Title: Digitale medier: formidling og design
1Digitale medier formidling og design
2Oversigt
- Spilteori og analyse
- Kage v. underviserne
- Fremlæggelse af spilanalyse v. Axel, Emma-Catrine
og Eva Marie
3Hvad er computerspil for en størrelse?
- De må pr. definition være medier af tredje grad
- Her er et eksempel
- Er de en form for kommunikation (altså udveksling
af meddelelser)?
4Transmissionsmodellen
Shannon, C. E., Weaver, W. (1963). The
Mathematical Theory of Communication. Urbana
University of Illinois Press. Original
Publication 1949, ISBN 0252725484. P. 7.
5Eller?
- A ritual view of communication is directed not
towards the extension of messages in space but
toward the maintenance of society in time not
the act of imparting information but the
representation of shared beliefs (Carey p. 18)
6Er de en form for kommunikation som ritual?
- One must examine communication as the primary
phenomena of experience and not as something
softer and derivative from a realer existent
nature (Carey p. 26). - Hvordan opleves World of Warcraft af spillerne?
Som en primær virkelighed eller som en udvandet
udgave af en udenforliggende virkelighed?
7Er WoW en repræsentation for eller repræsentation
af virkeligheden?
- A blueprint of a house in one mode is a
representation for reality under its guidance
and control a reality, a house, is produced that
expresses the relations contained in reduced and
simplified form in the blueprint. - There is a second use of a blueprint, however. If
someone asks for a description of a particular
house, one can simply point to a blueprint and
say, Thats the house. (P. 29)
8Eller er de noget tredje?
- Simulation of face-to-face communication serves
several interrelated purposes in mediated
communication (Hjarvard p. 230) - Er computerspil simulationer?
Reeves, B., Nass, C. (1996). The media equation
how people treat computers, television, and new
media like real people and places. Stanford,
Calif. Cambridge CSLI Publications/Cambridge
University Press.
9Purposes of simulation of f2f communication
- Comprehensibility (we understand whats going on)
- Ontological security (we feel secure)
- Transparent immediacy (we forget there is a
medium) - Enhances sense of embodied presence (we are there
in the instance with Leroy) - Invites social and natural responses (Goddammit,
Leroy!) - Integrates in the habitual practices of everyday
life (playing in a serious guild takes a lot of
time from other activities, though) - Adds an element of sociability (Leroy, you
moron!) - (Hjarvard p. 230-31)
Thompson, J. B. (1997). The media and modernity
a social theory of the media (Reprint.).
Cambridge Polity Press.
10The potential of games or ludologists vs.
narratologists
- the potential of games is not to tell a story but
to simulate to create an environment for
experimentation - Narrauthors have executive power they deal with
particular issues. On the other hand, simauthors
behavore more like legislators they are the ones
who craft laws. They do take more authorial risks
than narrauthors because they give away part of
their control over their work (Frasca)
11Er spil fortælling?
- Tænk på eksemplet med Leroy Jenkins
- Er der en fortælling med begyndelse, midte og
slutning? - Er der tabere og vindere?
12The complete theory of video games
- Games have goals.
- Goals provide challenge to players.
- It is the mental challenge of a game that
provides the fun. - If the challenge is right, the player is in a
state of flow. (If the challenge is too easy, the
player is bored, if the challenge is too hard,
the player is frustrated.) (Juul)
Csikszentmihalyi, M. (1990). Flow The psychology
of optimal experience (1st). New York Harper
Row. ISBN 0-06-016253-8
13Caillois opdeling af spil
Caillois, R. (2001). Man, play and games (M.
Barash, Trans.). Urbana and Chicago University
of Illinois Press. Original Publication 1961
14New options in video games
- Games without enforced goals will not replace the
classic goal-oriented game, but they open for a
wide range of new player experiences as seen in
the two quite similar games of Sims 2 and Grand
Theft Auto San Andreas. This is the new style in
video games, and an illustration of how
contemporary video games are severing the ties to
their historical roots in the arcade game,
becoming something new and unique, open and
expressive (Juul)