Values At Play In Video Games

Superior Essays
Steven Castellano
PR-425-01
Dr. Corey Dzenko
October 20, 2016
Midterm Exam So far this semester in my Critical Play class, we have been developing a framework to talk about “values” in video games throughout different game elements. In reflecting back to all the readings assigned so far in this course, the two I enjoyed reading the most was chapter one in Helen Nissenbaum and Mary Flanagan’s book, Values at Play in Digital Games and “Once More With Feeling: Game Design Patterns for Learning in the Affective Domain” written by Claire Dormann, Jennifer R. Whitson, and Max Neuvians. In this paper, I will summarize the authors’ main arguments and put them into dialog with each other. I will also be describing in detail what the video game
…show more content…
When linking the video game to Helen Nissenbaum and Mary Flanagan’s book, the first role of customization is presented. The player achieves the ability to modify their skater by changing the hairstyle and clothing. The last role the video game demonstrates from the book is the ethical and political values. The player’s skater establishes ethical values by meeting with other skaters. Although it was little rough in the beginning, the player understands how to get along with other skaters. Iggy plays the role of political values by being the group leader. Iggy also shows signs of power by instructing the skaters to obtain pieces all over Los Angeles to help construct the ranch. In linking the three authors’ story and the video game, the only role being established is the skater’s emotional expressions. As a gamer that played Tony Hawk’s American Wasteland, I had a hard time figuring out how my avatar (skater) was feeling in terrible scenarios. For example, when Iggy went to jail and called my avatar, the facial expressions still looked the same. The only way to solve the avatar’s actual feelings is to listen to the tone of their voice. When I listened to the avatars speaking carefully to each other, this was the time I revealed my actual emotions. If something in the video was actually portrayed to me in real life, I would be either angry or …show more content…
In reflecting back to Claire Dormann, Jennifer R. Whitson, and Max Neuvians’s story, “Once More With Feeling: Game Design Patterns for Learning in the Affective Domain,” I never thought about the facial/emotional expressions in video games such as Tony Hawk’s American Wasteland. In replicating back to Helen Nissenbaum and Mary Flanagan’s Values at Play in Digital Games book, I absorbed information about values determining the player’s choices. This was my favorite topic to discover about for values in video games. In the end, the course benefited me with an insight of video games in deeper

Related Documents

  • Improved Essays

    Throughout the evolution of video games, there have been assumptions on how they benefit or denigrate culture through knowledge and violence. In the essay “Dream machines,” Will Wright keys in on the point of video games and how they benefit the culture. He argues that video games are only viewed in a negative light by society due to the assumption by elders that “they’re violent, addictive, childish, and worthless” (Wright 211). By using opinionated evidence that is very biased and tech user friendly, Wright creates an unintentional barrier between him and his intended audience.…

    • 671 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Walter Day Montages

    • 188 Words
    • 1 Pages

    The succession of the two characters’ montages is clearly no editing accident. Pitted against one another in a fairly successful cinematographic attempt to turn years of semi-related events into a narrative, Mitchell and Wiebe must verify their scores through Twin Galaxies and its creator, Walter Day. Day, the black-and-white-striped voice of reason, bridges the gap between gamers and games, passion and fame, winners and losers. Easily my favorite character, his dedic ation to refereeing the absurd “sport” of video games turns what would be a forced competition between two socially awkward individuals into an earnest, emotional relationship between two men and their obsession.…

    • 188 Words
    • 1 Pages
    Improved Essays
  • Decent Essays

    Chicago Tribune Summary

    • 68 Words
    • 1 Pages

    In the article called “Game On,” the Chicago Tribune argues “video games have broadened his interests and made his mind more agile.” They first support this claim by researching games, then, seeing how kids react toward violent games, and finally proving how games are helpful. The Chicago Tribune’s purpose is to prove games are good in order to accomplish more gamers. They establish an gaming tone for gamers.…

    • 68 Words
    • 1 Pages
    Decent Essays
  • Improved Essays

    To her they weren’t just games, it was an escape route. But as she got older, her escape became her passion, and her interest grew about the artistry and career side of gaming. Meanwhile, real life wasn’t getting any better, so her gracious mother moved her back home, where she belonged. Beginning sophomore year, Heather was a completely new person after she realized, “Life isn’t about finding yourself life is about creating yourself.” –George Bernard Shaw.…

    • 697 Words
    • 3 Pages
    Improved Essays
  • Superior Essays

    In an interview by David Kelly, Traci Sitzman PHD, assistant professor of management at the University of Colorado Denver Business School, offers an explanation for the viability of video games in training employees. “One of the advantages of games is that they are intrinsically motivating, resulting in employees choosing to repeatedly engage in game play and mastering the skills,” says Stitzman (Kelly, Stitzman personal interview).This shows the great addition to the working world videogames are, as seen by their ability to provide a new, entertaining way to train workers. Finally, video games have opened a new medium for which to create art. It is common conception that these electronic distractions offer very little on an intellectual level, and in no way could actually require creative observation.…

    • 1116 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Through her use of relatable photos and simple language that complement each other, she effectively draws in her targeted audience of teen gamers. These photos and text also work together to continually reinforce her thesis throughout the article. If any teen were to read this article, it would have, what I believe to be, Bernstein’s desired effect: if the reader is a gamer, they would continue to game while exercising caution in regards to their priorities as well as making sure to spend time doing things other than…

    • 924 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Gaming has become a huge part of modern day pop culture. Games have improved so much as technology has advanced. One can now easily immerse themselves into a new world full of action and adventure while accompanying one’s favorite characters. Because of this the gaming community has grown immensely over years, bringing along a new form of communication with them. However, along with these great aspects, the gaming industry has managed to bring it throughout the community.…

    • 1493 Words
    • 6 Pages
    Improved Essays
  • Great Essays

    This advertisement also indicates that both men and women attain power and authority in this video game, just as they do in actual U.S. military matters. As a society, we carry these cultural codes and understandings of life over to our exposure to media productions, which generates meaning within…

    • 2331 Words
    • 10 Pages
    Great Essays
  • Improved Essays

    Video gaming, what was once a niche hobby generally only enjoyed and played by people who were seen as geeks has had a radical popularity. In 2016, the games industry has managed to become worth billions of dollars, the games themselves have become more mature and have appealed to wider audiences and communities of millions of people have formed around specific games. My personal experience with gaming comes from my time playing World of Warcraft, a massively multiplayer online role playing game where anyone can create a character and work alongside others to achieve goals like killing certain monsters. What makes World of Warcraft unique is that rather than playing through a story on your own, a large part of the game includes interaction…

    • 1422 Words
    • 6 Pages
    Improved Essays
  • Improved Essays

    A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…

    • 991 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Restrictive Legislation

    • 1242 Words
    • 5 Pages

    Video games have a special place in our lives. What were once flickering black and white blocked images on a television screen are now detailed beings with actions we experience on an emotional level. Some games now tell stories and evoke emotional responses similar to the finest literature or theater. For instance, Mass Effect 3, one of my favorite third person RPG game series. Towards the end of the game, as the emotional tugging piano music played, faces of the main character's friends Flashes by, leaving you sad and depressed in a good way, falling in love with the characters throughout your journey in the game.…

    • 1242 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Minecraft Essay

    • 827 Words
    • 4 Pages

    The idea of a video game that boasts the immense capability to improve its players in many areas of practical capability appeared inconceivable before the powerful release of Minecraft. With most video games possessing the restrictive boundaries wrought by an established story-line, it was no wonder that the advent of a video game whose merit is that it boasts no plot at all appeared unfamiliar to many. Indeed, most video games could only afford to its players such classic abstract benefits as exercising “teamwork” or occupation against boredom. But the beauty of the Minecraft installment is its traveling beyond being “just-another-game”. Its genuine simplicity in its directionless nature synergistically blends with a sense of realistic complexity,…

    • 827 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    The development of handheld consoles like the for mentioned DS and PSP are also going to be capable of playing online though any Wi-Fi or 4G connection allowing the player to interact with people all over the world on-the-go. Now virtual retinal display might just be the revolutionary way to end the making of the consoles altogether. Michael Anissimov said on wisepeek.com that a virtual retinal display is a head mounted display system that projects an image directly on the human retina with low energy lasers or LCD. Virtual Reality devices are also making a comeback and will be more used in the future. The Oculus Rift is a prototype head mounted virtual reality display that can feature 3D quality gameplay.…

    • 954 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games: Good or Bad? Since the last decade, video games – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video games is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.…

    • 711 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    The idea of sense of community as a social concept revolves around people getting “a feeling of belonging and being important to each other” (Anderson and Milligan 21), whenever they behaved they have made an effect in their community. The uplifting feeling creates a connection between members in their community, thus leads to future collaborations to improve the community. Video games accurately present this social concept by establishing an audience centered on a specific video game franchise. This connection is presented by how video games create communities, players helping out newcomers get familiar with their community’s video game, and how people united to save a major tournament. For decades, video games have always been an experience solely for the gamer playing his personal copy of the video game, aside when multiple people join up for round of multiplayer.…

    • 750 Words
    • 3 Pages
    Improved Essays