In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry. To begin with, Interaction is defined as reciprocal action, effect, or influence. When it comes to videogames players get a sense of being interactive with the world they are residing in. Player interaction can involve different forms such as direct conflict, negotiation, trading, and information. Players that are involved in direct conflict are mostly engaged in competing against another player. One way of making direct conflict in games is by process called “attacking the leader” where players combine efforts to weaken a high ranking player. In games where a more reasonable approach is offered players can negotiate with each other to achieve their goals. In a game like “Monopoly” players will often converse with one another to g...
In sociology, the interactionist perspective tends to use the “micro'; approach, where smaller groups of individuals are studied. The interactionist perspective views society as countless encounters between human beings and everyday social activity. The fact that an interactionist would make a study based on everyday, example by example cases separates them from the other perspectives, which tend to look at the larger scheme of things. Using the above approach to the study, there are three particular questions that this article answers. First, why do individuals do the things they do? Second, do people always mean what they say? Finally, how is society experienced (what was the difference between black and white experience while shopping for a home?) The following will show how the article answers the previous three questions.
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
In his book, The Forest, the trees, and the One Thing, Johnson (1999) uses Monopoly as an example in order to explain his outlook on what a social system actually is. He does this in order to the five important ideas that make up social systems. Throughout the reading one learns that these five things consist of the ideas that: People and systems have a direct relation to each other in terms of how one influences the other but they are not the same. Systems directly affect how people act and participate in building society by following the path of least resistance, but at the same time without people these systems might not exist. The role we play in the social system dictates who we are as people and how we influence the system. It shows us that that the role we play as individuals affects more than just our own selves. Sometimes, we can even be a part of more than just one system which can cause role conflict (Johnson1999). Johnson incorporates different aspects of the game and its rules in order to explain how society works as a whole. He does this by providing examples of the different pieces that are used, the rules that need to be followed and the values needed to reach the ultimate
The two step flow model also suggests that mass communication is not direct or uniform; it does not operate directly on each individual, unlike the “magic bullet” perspective (Wells, 2015a). This is further exemplified in the differing responses of the players; Alice and Benito felt displeased with the sexualisation of female characters in the game and the ‘cultural appropriation’ of some characters, while Jesús and Natasha felt that the way in which characters were portrayed in a video game was expected and understand it is not
The interactionist approach is a micro approach - it looks closely at the day-to-day, face-to-face interactions that people have with each other and at how people attempt to negotiate a shared view of reality.
A social interaction is a trade between two or more people and is a building piece of society. Social interaction can be contemplated between
Adler, R. B., Rosenfeld, L. B., & Proctor, R. F. (2013). Interplay The Prrocess of Interpersonal Communication. New York: Oxford University Press, Inc.
What is the definition of interaction? The on-line Mirriam Webster dictionary defines interation thus: "mutual or reciprocal action or influence". In art, interaction can be a button or control that has influence over the art in some way. Interaction in art brings the viewer into the art by allowing the viewer to have control over aspects of the art itself. This adds a dimention of action vs. passiveness, inclusion vs. exclusion, direction vs. submission. Interactivity allows a viewer to have defined control over the art in some form.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
...uggling to have meaningful social interaction and intimate relationships. I would also recommend that future and practicing counselor give this book a quick read for it provides a succinct and simple manner in which to explain the way humans interact with each other. In all, I feel that Eric Berne’s Games People Play is a great read for any individual who would like to become cognizant of the ways in which they impact their social relationships.
Although video game interaction is boundless, gaming can't be referred to as the new way of socializing because it revolves around on the game itself. In the video game community, a player is assumed to have a neutral identity. Even though social interactions are present in MMORPG's, these interactions are not about the individual's traits, emotions, memories, or other personal characteristics; it is all about the game and the environment that surrounds it.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Impact of the issue related to gaming. The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically. This issue involves numerous stakeholders. They are mainly teenagers, parents, friends, policemen, and the game company.