Tuesday, April 15, 2014

Reflection #3

From the sources I've gathered, a lot talk about how the video game is put together. There are many different aspects that suck in players to play these games. With a diverse field of genres for really anyone to enjoy, video games also take a psychological turn in order to keep things 'interesting.' Personally, the typical point and shoot genre of video games isn't my preference. I want the video game to have an actual meaning, not saying that these types of games don't, but with genres revolving around horror and psychology, prove to be more fascinating and easier to relate to my personal flavor. These games get inside your head, they know your fears, they know what makes you weak and what scares you. Decision making in games is also one of my likings. For this aspect, our own personality can come into play. When distinguishing if we're generally good people, or if we might have a slight malevolent side, can prove interesting. The choices we make in these types of game can alter the storyline to an extent, thus getting into the players mind even more. If we reveal through a decision that we do not like death or killing things, what the game would most likely do is put you in a situation of killing someone. Thankfully, this is an alternate reality where these decisions don't necessarily mean anything at all. However, since this is a form of entertainment, similar to reading a book, or watching a movie, it could indeed have some sort of impact on the player. With these types of things available for us, we can find stories that we can relate to and that can potentially help us in our own personal endeavors. For future research, I would really like to know more about how these video games get inside our heads and mess with us to truly scare us.

Thesis: There are psychological turns on video games because it draws the audience by getting under their skin and in the mind of the player.

After Group Work: We all had our topic and opinion pretty much down, its just answering the question itself that we had a little trouble with. I need to explain how these psychological turns draw audiences in. There are psychological turns on video games because it draws the audience in by knowing their fears. Perhaps something like that?

No comments:

Post a Comment