setting, developing
...ry, it is easy to notice how people need different things, and require alternate ways of studying. You notice people’s emotions and how they react to their surroundings. Some people need silence, some need music, some need space, some need distraction and some people just do it to look good.
Video games have become one of the largest forms of entertainment within the last decade or two. People of all ages play these games to get out of the boring reality of things and experience the thrill of fantasy, combat, or adventure. But what kind of games gives you the experience you want? Some may want to control one person, a great being on a quest to restore his or her torn land, wielding great powers and becoming enveloped in a great story. Others may want to control a million persons, on a great battlefield, seizing land and bringing about destruction to all who come across his army. Or you may want to recreate your favorite sports team, leading them into the history books as the greatest team to ever step foot onto the field or court. Let us take a look at the different types of game genres that encompass the majority of games today and see what one you might wish to partake in.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
Abstract: The number of video games involving human computer interaction have increased significantly. When a user interacts with a machine through an interface, a feedback is generated which is either displayed as output or stored for further processing. Decision making by machines can involve large number of computations and simulations so that the computer's move is beneficent to its own game. This paper provides definitions of major areas of Artificial Intelligence and Computational Intelligence in gaming. Chess is an example of such a high level application of artificial and computational intelligence. Chess engines evaluate current position of the chess board and decide which the next best move is. Various approaches towards computing