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New Communication Technology

Week 7 – Digital Creativity – Video Games

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Summary on the lecture

Along with the lecture content, I’ve had a think about the following questions;

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• How are games virtual worlds?

Virutal worlds are non-tangible enviroments that are designed to phycologicaly convince us to think outside of our excistence. For example, making friends with people weve never met before. Or even walk around a place that doen’t even exsist.

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• What is real and what is virtual?

Real in a tangable sense is something that you can feel, touch, smell, taste, see and all other spaces in time that can be identified by using one or many of our senses and isn’t almost something else. As for what is virtual, well, as much as it can be identified by some of the above senses, it is infact almost something else. Now, almost something else can be catagoriesd on it’s quality of manufacturing to it’s copied item.

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• What does something like the concept of Plato’s cave offer to us?

With the idea of Plato’s Cave, or using a metaphoric example, we can produce complex movies like the matrix. This has a 2 world dimentional approach, to analise, who is controlling who? It is in it’s self a matrix of opportunities… try not to think too hard though, as you wont know yourself!!

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 Video Games

Being the proud owner of a PS2, i’m also a member of the gaming sub-culture.  In the reading by Marshall Mcluhan “Games are counter-irritants”, I find myself feeling even more stressed after a session on the PS!  When working in Thaliand for example, I used to work on a motorbike for a Timeshare resort and played a lot of GTO, this just reminded me of riding around all day at work!!  AARRHHH!!! #(

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