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October 1, 2014
Today 
1) Keeping up with the Gamedashians 
2) Discussion: Arcades 
3) That Fiske! 
4) Group Time: Let’s talk presentations
Things to remember: 
1) League play tasks are due Friday! 
2) Make sure you’re up-to-date on you 
weekly gameplay, too (photo bomb, 
Avengers, Hearthstone, Card Hunter and 
Second Life) 
3) Your first analysis paper was due Friday, 
too.
Moar League: 
Do we want to keep playing League for 
class, or would you rather we move to 
another challenge?
ARCADES
Video Arcade: 
an establishment containing a collection 
of video games that can be played by a 
customer for a fee.
Most arcades forced you to trade your 
quarters for tokens– tokens were usually 
quarter-like, but had no cash value.
Key Elements of The Arcade:
1. Essentially created the video game 
audience.
2. Insured game access to those with less 
money/means.
3. Was a haven for gamer culture/nerd 
culture
4. Pushed innovation in gaming… for a 
long time
5. Insured that video games before the 
“net” could be social (a requirement for 
board and card games)
6. Social learning and distributed 
education through community.
Jonathan Fiske: 
“Video Pleasures” 
Fiske comes from the tradition of cultural studies. 
Because of that, you will see a focus on people and 
actions (and not on technology) in his work. This 
piece proposes an interesting concept, though.
First… the five objections to video arcades 
, from Fiske: 
1.Addictive 
2.Cause truancy/distract from school 
3.Cause petty crime 
4.A waste of money 
5.Vandalism/Hooliganism
Does this list remind you of anything?
The same five claims are made in the 
1980s in the United States about 
recreational drugs as part of the “war on 
drugs.”
“With the video game machine, the 
machinist works not with the machine but 
against it– the time his… 25 cents buys is 
extended to the degree he can resist, 
work against, the machine. The better the 
machinist is, the less he pays, and the 
lower the profit of the owner.” p. 80
WHAT?
Fiske went Marxist on you. 
He’s saying that the video game 
machine=societal control. 
So when you drop in a quarter, you buy some 
time with the machine. The longer you can 
play, the more you’ve taken away from “the 
man” having a chance to make money.
Take some time with your groups. 
I want you to know what you’re going 
to present on soon.
By the end of class today, I want you to send me: 
1)Two potential dates to present 
2)Your final topic and anything you need from me 
3)One thing your group would like to have covered 
in the second half of class.
For Friday 
Read: virtual worlds stuff II (see schedule) 
In class, we will actually look at Second Life.

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Analysis of Play, October 1st

  • 2. Today 1) Keeping up with the Gamedashians 2) Discussion: Arcades 3) That Fiske! 4) Group Time: Let’s talk presentations
  • 3. Things to remember: 1) League play tasks are due Friday! 2) Make sure you’re up-to-date on you weekly gameplay, too (photo bomb, Avengers, Hearthstone, Card Hunter and Second Life) 3) Your first analysis paper was due Friday, too.
  • 4. Moar League: Do we want to keep playing League for class, or would you rather we move to another challenge?
  • 6.
  • 7. Video Arcade: an establishment containing a collection of video games that can be played by a customer for a fee.
  • 8. Most arcades forced you to trade your quarters for tokens– tokens were usually quarter-like, but had no cash value.
  • 9.
  • 10. Key Elements of The Arcade:
  • 11. 1. Essentially created the video game audience.
  • 12. 2. Insured game access to those with less money/means.
  • 13. 3. Was a haven for gamer culture/nerd culture
  • 14. 4. Pushed innovation in gaming… for a long time
  • 15. 5. Insured that video games before the “net” could be social (a requirement for board and card games)
  • 16. 6. Social learning and distributed education through community.
  • 17. Jonathan Fiske: “Video Pleasures” Fiske comes from the tradition of cultural studies. Because of that, you will see a focus on people and actions (and not on technology) in his work. This piece proposes an interesting concept, though.
  • 18. First… the five objections to video arcades , from Fiske: 1.Addictive 2.Cause truancy/distract from school 3.Cause petty crime 4.A waste of money 5.Vandalism/Hooliganism
  • 19. Does this list remind you of anything?
  • 20. The same five claims are made in the 1980s in the United States about recreational drugs as part of the “war on drugs.”
  • 21. “With the video game machine, the machinist works not with the machine but against it– the time his… 25 cents buys is extended to the degree he can resist, work against, the machine. The better the machinist is, the less he pays, and the lower the profit of the owner.” p. 80
  • 22. WHAT?
  • 23. Fiske went Marxist on you. He’s saying that the video game machine=societal control. So when you drop in a quarter, you buy some time with the machine. The longer you can play, the more you’ve taken away from “the man” having a chance to make money.
  • 24. Take some time with your groups. I want you to know what you’re going to present on soon.
  • 25. By the end of class today, I want you to send me: 1)Two potential dates to present 2)Your final topic and anything you need from me 3)One thing your group would like to have covered in the second half of class.
  • 26. For Friday Read: virtual worlds stuff II (see schedule) In class, we will actually look at Second Life.