Contextual analysis: video game exploration on gaming input

By: He Z.TContributor(s): Ravensbourne College of Design and CommunicationPublisher: Chislehurst : Ravensbourne College, 2007001: 12453Genre/Form: Dissertation
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Item type Current library Collection Call number Copy number Status Date due Barcode
Reference Book MAIN LIBRARY Dissertation PRINT DISSERTATION (Browse shelf(Opens below)) 1 Not for loan 092372

Video game players spend their time for playing video games instead of other kinds of games, such as sports games. Even though many sports games are applied into video banes, vide games cannot actually replace sports games. For example, the world cup in video game impossibly replace the real world cup held by FIFA. the joystick and keyboard can not replace the feet at all. according to Kate Salen and Eric Zimmerman, a game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome. From their definition, something similar can be found in video game and physical game. First, they are all conflicts. For example, chess and football are activities which allow two or more participants join against their opponents or play as a team against the other, in video game. In video games, many types of conflict obviously exist, such as fighting, scoring competition. second, they all have rules. Sports games of course have rules, and even a very old classic game,pong, also has rules, the ball cannot be out of the territory or you lose. Apparently they are all games. The gaming formation is the difference between video and physical game. Video game is based on the screen, or other media to show the player the primary feedback, and physical game focuses on the extract movement or physical touch. Why cannot they combine together?

MA dissertation

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