self-reflection of comments (beta)

Chelsea-Lee Bastable | Breathing in the Wind – Zelda
Chelsea’s project takes the form of blogs of her observations as she plays the game Zelda from a designers point- of-view. . The suggestion I made for her, is to seperate her blogs from her University blogs as they get lost on her page, and that probably leads to a lack of interactions from a public audience. A well, I suggested to looking into the background of the game, into the influences and compare the end product.  Was the design influenced by the previous Zelda games, or was it created new from a new plot line and story, was it original art design of the game, as well as its development process, that made it reach what is became? It’d be interesting to note if the game being designed and created in Asia effected the outcome of the art, evaluate how that has contributed to the virtual beauty of networked gaming culture (Chan, D 2006)

Emma Jenkins | Reaction Blogs
Emma’s DA is reaction blogs to different gaming videos on YouTube, she has made a reaction series to the game Among US, I suggested she do different series on different games and players OR end each little series with a video or blog recounting your own experience having a go playing different games. I thought maybe she could take a deeper analysis into each game, specifically these online multiplayer games. Technology can simulate multi-medial virtual worlds one can interact with and – especially during Covid-19 – increasingly being connected to other computers over the Internet. Which is what this suddenly popular game allows. (Raessens, J 2005). What I like and learn from her blogs was her genuine interest and joy in her blogs. I think commenting on her previous blog and now what she’s doing in her DA has made it easier for me to suggest more things to help her with her DA.

Ashlan Rose | Marketing In The Gaming Industry
Reading and looking at Ashlan’s DA has made me see what I need to work on in my own Digital Artefact. I made one suggestion to Ashlan, to look into reaching out to some marketing companies that handle gaming to see how the physical and digital advertising differently effects the popularity of a game. What I more so learnt from Ashlan’s DA is her consistent feedback loop. Something I already mentioned I have to work on, but seeing the different strategies she took, gave me inspiration to keep my feedback and social media presence more consistent, an important aspect of a Digital Artefact that I have been ignoring. For her blog her focus is marketing in the gaming world, but she is also marketing herself and her DA. Designers create the rules and mechanics that determine to a large extent the activities and specific needs of the participants – THIS marketing factor is what I need for my DA to create a audience and take into account when analysing the aspect of my project. (Hamari, Juho and Lehdonvirta, Vili 2010)

References:
– Chan, D. (2006) “Negotiating Intra-Asian Games Networks: On Cultural Proximity, East Asian Games Design, and Chinese Farmers”, Fibreculture Journal, 8, available at: http://eight.fibreculturejournal.org/fcj-049-negotiating-intra-asian-games- networks-on-cultural-proximity-east-asian-games-design-and-chinese-farmers/
-Hamari, Juho and Lehdonvirta, Vili, Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods (2010). International Journal of Business Science & Applied Management, Vol. 5, No. 1, pp. 14-29, 2010
– Raessens, J 2005, Computer games as participatory media culture. In J. Raessens & J. Goldstein’s (Eds.), Handbook of the computer game studies (pp.373-388). Cambridge, MA: MIT Press

animal crossing + the sims

BCM215 | Project Beta

As I mentioned in my previous blog, three days after submitting my Pitch for my first DA idea, I felt no motivation to continue this lead me to the idea for my new DA – comparing and contrasting the digital worlds of both Animal Crossing and The Sims. My Artefact will still be a digital blog – Gamer Gorl Hannah – and I will also still be including the research element as well. What is behind this – why are people attracted to these digital world – looking at the texts in a designing and creative framework but also a psychological one.

I have been posting weekly blog and vlogs to my audience, but I haven’t had much interactions due to my lack of advertising for my gaming blog. I really do love doing the mixture of videos and written posts, so I will be continuing that. What I have been trying to do is follow and interact on different reddit’s and subreddits for animal crossing as I seek idea and stimulus from fellow animal crossing players. Because my social media presence has been lacking, I plan to create a new Twitter account solely for my blog so I can interact with fellow players and gamers instead of using my BCM account to just interact with other students. The plan for the DA is to broadening my audience and looking out to other players online to see their suggestions on what I should do in my own gameplay world. I have a lot work to do on my project but I have a plan on how I want to achieve my goals.

changing my “gamer girl” ways

BCM215 | Changing my DA Idea

I started my Game Media Studies Digital Artefact with the idea of starting a Gaming Blog – that was highlighting my research and game play into Bootleg Disney Games. I was going to also accompany my play time with research into the copyright issue these games hold – how are they able to operate online without consequences or legal action for Disney themselves. I liked that I had something Disney based to look at, I also liked that it wasn’t just the game play I was doing for my DA but the research aspect as well. But after looking into the DA I found that even if the material I first looked at looked like it held abundance, I still felt limited. With the ongoing uni semester and the initial burst of excitement when choosing my DA I felt lost again. So I had to rethink my digital artefact.

I thought, what’s something I already spend time doing that I can incorporate into this assessment. Well at the beginning of the pandemic like many others, I purchased a Nintendo Switch and the game “Animal Crossing” to fill my sad empty days. When I first received the game I wouldn’t put it down, I had to constantly live in that world. Even my online consumption on social media was Animal Crossing related. Way to design my island, how to dress how to collected different things for my island. And then all of a sudden I saw I had “finished the game” – the credits rolled. I messaged my peers I knew were playing the game as well, I was so confused – from everything I had seen online it looked as if the game never ended. But it was then explained to me that the game didn’t really end but it did – the objectives were gone and now it was kind of this free space to build on your own. It reminded me of a game I was all too familiar with, The Sims. The contrast with that digital world was that the game went on and on because you were still given objectives.

This lead me to the idea for my new DA – comparing and contrasting the digital worlds of both Animal Crossing and The Sims. I will still be documenting my experiencing on my blog – Gamer Gorl Hannah – And I will also still be including the research aspect as well. What is behind this – why are people attracted to these digital world. Why do we find such joy in escaping our own world to go into this fabricated one. I also will be looking at my gameplay in a creative aspect. A creativity and design framework – As a designer I was also interested in The Sims for the fact I could design and redesign the different living spaces – you could build a model of a house in minutes. And Animal Crossing shares this same aspect, you can customise and design you island however you like, and do this over and over again. This is what sparks my interest in these games, the ability to start over again and again – designing your own little world.

self-reflection of comments

Chelsea-Lee Bastable | Breathing in the Wind – Zelda
Chelseas is project is taking for of gameplay with a designers perspective. Chelsea will be playing Zelda, Breathing in the Wind from a designers point of view. She will analyse the visual elements of the game. Whats interesting for Chelsea to look at too is the evolution of the design of Zelda throughout the years of game development. How the designers have been given the opportunity to build on the main character and landscape design with the ever changing technologies available to them. The development of console operating systems and their Internet and network connectivity is parallel to the already compromised design of always-already closed hardware necessarily lagging in connect and design. (Moore C, Mitew, T 2017) The console allows the game to change aswell. Chelsea’s game will be played on a Switch – What would be interesting to know is how past console’s have changed the design of Zelda itself.

Emma Jenkins | Reaction Videos
Emma’s project is going to take the form of weekly vlogs of her reaction to different games online – as in watching other people play. She hopes to look at a variety of games as well as gamers (I presume). This “non-gamer” approach to the task is different to mine but so fascinating- I think this project is so interesting because it captures a whole other element of game culture – game viewing. I think its become is own sub-genre and it’ll be interesting for her to look at this project in the analytical frame work of the history of gaming.

I think it would be interesting for Emma’s project as she’s looking from a whole new perspective – to think about the readings about the history of the gaming industry and the evolution. She’s chosen to look at online gaming and streaming of the 21st century. But what if she were to watch someone play the Atari for 3 hours straight? Video games compete for consumers free time, its created an opportunity for regular videos of these videos to profit and gain growth on social media from this notion. Life outside actual 9-5 work has been blurred with this evolving industry. (Ernkvist, M 2008)

Dayle Beazley | Game Illustation
For Dayle’s Project Pitch she will be creating illustrations and illustration videos on social media platforms, like Instagram and Tiktok, that have been based on gaming characters. She will be creating these illusrations in her own specific style of art and she eventually wants to sell these illustrations on etsy or Redbubble. I think she has such a wonderful idea as a designer because there is not real limit to what she can do with this project – she can create images in the likeness of these character in her own style and for the benefit of other people – and shes able to capitalize on that. She didnt mention that she would be looking at game design for obvious reasons but i think itll be interesting for her to look at the original designers thoughts when creating these characters. “Cognitive flexibility, a key component of creative behaviour when creating, has also been argued to be increased through players gameplay, with findings suggesting that certain types of game genres such as Real-Time Strategy can increase cognitive flexibility” – So it’ll be intersting to know how Dayle will capture these characters in one drawing. Maybe it’ll be beneficial for her to look at concept design and artworks.

References:
– Ernkvist, M., 2008. Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986.


-Hall, J, Stickler, U, Herodotou, C & Iacovides, I 2020, ‘Expressivity of creativity and creative design considerations in digital games’, Computers in Human Behavior, vol. 105, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=edselp&AN=S0747563219304261&gt;


– Teodor Mitew and Christopher Moore (2017) ‘Histories of Internet Games and Play: Space, Technique and Modality’. Global Internet Histories. Goggin, G. & McLelland, M. J., Eds. Routledge: London.

disney bootleg games

BCM215

My digital artefact will be a seperate WordPress site where I will document my experience. For my Game media studies project, I’ll be looking at online bootleg browser games that have been copied off the established Walt Disney brand. The text I’ll be using is specifically online games on various websites that are clearly not authorised by Disney Pty Ltd. 

I decided to take on this project not only as a connoisseur of browser games but as someone who is interested in the branding and copyright aspects of the existence of these games. I will be looking through the analytical frameworks of Disney’s own marketing strategy as well as the content analysis surrounding these “fake” games. For example, are they meant to be satirical and parody? Thereby creating a special exception from copyright infringement, or as part of a general exception from copyright infringement, such as fair use or fair dealing. – But do Disney characters exist in fair dealing?

These cheaply made games use Disney characters likeness, names and even some story lines to reproduce a whole new game that has never been recognised by Disney. What are the repercussions? All these identifiable components mean Disney could pull the plug or take to court.. But they don’t? Disney threatens lawsuits for Mickey Mouse graffiti – so why not Elsa’s dress up games. Probably because these minuscule games may not decrease the intellectual property of Disney or take away from the ideas of the company itself. The work of the creation of the character is different from the character itself (Jagorda, GS 1999) These are things I hope to uncover through my Digital Artefact.

References:

-Coenraad Visser 2005, ‘The location of the parody defence in copyright law: some comparative perspectives’, The Comparative and International Law Journal of Southern Africa, vol. 38, no. 3, p. 321, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=edsjsr&AN=edsjsr.23252621&gt;.

-Jagorda, GS 1999, ‘The Mouse that Roars: Character Protection Strategies of Disney and Others’, Thomas Jefferson Law Review, vol. 21, no. 2, pp. 235–252, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=edshol&AN=edshol.hein.journals.tjeflr21.17&gt;.