Future Cinema

Course Site for Future Cinema 1 (and sometimes Future Cinema 2: Applied Theory) at York University, Canada

How Games Move Us Emotion by Design Questions

Posted on | October 24, 2018 | No Comments

“Players controlling avatars project themselves into the character on four levels: visceral, cognitive, social, and fantasy.” (11)

If people really do connect on these four levels, how easy is it becoming to get lost in the game?
Might one become dissassociated with reality if there is such a strong connection between player and charcter exists, especially as technology and therefore the connection, improves?

RE: Waco Resurrection
Again, if players are connected on four levels and the “game designers heightens the connection between player and avatar by requiring players to wear custom helmets designed for the experience.” (16) and taking into account Eddo Stern’s assertion that a film about Koresh would never receive this amount of criticism…

Given that the whole point of this book is that games provide a feeling of accomplishment and pride in the player’s achievements that films and books cannot, is this a valid arguement for Stern to make given the subject matter?

Waco is still a prominent touchstone for American militias and anti-governmental ‘forces’ (social and political based) in the U.S..
For reasons of social responsibility, should this game have been made?
Or would not making the game be a form of self-censorship?
Or if it is censorship, would it be justified?

As movement “coordinated physical activity involving mutual gaze” (96) is being incorporated more and more into games, (Pixel Motion, Hit Me etc), when does society recognize it as being less a ‘video game’ and more of a sport?

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