Henry Jenkins's makes the claim that "(w)ithin convergence culture everyone's a participant- although participants may have different degrees of status and influence" (132). The forum members at YoYo Games are all creators, yet just as Jenkins's claims, even a person who creates a game by his or herself may not be able to claim full credit for the game. Often the part that is borrowed from somewhere is the story and characters from mainstream video games. Examples of this would be from such classic games like The Legend of Zelda, Sonic the Hedgehog, Super Mario Bros.
While I don't keep up necessarily with the general trends of television programs on the major networks, it seems that there is less and less reality based programming and more programs going back to scripted content. Even though Convergence Culture was published only a few years ago, it already seems dated. In the first chapter on Survivor, the end of it seems to suggest that as convergence takes a stronger hold, it will be harder for producers to control the viewer experience because of all of the outside information that is available.
Here is the updated version of my game. Try it out. If you leave a comment on my project I promise to look over your project.
Our class discussions last week have led me to think of how in general we think about games. While the authors in the selected readings were very good about using specific games when referencing trends in video games, from what I experienced in the class discussions it is hard to make general arguments about video games. That is why I feel that when we speak of video games, we must also speak of the genre at the same time. Thus, when speaking of a specific genre of video games, the conclusions based on the observations that one makes are typically true and in a sense irrefutable.
I, like many of you, probably feel that Howard Rheingold's "The Virtual Community" was a little too idealistic. But this is mostly based on how I personally use the internet. From my experiences on the internet, it seems that mostly fourteen year old boys populate the internet, but I also do not use Myspace or many of the other sites that many other demographics. The internet is not used to expand their intellect but to let them watch YouTube videos, send IMs to their buddies, and stalk people on Myspace. This again makes me think of how the internet is used. Prof.
I have just finished the first version of the game I am making for my term project. The basic game play is done, but the game is missing all of the cosmetic stuff (like cool looking characters, backgrounds, sound, a story, and better level design). The point of the game is to go from one end of the level to the other end without hitting a wall or one of the objects flying at you. Its harder that it seems. Let me know what you think and any music that you might think go with the game (Also some ideas for what the character should look like). My current idea for level design is to simulate being in a chat room, but all of a sudden the letters of some of the words start attacking you.
Have fun, here is the link.
Laura Miller's essay "Women and Children First: Gender and the Settling of the Electronic Frontier" attempts to address a gender issue on the internet when I, and maybe even she feels, that is not so much a gender issue but the bigger issue of how to deal with aggression that has no face or means to identify it. The issue of men (and probably a lot of boys) preying on women on the internet is just one form of harassment that falls within a large class.
In the readings from last week, I found myself asking why too often. It wasn't till the end of Turkle's essay "Who Am We?" that I began to see an answer, even it is a hazy one. To summarize, Turkle claims that we analyze ourselves so that we may improve our families and society, yet analysis of our actions on the internet is difficult and hard to derive conclusions from. Turkle mostly presents questions as apposed to answering them, but it seems that sometimes she is presenting a side she favors.
For my term project I would like to try my hand at web 2.0 game development. I believe that much of what we call web 2.0 has been brought about through the development of software that is easy to use but presents many possibilities. Blogging and creating YouTube videos is a product of allowing people's creativity to dominate the development process over the implementation process. In the past, game devolvement was exceeding tedious, just as creating web pages or editing video use to be (None of these things are really easy now, but much of the menial tasks have been reduced or removed).
While reading Stone's "Will the Real Body Please Stand Up?," I felt very confused as to why Stone attributed the virtual experiences on the internet a second reality that operates almost in parallel with the true reality. It is not so much I do not grasp or agree that one can have meaningful experiences on the internet but it is just that maybe I fear the intensity of experience. Stone describes that users often describe their virtual reality the same way that one would in real life, like that the meeting or encounters people have actually take place somewhere physically.