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This document discusses what makes computer games so appealing. It argues that computer games provide enjoyment, passionate involvement, structure, motivation, and ego gratification through interaction and simulated worlds. The paper will examine factors like "fun", "flow", and how games engage players through realistic artwork, plots, music, intellectual stimulation, and a sense of online competition. It will also analyze how emotions are aroused in games, parallels between games and other media, genres of games, and their historical contexts to understand enduring popularity.
This document discusses what makes computer games so appealing. It argues that computer games provide enjoyment, passionate involvement, structure, motivation, and ego gratification through interaction and simulated worlds. The paper will examine factors like "fun", "flow", and how games engage players through realistic artwork, plots, music, intellectual stimulation, and a sense of online competition. It will also analyze how emotions are aroused in games, parallels between games and other media, genres of games, and their historical contexts to understand enduring popularity.
This document discusses what makes computer games so appealing. It argues that computer games provide enjoyment, passionate involvement, structure, motivation, and ego gratification through interaction and simulated worlds. The paper will examine factors like "fun", "flow", and how games engage players through realistic artwork, plots, music, intellectual stimulation, and a sense of online competition. It will also analyze how emotions are aroused in games, parallels between games and other media, genres of games, and their historical contexts to understand enduring popularity.
November 4, 2012 1 The Question What is it that makes computer games so appealing and engaging? 2 Synopsis Games have an important role in our lives surving the purposes of recreation and intellectual stimulation among others. Computer games, however, are always simulated, not real. With the emerging technology, new games look very close to real but after all this no matter how much we proceed technologically we will always say only those games as computer games which have some simulation and virtualization done by a computing machine. There is an element of a virtual world in a computer game. Through this denition, computer games are dis- tinguished clearly from all other sports and even from other indoor games.We will rst look briey at the nature of dierent computer games and a broad classication of dierent kinds of games according to criteria such as manner of gameplay, number of players involved, complexity, convergence and diver- gence,etc. before proceeding to our main arguments. It has been argued by digital culture visionary Marc Prensky that Computer and videogames are potentially the most engaging pastime in the history of mankind. Contrary to what some people may think, the craze of video games transcends the boundaries of age and gender. In our term paper, we will review the major factors that contribute to this. All games from the most primitive to the most advanced (by advancement, we refer to technology used, complexity and realism of graphics, sophistica- tion of articial intelligence,etc.) have some aspects in common in that they all give us enjoyment, passionate involvement (through interaction), structure, motivation, ow, and even ego gratication. In our term paper, we have a look at each of these factors individually and pick up some popular contem- porary examples to highlight our points. We critically look at the concepts of fun,play,rules,goals and ow in this context. However, some games go a level higher and engage players through realistic art- work, engaging plots, powerful music (often contextual), intellectual stimulation and (more contemporarily) a sense of competition in the local as well as global 1 community (with the more recent social gaming trend and online multiplayer games). We will also look at the use of emotioneering in games (to arouse emotions in the gameplayer thereby capturing his attention and interest). Yet another point well look at is the parallels between contemporary television pro- grams and cinema and computer games and what are the ways in which these are similar and where they diverge. We will also look at the dierent genres of games : massively multiplayer on- line, real-time strategy, rst person shooter games, arcade games, role-playing games and racing games to name some and look at what makes each of them appealling to the player. In addition, well look at the historical backgrounds of these dierent classes in an attempt to understand their mass appeal. Finally, we review our main arguments, summarise the key points and conclude our term paper. 3 References 1. Herik,Uiterwijk,Rijswijck, Games solved: Now and in the future, Arti- cial Intelligence 134 (2002) 277-311 2. Wikipedia Article : Video Game Art 3. David Freeman, Creating emotion in games: the craft and art of emo- tioneering ,ACM Computers in Entertainment, Vol. 2, No. 3, July 2004 4. Henry Jenkins, Games, the new Lively Art,Henry Jenkins Publications 5. Marc Prensky, Fun, Play and Games : What makes games engaging , Digital Game-Based Learning , McGraw-Hill 2001) 2