Austin Rider
Critical Reflection #1
For this assignment, I primarily used EBSCOhost for my research. I am still taking the route of the psychological and narrative perspectives behind video games. In my searches I used terms like psychology, narrative, character, video game, setting, horror, and behavior. My note taking was primarily the same style that I always use, using bullet points with main ideas, then some of my thoughts or other thoughts on the subject. I tried to use some quotes to back up some of the main ideas that really stuck out in my mind and that might become helpful in future work. To improve my notes, I think I could have taken more and clearer notes. Some of them appear to be a little vague, but overall they appear to be decent.
This method of research was a little more in-depth than the usual Google sort of search to find a good website source. It was often hard to find articles that related to my topic that I could use for my annotated bibliographies, but I think the ones that I chose will help in some way because their topics are pretty broad. There is everything from the story and deeper thoughts, to character traits and building, to the game itself and its mechanics, and lastly the player’s behavior and morals of decision making. As of now, my focus is basically the same as when we started, just trying to find relationships between gamer’s perspective and interpretations of video games that hold a deeper meaning that just shooting and killing for say. As of now, this choice appears to be working because there seems to be a lot of information behind this subject that can be backed up in a nice fashion.
I would hope that the work I’ve put in so far could help someone out there out in some way. It may not be the greatest put together work, but it might spark some ideas in someone’s mind or lead them in the direction that they need to go. If I were to go back and do this assignment over, I would probably put a little more details in the arguments that the authors hold in their articles. As well as more contextual information that would back up examples of my own thoughts and what relates to my research topic.
Critical Reflection #2
Critical 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?
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