Convergence within our social
relationships emanates our cultural development. As we manufacture
the awareness of public space, the possibility of events becoming
permanently captured on camera increase. (Jenkins, 2008, p.3) Videos
of profanities become viral through user generated content, the
production and consumption of which become modes that are
unpredictable in outcome. Whilst manifests of indemnification surface
our culture; we re-educate cultural understandings of what defines
the 'real'. Drawing from this concept, how has the employment of
games transpired as a predominant factor in the mass consumption of
media? Whereas previous discussion dictates a shift in behavioural
conduct; due to the mass distribution of New Media, how has New
Media, such as the development of the gaming industry, altered our
former understanding of the world around us? What are the “Defining
features” (McGonigal, 2001, p.21) of games?
In relation to what is frequently
misinterpreted as stereotypical “hard work”, (McGonigal, 2001,
p.28) games are usually coherent with the notion of being an active
procrastinator; source of diversion. A contradiction from this would
be that 'games make us happy because they are hard work that we
choose for ourselves, and it turns out that almost nothing makes us
happier than good, hard work.' (McGonigal, 2001, p.28) Although
enjoyable as a medium, games are by no means a lethargic leisure.
“The opposite of play isn’t work. It’s depression.”
(McGonigal, 2001, p.28) Players strive to improve their ability, and
although this may not involve movements which are as vigorous or
demanding as authentic scenarios, participants are diligent to
advance or maintain usability in that particular virtual space. 'When
we don’t choose hard work for ourselves, it’s usually not the
right work.' (McGonigal, 2001, p.29)
“Compared with games, reality is too
easy. Games challenge us with voluntary obstacles and help us put our
personal strengths to better use.” (McGonigal, 2001, p.22) This
“voluntary” inhabitation being key in what makes virtual “hard
work” (McGonigal, 2001, p.28) an enjoyable platform in contrast to
conventional understandings. 'Playing a game is the voluntary attempt
to overcome unnecessary obstacles.' (McGonigal, 2001, p.22) The
inability to engage the audience as a passive consumer is 'why gamers
spend less time watching television than anyone else on the planet.'
(McGonigal, 2001, p.33) Presented with thorough entertainment, we are
en-captured within a virtual dimension. We are furthermore open to
opportunity; capabilities that are extended from what our biological
identity can compete with. 'We aren’t experiencing [the] fear or
pessimism.' (McGonigal, 2001, p.32) associated with the use of out
biological identity. 'We’ve generated the stressful situation on
purpose, so we’re confident and optimistic.' (McGonigal, 2001,
p.32) 'within the limits of our own endurance, we would rather work
hard than be entertained.' (McGonigal, 2001, p.33) By doing so, our
brain is 'trained through tremendous repetition', (Highland, 2010,
16:13) bleeding into the 'real', creating an authentic “panic
response” (Highland, 2010, 16:20) to real life distinguishable
attributes from the game. “Real life... is starting to look more
and more like a video game.” (Highland, 2010, 14:33)
Bibliography:
Highland, M. (2010) 'As Real as Your
Life'
Jenkins, Henry (2008) 'Convergence
Culture: Where old and new media collide', New York University Press
McGonigal, J., (2011). Reality Is
Broken: Why Games Make Us Better and How They Can Change the World,
Penguin Press HC, (P.19-34)
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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text