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  1. 1. Chapter 5: GamingCameron Dufour
  2. 2. In chapter 5, Gaming is broken into 5sections that are categorized into either thegenres of Hanging Out, Messing Around, orGeeking Out. TimeHanging OutRecreational GamingOrganizing and MobilizingAugmented Gaming
  3. 3. Killing Time - Messing AroundKilling Time is center around mobile gaming, or gaming to kill timebetween relevant events.Mobile devices like the Sony PSP, Nintendo DS, Gameboys, cellphones, and laptops.
  4. 4. Killing Time caters to a younger, less experienced gamerwho is trying to fight off boredom.This is easily identifiable in schools and computer labs wherekids frequent sites like MiniClip and Addicting Games, whichconsist of either flash or shockwave filed games. are accessible to anyone with a computer and Internet connection and do not require any prior knowledge of gaming.They are supposed to be quick, simple, and fun. The perfectchoice for anyone trying to kill some time.
  5. 5. Surprisingly, hard-core gamers also use these little games tokill time while they are already playing another game.If the gamer is in a party online and is waiting for an eventwithin the game to happen, it isnt uncommon for them toopen a new window and play a flash game. This mostly occurs when a gamer is playing a game like of Warcraft or Final Fantasy and the action has come toa halt.Time killing games are generally seen as harmless andcasual to the public.
  6. 6. Hanging Out -Hanging Out to Geeking Out hanging out genre of gaming is a friend-ship driven interest.The gamer is engaged in the game as well as spending time withothers, even though the time is centered around game play.Hanging Out is a social event that is done online as much as inreal life.
  7. 7. Families are one of the biggest contexts for Hanging Out of parents consider themselves GamersAmong them 80% play with their children66% say gaming brought their family closer together
  8. 8. Hanging Out bridges different forms of gaming expertiseand experience. well as crossing generational and gender divides.I personally play in a competitive clan for the gameBattlefield 3 (BF3) in which we have both male and femalemembers ages 15 to 45. Everyone gets along, has a good time, and work welltogether; even when giving and receiving orders during ahighly emotional, competitive match.
  9. 9. The Hanging Out genre of gaming has a vastdemographic due to the type of gaming content that isused. Hanging Out ofteninclude fantasy sportsgames, which has alarge audience aroundthe world.!/entry/50464ad2444f6789474a45e7 games like Dance Dance Revolution, Guitar Hero, andmost Wii games, which are meant to be fun for everyone and notjust a specific type of gamer. These games are built around interests and social bondings thatalready take place outside of the virtual world.
  10. 10. The Hanging Out aspect of gaming that takes place onlineare often in gaming communities that can either becentered around all games, on all systems (Playstation,Xbox, and PC), or for a specific game, or types of gameslike Massively Multiplayer Online Role-Playing Games(MMORPG) or First Person Shooters (FPS).These communities are usually called guilds, clans, orteams. As said earlier I play with a clan for BF3, the clans nameis Soldiers Never Sleep.Most games offer the option ofputting in a clan tag next to aplayers name so that otherplayers in game can easilyidentify that you are part of aclan and also who the otherpeople in the clan are.To the left is one of my clans graphics.sNsclan.comThese clan tags are typically 3 to 4 letters long.The clan tag for Soldiers Never Sleep is (sNs).Because my clan doesnt only specialize in FPSs or onlyone system, we consider ourselves a "gaming community."
  11. 11. Hanging Out games often include forms of competitionand violence, but like sports these forms of playfulviolence and competition become a source of socialbonding, much like me and the friends that I have made insNs experience. In later years it has become common that kids who do not playvideo games at all are more likely to be socially marginalized thanthose who do play games. is largely due to the fact that hanging out forms of gaminghave become part of the everyday and commonplace practices ofsocial play for youth.
  12. 12. Recreational Gaming - Geeking OutRecreational Gaming is much more interest-driventhen any other genre discussed before.Recreational Gamingis for the committedgamer wherecompetitive gaming iscentral. Recreation Gaming isnt a solitary activity, thegame itself is the focus and the reason for the socialactivity experienced. Represents the gaming practice of people gaming togame and getting together specifically to play games thatrequire persistent engagement to master, and is mostly aneveryday in-home activity.
  13. 13. Recreational Gaming is pretty much a predominantly maleactivity.Again, games often include sports games, mmorpgs, andfpss. These are games that, if committed to being skillful,can suck up large amounts of time. Gaming develops a clear understanding offunction and structure of the game.Committed gamers will often have an assumedimportance of expertise when discussing the game. If youdont know what is going on, its better not to speak up.Recreational Gaming involve an intense emotionalinvestment in game practices.
  14. 14. Recreational Gaming practices provide a focus for thedevelopment of identities of expertise, performance, andvirtuosity—an arena of practice that differs from thedemands placed on youth for academic performance.In games you are in control of the life, what happens, andhow the character develops. A picture of the screen when you "die" in BF3. large appeal of gaming is the fact that failure is notconsequential - if your character dies, there is no physicaldamage done to you, nor does it have any impact on thereal world. If you die just spawn in again. (Spawning is the reappearing of a dead player.)
  15. 15. Gaming allows the initial focus of an interest-driven socialgroup to develop into a friendship-driven social group.This is important because it shows that as humans wecrave the acceptance and proximity of others, even in avirtual world. social media aspect of gaming has allowedrelationships to be formed and maintained through themedium of playing video games.
  16. 16. Organizing and Mobilizing- Geeking Out while Hanging OutThis genres focus is more on playing as a team, club,guild, or clan.Organizing and Mobilizing is much more part of theGeeking Out genre than any other.These groups aremuch more likely totrack of scores,trophies, reputationand experiencepoints; fairly geeky. like Xbox Live and Playstation Network aredesigned to be competitive areas for gamers to acquireand keep track of scores and trophies.Gamers that take part in Organizing and Mobilizing mighthave gotten involved as an evolution of recreationalgaming, or partake in both.
  17. 17. Guilds are centered around organized leadership,responsibilities, and specialized roles when it comes to thegame play itself. You wouldnt apply to be in a guild or clanby offering that you are a good player; you would want tohighlight the areas that you are great in and how they canbe an asset to the whole team.Being in a clan, guild, or team often requires acommitment in terms of time, competency, resources, andeconomic capital: gear is expensive.Skillful enoughteams can lead to aprofession in e-sports(electronic sportscentered aroundgames wheredifferent teamscompete againsteach other for gearand cash prizes). identity in these tight gaming groups often leadsto being identified as a "gamer," which in itself is positivereinforcement; youre not going to be called a gamer ifyoure not skilled in the game.
  18. 18. Organizing and Mobilizing often requires more specializedtechnical resources and social networks.This is due to the fact that gatherings are either put on by gamersthemselves or they are invited to the events put on by big-namecompanies in the gaming industry.These gatherings are called Local Area Network parties, or justLAN parties.Small LAN parties can form spontaneously, but larger ones oftenrequire larger and sometimes rented spaces like conferencerooms in hotels or convention centers.Professional LAN parties and competitive events are bigger thana non-gamer would realize.
  19. 19. In gaming communities the game extends to websites,forums, guides, instant messenger programs, emails, andeven phone calls or text messages.These groups become an organized collective action,where the individual sacrifices their players stats for thegood of the team. A lot of teams are based upon military ranking and oftenhave conduct codes carried out by the chain of command.In my clan, sNs, we have a military ranking system, butthere is little to no commands to follow unless in acompetition. Our clan consists of around 70 to 80 active members, withabout 15 of us belonging to "Alpha Squad," those of us inAlpha are considered to be the most skilled and are likelyto be picked for a competitive event before others.On my profile I have these tags so that others who look atmy profile will know where I stand in the clan.
  20. 20. Studies show that players dispositions are being createdin the virtual and real-world simultaneously, as opposed tojust in the virtual world. Team play helps to develop effective communication,problem solving, and social interaction.These forms of gaming represent opportunities toexperience collective action and to exercise agency andpolitical will.These forms of collective action in gaming worlds canfunction as training grounds for collaborative forms of workand social action.
  21. 21. Augmented Gaming- Geeking OutThings that are considered augments of gaming are thingslike cheats, fan sites, modifications, hacks, walk-throughs,game guides, and various websites, blogs, and wikis.Popular websites - to establish your gaming - To set up competitive FPS - for those seeking help or - Fan site for latest FPS news and - a regular gaming blogA cheat to give pedestrians weapons in Grand Theft Auto: San Andreas
  22. 22. Gaming media is everywhere, from magazines likeGameInformer to television shows like X-Play and Attackof the Show.Gaming media is notlimited to big budgetshowever and there is alot of gamer generatedmedia.Most gamewalkthroughs, guides,cheat lists, andmachinimas (animatedvideos usinggameplay) are createdby gamers themselvesand distributed onsites like YouTube andGameFaqs. rise and accessibility of the Internet has expandedthese secondary productions and information as well associal communities.
  23. 23. The more relatable and social aspects of augmentedgaming are cheat codes and guides which tend tocirculate through peer to peer action.Cheating and seeking guides is more under the genre ofmessing around than Geeking out because they do notrequire an expertise, in fact they require quite theopposite.Customizing and modding games have also becomevery popular as the power of technology and theknowledge gathered from others (a very social aspect ofaugmented gaming) increases what users are able create.Modding a gameis changing thegames coding tobe different andplay differentlythen what it usedto.
  24. 24. A good way to think about it is like play-dough, the userdidnt create the game, but they are molding the game tobe something completely new!Gamers who specialize in modding have createdextremely popular games that command a cult-likefollowing.These are games like:Counter-Strike - created from the main game Half LifeAndDayZ - created from the main game Arma II<- ->
  25. 25. The customization of characters and levels allows thegamer to be creative and produce things to share withfriends and fellow gamers.This is vastly important to the gaming community becausewe enjoy sharing new and exciting things with each other,its for the love of the games. Customizing your character in a game is important because itgives the player a sense of identity, your gaming name andcharacters appearance is often the only thing that you are knownby so it is important to gamers to keep them as unique and fittingto their own personality as possible. In some ways it could beconsidered an extension of their lives.
  26. 26. My Conclusion to GamingWhile gaming is considered to be a waste of time and a lonelyexistence by some, this chapter has proven to be quite theopposite. As a "recreational gamer," I can argue this. I am, and so manyothers like me are, very sociable, friendly, hard-working peoplewhose hobby just happens to be video games.Were not lazy, seclusive, or trying to hide from real-life like muchof society believes, we just enjoy the challenges and rewards thatgames offer to their users.Gamers take part in social events with one another, with theirfriends and families, and have other interests in life that arecompletely unrelated to gaming.Gaming has become part of everyday life with the expansion ofapps and Facebook games. Almost anyone who has asmartphone, tablet, or social networking site can be considered agamer. With the rise of social networking, gaming will only grow withpopularity because the gaming industry and culture intends to findtheir place in the middle of it all.Gaming is way for people to connect and compete with oneanother, much like any real-life situation.
  27. 27. All pictures have been cited from the source where I found themonline and any statistics or information gathered was done sofrom Hanging Out, Messing Around, and Geeking Out- Cameron Dufour4/22/13