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Q:Perceptual and psychological immersions are important when trying to achieve a true gaming experience. Why is it that high levels of immersiveness causes strong emotional reactions out of some users? (Ty)
A1:
Q: Wolf draws a line between video games and interactive art because art focuses more on experience than on a set goal. This distinction forgets that games can also give a very rich and eye opening experience. Can games be art? Why or Why not? (Daniel)
A1:Videogames can be considered artwork. Wolf tells us about multiple types of art in this chapter. One kind is interactive art in which the audience is actually engaged in the piece they are analyzing. For example John Cage wrote a piano piece that “had no notes at all and consisted solely of the ambiance of the auditorium, including sounds made by the audience.”(Wolf, pg 48) Videogames are very similar to this piece of music written by Cage. It takes interaction and participation in order to fully appreciate the whole product. It is different from traditional art in that our interaction is directed down a path of some sort which leads to a common experience. Traditional art on the other hand consists solely of the experience. This experience is not necessarily directed or goal oriented. (Ty)
Q: Why in early games was Horizontal movement favored over Vertical movement? What did this mean for games of the time? (Daniel)
A1: Vertical movement was actually favored of horizontal in early vieo games because horizontal movement was more difficult to program. This was because, " the position of objects on the horizontal axis was limited by the machine cycle and writing of registers [so] horizontal motion had to be further fine-tuned through a separate register that would fill in the resultant gaps in movement." (WP Pg. 55)

Q: Wolf defines abstraction as something that has been "simplified, [reduced] to a few essentials and basic forms instead of trying to reproduce it."(48) He then goes on to say that abstraction is "both a necessary and inevitable part of the video game-playing experience."(64) This seems to contradict the trend of today's games of being more realistic and more detailed, often taking hours to fully understand how to play a game successfully. How is Wolf justified in saying that abstraction can be used to "expand and explore the great potential" of future video games? (murban)

A1: Sometimes the desired out of body experience is a little bit abstract from reality. This is how games are going to develope. People having abstract ideas and making them happen.(Ty)


Q: Presence is the result of what two types of immersion, and how are those two types different? (murban)

A1: Perceptual and psychological immersion. Perceptual is accomplished by blocking out the real world and just focusing on(for example) the screen mouse and keyboard. Psychological is the user's mental absorption in the world.(John Mark Purcell)



Q: Why does Wolf say that abstraction will always be an important part of video games even though representation is becoming ever more vital to video games' success among today's gamers? (schilmeran)

A1: Abstraction will always be an important part of video games because it can serve as an element within representational game graphics. Even though it is no longer a major feature of video games it can still serve such things as surface textures on three-dimensional objects.(p.61) It can provide the minor details in the big picture of the video game. (jstanley)

Q: Even though the terms presence and immersion are often associated with eath other, what is the significant difference between them that results in them ultimately being two seperate sets of criteria for analyzing 3-D video game design? (schilmeran)

A1:in immersion “the user’s actions must have a non-trivial impact on the environment”. (Wolf, pg 69) Where in presence the user “accomplishes significant actions within the environment” and it has a repercussion effect with the social and the natural environment in the videogame. (Wolf, pg 73) Immersion gives us the feeling like one is actually in the game. Presence shows the environment that you are in the game by changing based on the player’s actions. In 3D videogame design they are separate problems. Immersion is basically the setting and the sounds and the graphics. Presence is the difficult part. Creating an interactive environment in which the environment will respond to the player’s actions. Example: a street light falls over because a player ran their vehicle into it. (daniel)

JohnMark Purcell
WP2
Q: Which general category do RTS(real time stratagies) fall into?


















WP3
Q: Myst III:Exile had no avatar but what a huge success. What happened to that game type?

Q: In your opinion from personal views of the gaming world and notable games: Are abstract games more popular than simulation games? Why do you think so? Note: Notable character icons (Mario or Solid Snake from Metal Gear), which games surpassed their generation ( Arcade Pac-Man or Star Craft ), and sales numbers (Super Mario Bros holds the record for 40 Million games sold, the Sims holds the second with 24 million games and expansions sold). (ckaczmarczyk)

A1:I personally feel that simulation games are much more popular that abstract games. Today's most popular titles are simulation games. These days, the more real a game is, the more likely people are to like it. Some abstract games, like Pac-Man, were popular when they came out, and still are popular. I believe that this is so because of two things; 1) because people get a "nostalgic" feeling when playing Pac-Man and 2) because simple games like that have smaller file sizes and hardware requirements, which is perfect for playing on cellphones or over the internet. As phones have been getting better, the games on them have evolved and become less abstract, for example being able to play Rainbow Six 3 on your cell phone. (murban)

Q: All games have a goal that is trying to be achieved, whether it is a never ending quest to build the best and biggest city or to save the princess in 25 minutes. That is the point of any game, to beat the obstacles in your way to achieve the goal (including most every game from all time periods and genres). Are games with a greater sense of “presence” played differently than other games? Would Space Invaders be different than Halo, where they both have different levels of “presence” but have the same idea of game play: shoot the enemy before it shoots you? (ckaczmarczyk).

A1: Yes, it does make a difference to what extent presense is represented. Space invaders does differ from Halo because you have a greater sense of presence in Halo and you will feel more personal defeat if you lose in Halo because you are given a physical body with a personality. In space invaders, you are simply a space ship trying to survive a few attacks. (ijoshi)

Q: What caused the "decline of abstraction" and what type of benefit (or drawback) did it have on the gameing industry. (rsororian)

A1: As graphics and proccesors impproved abtraction became an artistic aspect of the game, not a necessity. Home console games were sold because of the naratives(this is how they differed from arcade games) and the graphics became a way to distinguish between consoles and games. This pushed companies that wanted sales to move more toward realism.

Q: Why is social interaction such an important aspect of gaming, and how does it increase the sense of presence? (rsororian)

A1: Social interaction is important in some genres of games, such as MMO’s or single player rpgs. One of the basic human needs just about everyone searches for in life is a sense of belonging. When a player finds a community to play with (whether it is through a guild on an MMO or just interacting with NPCS), the begin to fill this void. Since games are essencially 1’s and 0’s, social interaction is an important allure to keep people play games and to keep the field of game play fresh. The interaction can be created digitally (basically conversing with nonplayer characters) to create the appearance and feeling of interacting with a society. That is just part of the game.
Q: Do you feel that realistic or abstract games give a better since of an outer body experience?(Ty)

A1: Remediation is evident in new digital media as seen in things such as online literary texts or galleries of artwork. The new digital media is giving people another way of accessing the old forms of media. (murban)

Q: Why may abstract games not be learned as intuitively as representational games? (jstanley)

A1: Abstract games represent worlds that are being seen through the eye of the designer. They don't necessarily have to use the physics or realities or our world. A representational video game is supposed to act like it would in our world. So the car goes straight when you steer it in a straight direction. (John Mark Purcell)

Q: What do Durlach and Slater say contributes to a higher sense of presence and what kind of impact does this have on the participant? (jstanley)

A2: By giving the avatar very human like features and emotions, any way that connect a player to his avatar really adds to the experience. The higher the sense of presence the more involved in the game one is and the intensity of the game can increase.



Q: Andrejevic discusses that audience and user interaction with other people's work questions the idea of ownership. Please list an example that you find applicable to this concept of audience interaction and authorship. Does it live up to Andrejevic's conclusions on pages 129-131? (ckaczmarczyk)

A1:



Q: What are some of the negative effects of the fan fiction explosion and what could possibly be done to prevent these from happening? (kmartinez)

A1: Some of the negative effects: the author's characters being used in way not true to the original, copyright issues, inability to control what is published. The only way for owners of media being copies into fan fiction is to use copyright laws to the full extent. Unfortunately, slight names can be changed and the fan fiction author can claim these characters are not based on anything, but the author and the reader both know who is being referenced.

Q - How are autonomy and interactivity being combined in today's world and what effects could this have in the future? (murban)

A -

Q1: Desscribe the idea behind escapism in video games. (ijoshi)

A1: Escapism is the idea that a player can use the video game world to escape from their own reality through participating in activities forbidden in real life. (kmartinez)

Bucy 5-1
Q: If only those who pay a premium will be invisible now, in the future(the masses get what only the rich had) how will everyone be able to become invisible? (jpurcell)

A:

Q: How has the internet and its accessability affected you? Do you feel more effecent or do you feel you have gained no benefit from the use of the internet? Please explain why. (ckaczmarczyk)

A:I feel that my access to the internet has augmented greatly my worldview. Being in contact with so many different people and so many different sets of ideas has forced me to not necessarily become complacent, but accepting of a larger portion of Ideas that I may have never accepted being holed up in my tiny south texas town. The internet has generally streamlined many of my daily tasks, whether it be schoolwork, getting news, or finding where the party's at. Anyone not gaining from the internet has simply not dove deep enough to view the way it has been a blessing. But then again, those not gaining anything from the internet, may not have anything to gain. It all comes down to whether you care or not really - I'd love to be disconnected, but at the same time I have been connected for so long i've fallen and pandered to the way the net digests information and throws it back in manageable chunks. It's just too damn convenient. (Daniel)

Q: Do you think that judging someone based off of their google search is acceptable? Why or Why not?(Ty)
A: Obviously judging someone off an internet source is a risky endeavor. Usually the only things most people have viewable through internet searches are accomplishments, activities, or memberships. Judging one's entire character through searches is a broad and risky idea especially since what you see in these searches can curve the truth. As long as there are people out there who intentionally portray something other than themselves, the dangers of judging people based on their internet "profile" will be a real one and an unacceptable way to get the truth about people. (jstanley)
Q: Q: As we grow more mobile and new media begins to influence our lives more, do you think the advent of dating sites shows the disconnection of society today? Why or why not?(Daniel)
A: traditionally, yes. technology will continue to break down our tradition time and time again, but the advent of dating sites actually promotes the connection of society. Whether the mates are looking for "one night fun" or an actual long term relationship, the sites still network with many diverse people. When you think about it, dating sites could actually help the diversity of the world, as personality tests will match people up by how they act, not where theyre from. (rsororian)
Q: Do you feel that search engines such as google contain benefits that far outweigh the negative, or do you feel that the potential for people to invade others' privacy through these searches poses a major threat to internet users? (jstanley)

Q: What issues arose from problems related likes and dislikes of individuals' characteristics and how did the creators of weAttract.com go about to resolve these issues? (nwithers)

A:

Bucy 4-3
Q: How was Aufderheide right about the future of NTCs? How does AOL Time Warner differ from his predictions?(John Mark Purcell)

Bucy 4-4
Q: What is Clear Channel and why do many people not like it? (jstanley) Clear channels shrink playlists and these channels have put many radio veterans out of work.(Ty)
A: Clear Channel is a company which owns 1200+ radio stations. The reason why people wouldn't like it is... the 'political' views of the company may interfere with the freedom of speech the dj's and the producers have. Basically, limiting of free speech and one company taking over too much broadcast space and having too much control. (ckaczmarczyk)

Q: Is Clear Channel manipulating the purpose of relaxing the FCC radio ownership rule? Has Clear Channel's domination of the radio market affected you? It has affected me when they canceled the Eagle in Dallas, and made it some cheesy love pop station. It almost made me puke a little. (ckaczmarczyk)

Bucy 5-1

Q: Does an interview or a blind date, to you, have any differences to you than a face to face interaction? Does it correlate with Neil Swidey's observations? No, because a blind date is an interview. Yes it correlates. We agree that they are very similar.
Q: When considering the Digital Divide and its importance regarding social problems in America, in what ways can the digital world help to end inequality? (Daniel)
Q:How do some people use the personal homepage to reclaim a sense of identity which discontinues with their previous one? (Ty)