THE CULTURAL LAYER CHAPTER 06 1. Topics  Going Beyond Play  Cultural Mechanics  Cultural Aesthetics  Cultural Narrative –Authorized Transmedia  Cultural.

Slides:



Advertisements
Similar presentations
"I'm the Master Instructor": Adolescents negotiating the role of teacher Dr. Kathy Sanford & Leanna Madill.
Advertisements

The Short Story English I.
Writing Resources for K-5 Created by: Tina Burnias.
THE RISE OF TV AND MUSIC FANDOM GLEE AND GHOST STORIES Relatore: Deborah Toschi Correlatore: Federica Villa Laureanda: Beatrice Marazzina.
Meaningful Play and Game Design Dr. Héctor Muñoz-Avila Assigned readings: Chapters 3 & 4 (Rules of Play Book)
The Woman Warrior Understanding the mother/daughter relationship.
SM3120 Game Level Design Machinima (Reference:
A review of A Panorama of Artificial and Computational Intelligence in Games G. N. Yannakakis & J. Togelius October 2014 Elizabeth Camilleri.
DO VIOLENT VIDEO GAMES AFFECT KIDS BEHAVIOR AND GRADES? By: Braden Bush.
Computer Gaming Ayesha Khan 578-BSSE-S08. Definition of Computer Games A game is structured playing, usually undertaken for enjoyment and sometimes used.
Conflict What’s the Problem?.
Narrative in Games. Games and Narrative: a continuum.. InteractivityStorytelling.
Introduction to Course of Study in Drama Stages 5 and 6.
Unit 2 – Visual and Performing Arts: Key Topic 1 1.
Media Violence Awareness By: Hannah Del Rosario and Katy Dickerson `
LIFE VIRAL Target Market Sales Person for Company: Prominent companies with a target market similar to Toowinty’s readers. Companies with exquisite.
Blog Video ‘MMO addiction’ Audience and description.
‘A woman on the verge of a nervous breakdown’ By Joshua, James and Callum Please be aware this presentation contains spoilers!
Daniel Korycinski CIS 487.  Developer: Valve Corporation  Game Type: First Person Shooter (FPS)  Rated for a mature audience  Price: $19.95.
Juveniles in the Judicial System By THE JURY’S OUT
Mass Media Influence on Society
Fundamentals of Game Design
Who are the Experts?. The following slides…  … are meant to promote (provoke?) discussion.  …at points may make you mad… plain frustrated or even.
CHAPTER 03 THE LAYERED TETRAD 1.
Writing a They Say / I Say Conclusion: Exploring Causality Puente English Fall 2007.
Chapter 17 The World Beyond the Family. Definitions  Agent of Socialization  Audiovisual Technology  Breakfast Programs  Censorship  Curriculum 
Fundamentals of Game Design
THE INSCRIBED LAYER CHAPTER Topics  The Inscribed Layer  Inscribed Mechanics  Inscribed Aesthetics  Inscribed Narrative –Traditional Dramatics.
An Analysis by Kristen Smith. Gone Home Overview  Gone Home is a game that indirectly tells the story of a young girl named Sam and her family. The story.
Taking Game IP to Hollywood and Beyond Scott Faye Content Producer Depth Entertainment.
Aim: To analyse whether one person can make a difference
Are Video Games Good or Bad? You may find the following Website useful: Use advanced search with these key words -video games.
Uses and features of multimedia products
FAMILY Zhannat Kosmukhamedova 17 May 2014, Vienna.
 ByYRpw ByYRpw.
The Monster’s Revenge TEAM DEFAULT. Summary Players act as Frankenstein's Monster, who is trying to sneak on top Victor’s property. The Monster’s goal.
Children and Media Violence By Celestial Carroll.
By the end of this lesson, you will be able to: identify conflict as it appears in literature. identify conflict as it appears in literature. distinguish.
 Is about Greg who is inside playing video games instead of outside playing with his friends for the summer. Then when his mother finds him playing video.
THE AGILE MENTALITY CHAPTER Topics  Why Use Agile and Scrum?  Agile Development –Manifesto for Agile Software Development  Scrum Methodology.
Section 1.1 What is Multimedia?
English Language Arts Standards » Reading: Literature » Grade 3
John, Anwah The Giver. Author Information Author Lois Lowry has written about thirty books some book series. She is best known for “The Giver” and “Number.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Literary Devices Literary Elements Part 1 Adapted From Ms. Baisley’s website Definitions provided by Elements of Literature, Second Course. Holt, Rhinehart.
Following is facts from The Entertainment Software Association ( and Swedish Game Industry ( Next: video games.
Patterns in game design GROUP HOMEWORK: DESIGN A GAME WITH GIVEN PATTERNS.
CHARACTERS The actors in a story’s plot People, animals, robots, or whatever the writer chooses May be more than one main character, particularly in.
Thinking Inside the Text Making a plain text.... Thinking Inside the Text Thinking Inside the Text...more interesting!
DEGREES Computer Animation Creative Writing for Entertainment Digital Arts & Design Entertainment Business Film Game Art Game Development Music Business.
Lesson Springboard Fall What is the relationship between change and growth? 2. How do writers use different types of writing to express.
Accessible Virtual World Interfaces Blizzard Entertainment's World of Warcraft model Don Merritt, PhD University of Central Florida Blizzard Entertainment's.
Open Culture Robin Burke GAM 224. Outline Admin Open Culture fan-dom open architectures / tools machinima Cultural Resistance.
GONE HOME Raisa Chowdhury. THE NARRATIVE STRUCTURE In a traditional narrative, the story goes from beginning to end through a generally linear timeline,
Automating Content Analysis of Video Games T. Bullen and M. Katchabaw Department of Computer Science The University of Western Ontario N. Dyer-Witheford.
An Introduction to Game Design
Department of educational leadership instructional technology program Games for Learning: Using Game Play and Game Design to Facilitate Learning Dr. Wayne.
EDEC : 421 Young Children and Creative Arts By Yashmin Ali Student No:
Chapter 4 Business Ethics and Social Responsibility Section 4.1 Business Ethics.
What’s minecraft  Adventure game  Creativity game.
Start Game? Choose Character: Immersive Game Narrative and Female Gamer Identity Presented by Kate Coleman & Lyndsey Raney 24 April 2013.
Johansen Quijano University of Texas Arlington English Department Transmedia Storytelling.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 4: Game Worlds.
Beyond Linear Narrative Augusto Baal Enters Norrath Katie Whitlock.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
Literature, Art, Culture & Technology in 8 th Grade English Reinventing a classic fantasy The Looking Glass Wars By Frank Beddor.
The Elements of Fiction What makes a story a story.
Cambridge English Advanced Practice Tests
{ Scott Pilgrim Vs. The World Fusion of form to create story.
How to Use the Theme Slideshow
Presentation transcript:

THE CULTURAL LAYER CHAPTER 06 1

Topics  Going Beyond Play  Cultural Mechanics  Cultural Aesthetics  Cultural Narrative –Authorized Transmedia  Cultural Technology  Cultural Impact 2

Going Beyond Play  What happens after the game? –Does it affect the players? –Does it affect society? –How have games affected your life? –How have you affected or changed games?  The Cultural Layer explores all of the aspects of a game that exist beyond play  The Cultural Layer exists at the intersection of the community of players of a game & society in general –Covers both the affect of the game on society and the affect of society on a game  Players have more agency than the game's developers 3

The Cultural Layer  Divisions between the four elements (MANT) are less distinct in the cultural layer 4 Players Communities Society

The Cultural Layer: Mechanics  Cultural Mechanics occur when players take ownership over game mechanics –Game Mods Players repurpose a game with their own mechanics Examples: –Creating DotA from Warcraft III –Using the Creation Kit in Skyrim to create new characters and quests –Custom Game Levels One of the most common cultural mechanics Players create their own levels on which to play a game Very common for FPS games: Quake, Doom, and Unreal Games like Little Big Planet and Sound Shapes rely on players to expand their level offerings 5

The Cultural Layer: Mechanics  Differs from "house rules" (which are Dynamic Mechanics) –In Cultural Mechanics, players significantly alter the original Inscribed Mechanics of a game  Cultural Mechanics also cover instances where game mechanics affect normal life –Have the actions you've taken while playing a game ever bled into normal life? –Examples: Losing friends over games of Diplomacy or Risk Being more aware of your environment and surroundings after playing an intense FPS Being aware of how conspicuous you are after playing a stealth game Looking for fun ways to climb buildings (especially Catholic churches) after playing Assassin's Creed 6

The Cultural Layer: Aesthetics  Cultural Aesthetics occur when the community of players of a game makes their own art  Game Art – Players create new art to replace the existing art in a game  Fan Art – Fans of the game create art outside of the game that was inspired by it –Cosplay - A specific kind of fan art where the fan dresses as a character from the game  Cultural Aesthetics also covers gameplay itself as an art –The elegant play of a highly-skilled player can be seen as art –Making game designers similar to crafters of instruments 7

The Cultural Layer: Narrative  Players take control and make their own game stories  Fan Fiction – Fans of the game create narrative outside of the game that was inspired by it  Narrative Game Mods – Fans create their own stories within the game –Examples: Mike Hoye changed The Legend of Zelda: The Windwaker to refer to Link as "she" for his daughter Players adding their own quests and stories to Fallout 3 or Skyrim  Machinima – Fans use a game engine to tell their own story –Example: Red vs. Blue, a comedy series shot inside Halo 8

The Cultural Layer: Narrative  Cultural Narrative also covers the stories told by people and news media about games and gameplay –Examples: New York Daily News – "What role might video game addiction have played in the Columbine shootings?" A woman's story about how playing Journey with her dying father helped him come to terms with his impending death Stop Teaching Our Kids to Kill by Lt. Col. Dave Grossman –How can you as a designer affect the stories told about games? 9

Authorized Transmedia ≠ Cultural Narrative  Authorized transmedia are NOT in the cultural layer –They are the Inscribed Layer of a new product made by the owners of the original game IP 10

The Cultural Layer: Technology  Game technology used outside of games –Increases in visual fidelity of game technology have led to better graphics and framerates across many other fields –Real-time graphics are now used in everything from medical visualizations to previsualization of films  Player-made Game Tools –Players can make tools to help them play games –Examples: Mapping applications for Minecraft DPS (Damage Per Second) calculators for World of Warcraft Aim Bots for FPS games like Unreal and Counter-Strike Fan-made game guides like those at 11

Cultural Impact  Acknowledging the positive and negative effects of gaming and gameplay –Positive: Improved multi-tasking skills Improved situational awareness And several others –Negative Game addiction Desensitization to violence And several others 12

Cultural Impact  After Brown et al. v. Entertainment Merchants Association et al., games are now protected by the First Amendment  What will we do with that protection? –Prior to this ruling, the ESA (Entertainment Software Association) promoted studies that showed positive effects of gaming while downplaying studies that showed negative effects –As a protected medium will we now take more responsibility for those potential negative effects? –Or will we prey on people's weaknesses As a result of Meguerian v. Apple Inc., Apple had to pay millions of dollars to families whose children had been tricked into paying excessive amounts of real money for in-game content 13

Cultural Impact What do you think? 14

Chapter 6 – Summary 15  In the Cultural Layer, players and society have more agency than the original game developers –The Cultural Layer is defined by this shift in agency  Players take control by creating things like: –Fan art –Game mods –Machinema  Society has control of this layer by telling stories about games, possibly without having played them –This layer is the only one ever experienced by non-players –Be aware of the stories that may be told about your games And plan for them

Chapter 6 – Summary 16  Next Chapter: Acting Like a Designer –How do designers approach a problem? –What is the iterative process of design? –How do designers come up with new ideas?