MRTS 3630 Modules 9-14

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Whereas (a)________ are captures of somebody's gameplay skill, and (b)_______ can add that person's personality onto the gameplay recording, (c)________ is all about the back and forth with viewers that is brought about by performing live in front of an audience.

(a) Replays, Demos, Replay Demo (b) Let's Play, Let's Plays, Lets Play, Lets Plays (c) streaming, live streaming

The publisher has various roles in the production cycle (circle all that apply):

- the publisher can outsource the coding of a game designed by the publisher to an outside developer - the publisher can fund a developer so that the developer can make their own game - the publisher can advertise and sell a game made by a small development studio (fronting the costs of marketing and publishing).

What is one interesting thing that you noted while playing your game this week? (Name your game/platform/etc, and describe the interesting thing.)

Today when I played Valve's game Portal 2 on my Xbox 360, I noticed that some levels feature what appears to be a brown mud-like liquid, and that falling into it fails the mission. I found myself falling in multiple times when I wasn't careful, but overtime as I played, I learned to be more careful.

According to Mangiron and O'Hagan the purpose of game localization is to produce a target version that keeps the 'look and feel' of the original by making it similarly enjoyable.

True

Consalvo's third group of interviewees' argue that cheating is only in relation to other players. Within this mode of thought any single player manipulation of code, using of guides and walkthroughs, and even getting somebody else to play are all fair game and not considered cheating.

True

The first major wave of esports (electronic sports) leagues formed in the 1990s to 2000s, but the earliest tournament dates all the way back to 1972.

True

Video games are a social activity

True Even if you play them alone (eg: not socially), video games are considered a social activity given the social groupings that have formed around games

What did Justin.tv become?

Twitch

What is one interesting thing that you noted while playing your game this week? (Name your game/platform/etc, and describe the interesting thing.)

When I played the game Portal on my XBox 360, during a mission I was introduced for the first time to an egg-shaped robots that shoot at the player. If they spotted me, they will shoot until they kill me or if I am out of their sight, such as behind a wall. I had to sneak behind the robot using portals. Knocking these robots down also causes them to malfunction, shooting rapidly before shutting down. This came to my advantage many times.

With computers and games, "code is law." Not so with people. Which of the following is an example where gamers' play goes beyond the code? (choose all that apply)

When players' practices form a gift economy of portaling in exchange for buffing. When players purchase gold in online games from gold farmers.

What is one interesting thing that you noted while playing your game this week? (Name your game/platform/ete, and describe the interesting thing.) (CONT. ON 27)

While I was playing the Valve game Portal 2 on Xbox 360, I noticed that any interactive items, such as cubes (which are used to press buttons to unlock doors or deflect lasers into a certain direction) and security cameras encountered in the rooms during "tests" cannot be taken out of the room, and they instead dissolve upon exiting the room. In one instance, the computer antagonist, GLaDOS, who forces the playable character to participate in the "tests" states in one of the rooms that the item dissolver is not working, and warns the player not to take advantage of that and to not try and sneak any items out.

According to Paaßen, Morgenroth and Stratemeyer's article, which of the following are mechanics why the male gamer stereotype persists.

a. Differences between typical gender identities and the gamer identity lead to men more than women to associate with the gamer identity b. A lack of visibility of women in gamer culture leads to a lack of association between women and the gamer identity c. Norms of acting in a particular way within game spaces leads to the alienation of individuals who choose to act in a different manner.

Ludica's hegemony of play is about (choose all that apply):

a. The production process and environment for the creation of digital games b. the cultural positioning of games and "gamers"

Which of the following is the most apt definition for streaming (in the context of video games).

A type of performance play where game players play a game that is visible to watchers through an online application

Which of the following might be considered a type of cheating to at least one of Consalvo's interviewees?

All of the other answers a. using a game mode b. finding glitches c. using a code for infinite lives d. buying in-game currency

#Gamergate is:

Both a and b a. movement protesting journalist integrity (or lack thereof) b. conservative backlash to the rise of diversity in gaming

What game have you picked (or will you pick) for your Game Analysis? List the game's title and at least two other identifying markers (eg: year published, platform, developer, publisher, genre, etc). (CONT NO. 23)

In some levels I was just shooting the gun frantically until a portal was created, and at some point I got trapped in a pit not knowing how to get out, as the portal gun did not work on the pit's black walls and floor. When I figured out it only works on white surfaces, *it made the gameplay a lot less confusing.

Game Localization has a lot of similarities to this short lived film practice from the 1930s

Multiple Language Versions

Consalvo's definition of cheating is:

gaining an unfair advantage through deception.

Video games are products, not services.

False

Sales decline (in terms of the game life cycle) eventually leads to the death of a game, where we can consider it no longer culturally relevant or played.

False (As we see from after market sales and the rise of things like retrogaming, product life cycles are not the end of a game's importance, just the end of when a marketer (publisher) might make money on that iteration)

MMOs are particularly rich spaces for anthropological research because social interactions develop in new and interesting ways. One example of this is when players exchange buffs. What does T.L. Taylor call this interaction?

Gift Economy (TL Taylor sees buffing, notes that it is a tit-for-tat exchange, and talks about it anthropologically as related to a "gift economy.")

What is one interesting thing that you noted while playing your game this week? (Name your game/platform/ete, and describe the interesting thing.) (CONT. 26)

However, I was unable to test if this was actually part of the gameplay, as the all the cubes were in use to unlock the door to exit, and removing any of them would lock the door again, and I also encountered no security cameras in this room that I could try to smuggle.

What game have you picked (or will you pick) for your Game Analysis? List the game's title and at least two other identifying markers (eg: year published, platform, developer, publisher, genre, etc). (CONT. ON 24)

The game I picked was Portal 2, a puzzle-platform game developed and published by Valve in 2011. I plated this on my Xbox 360. What I noticed while playing the game was something I did not notice until well into the game. I noticed that the portal gun could only create portals on white walls and surfaces.

According to Kerr, there have been very few changes in the game industry between the 2000s and 2010s.

False

According to Mangiron and O'Hagan the purpose of game localization is to produce a target version that is an exact linguistic replica of the original.

False

Console gaming is where the game industry makes the most money in the 2010s, and that has been the case since the 1980s.

False

Game localization has not changed much since the 1970s; all of the same assets are changed and all of the same reasonings apply.

False


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