Wednesday, 18 September 2013

Campus Life & Gaming

Although I would not call myself an avid gamer; I do believe the gaming sector has revolutionised the way we interact with others and some might even say that it is an extension of our own identity in a virtual setting. The way we play video games has evolved, whereby gamers have endless functions and multiple options to choose from when gaming. Culture has played a role in this and will continue to do so as demand is steadily increasing for more realistic gaming experiences to be created and thus shared with others around the world.

According to Raessen (2005, pg. 375) there are three domains of participation. Specifically, one of the categories includes interpretation, which is the process of making meaning from various media sources. This process of encoding and decoding is subject to participatory cultures as well as the user’s personality as there can be multiple interpretations to one situation, as this depends on the individual. The interpretation reading is evident in games such as Campus Life, although an application on smart phones, this application has similar characteristics to computer games although at times more convenient.



https://itunes.apple.com/au/app/campus-life/id504634395?mt=8
 
Without ever having to download or play this application, users are already making interpretations from the title of the game. The name implies “sorority girls” and thus users assume that the characters value the social aspects of their “campus life”. Although a generalization, this is a somewhat accurate depiction of the game. This interpretation is not only affected by cultural values but also has a hint of “Americanisation” influence as well. Not only has Americanisation influenced sectors such as clothing and the music industry just to name a few, it has also impacted the gaming experience.
 
Campbell, Davies and McKay (2004) state that Americanisation (cultural influences of America on other countries) has directly affected the perception of how “sorority girls” are observed in other cultures. Furthermore, there are certain elements of American college girls that are similar with “campus life” and this can be seen below in the film, Legally Blonde.
 
 
 
 
Gaming has a much larger role in society than initially thought. With Globalization (Americanisation?) on the rise our interpretations will become much more diverse although some may interpret this as a negative aspect in terms of a lack of originality in future games to come.   
 
 
 
Reference List
 
Campbell N, Davies J, & McKay G 2004, Issues in Americanisation and culture, Edinburgh University Press.

Raessens, J 2005, “Computer Games as Participatory Media Culture”, Handbook of Computer Game Studies, MIT Press, Cambridge, Mass, pp. 373-388
Legally blonde Official Trailer 2012, YouTube, Metro-Goldwyn-Mayer (MGM), 5 October,  date retrieved: 16 September 2013, <http://www.youtube.com/watch?v=E8I-Qzmbqnc >
 

2 comments:

  1. Hi Kylle,
    This was a simple blog post to read and explained how interpretation plays a role in video games. I also like how you have linked in that Americanisation has had an influence over games. To be honest, I want to download Campus Life now as I am a sucker for games like that. Apps such as that one are able to do well because people just like me are drawn into the 'social' aspect of the game and it allows us to create and altered world and scenarios to get lost in. You have used another scholarly source and not just the prescribed one for this weeks post which shows that you have put more thought into your work. Good job.

    ReplyDelete
  2. Hi Kylle,
    Have you ever played Surviving High School game? it is sort of similar with campus life. They both portray the stereotyped life of American teenagers. I personal think that I’m in the same side with your opinion. These days, more and more games are based on American culture that push all the gamers to understand the American culture either they can adjust to it or not. Perhaps the reason behind this issue is generally because the majority of game developers are American owned. The presentation of your article is well done because you related your argument with relevant academic sources.

    ReplyDelete