Category Archives: First Readers

No, I will not feel bad.

<rant type=”critique/selfrighteous”>   I must say that the Wired article, while informative, was done in really rather poor taste. Seventeen suicides… seventeen… purportedly out of 1 million employees… and that rate is a driving force for the article? National suicide … Continue reading

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Out of Sight, Out of Mind

These are the words crooned by doo-wop sensation Rudy West on The Five Key’s track of the same name. The phrase is an idiom about how something can be so easily dismissed if it is not in direct view. This … Continue reading

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gaming as familiar competition

Something that resonated with me in the reading, First Respondents, and In-Class Hosts that was only covered a little bit in class on Tuesday is the significance of competition in the development of games initially in the military sector, and … Continue reading

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Past, Present, and Future in the Videogames Industry

One of the more interesting ideas that I pulled from Digital Play was the idea of media as “rear-view mirrors”, or “relying for content on old social contexts”. This, it is explained, is why Ping–Pong was more successful than Computer … Continue reading

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History Lessons, Or: We’ve Come A Long Way, Baby.

To satisfy the urge to summarize the content of the article, I will simply say this: A lesson in videogame history spanning their genesis to the Crash, ending on a note questioning the staying power of video games. Certainly, the … Continue reading

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The Economics of the Meltdown

Stephen Kline’s Digital Play talks about the progression of video games through the interaction of technology, culture and marketing. As an economics major, sometimes I find myself comparing things I read to my major. This definitely happened during the subsection … Continue reading

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Where is the Fun?

After reading the Origins of an Industry article I was thinking about the first computer games developed on those large university and military computers, like Spacewar. These games were first developed by the hackers who were exploring the possibilities of … Continue reading

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Going to Far?!

When reading the Origins of an Industry chapter, I found myself returning to the concept of breaking boundaries and going to far. I do not play a lot of video games but I have participated in some discussions centered on … Continue reading

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Forbes Article

My apologies, the blog did not post the hyperlink. Here it is: http://www.forbes.com/2006/12/10/video-games-cheating-tech-cz_mc_games06_1212consalvo.html

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Cheating in Video Games: A Divided Opinion

An important topic discussed in class today by the in-class hosts was the topic of cheating, specifically dealing with macros, glitches, and cheat codes and whether or not utilizing these detract from the original intent of the developers or enhance … Continue reading

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User Interface in video games (Article: Game UI Discoveries – What People Want

http://www.gamasutra.com/view/feature/4286/game_ui_discoveries_what_players_.php?page=4   This article takes an interesting look at User Interfaces in different games.  Similar to the Galloway reading, the author of this article (Marcus Andrews) uses a quartered categorization system for interfaces in games.  His two axes are that … Continue reading

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Galloway’s “Gamic Action, Four Moments,” Nondiegetic Acts

In chapter one of Gaming, Alexander Galloway divides gamic action into four distinct categories : diegetic machine act, nondiegetic machine act, diegetic operator act, and nondiegetic operator act.  In a nondiegetic act, either the machine or the operator (player) is performing an action that is … Continue reading

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From Galloway, “Gamic Action and Four Moments” Mods and Macros

One topic discussed in Gaming was cheating.  Galloway said “many games have cheats built into them for debugging purposes.  A cheat act is executed from outside the world of the game by the operator, which effects how the game is … Continue reading

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Alexander Galloway, “Gamic Action, Four Moments,” from Gaming, pp. 1-38

In his opening chapter, Alexander Galloway seeks to provide an “interpretive framework” with which to study various types of videogames centering around two basic classifications: diegetic versus nondiegetic and operator versus machine.  Galloway places great emphasis on the dangers of … Continue reading

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