Documentos de Académico
Documentos de Profesional
Documentos de Cultura
David Rankin
4/18/17
Professor Kays
Eng 390
Video Games have been a staple in the history of new media. For years, they have evolved from
simple running platformers and fighting games to ways of interaction. They act as forms of
escape for people. As well as new forms of interactions during playthroughs. They can also be
ways of expressing views with their messages in the stories while also being exciting hold a form
to them.
Games can also help fulfill three core needs in a person which also a reason why people play.
The first is competence a sense of completion and accomplishment that can be seen in most
games this can be seen in many platformer games. The next is autonomy which brings players a
sense of control in their games and the world around them which has been placed in many open
world games. Finally, they give a person a sense of relatedness making one feel as though they
are making a difference in the world that can be seen in many of multiplayer games.
Some scholars are discussing the use of videogames having a genre to appeal to the players. This
was defined as having a representational characteristic. While also using the more interactive
features of the games to create a more nuanced, meaningful, and critical vocabulary. They also
look to the aesthetic look of videogames as well. Describing how some games would stick to a
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regular play style players would seek out games that speak more about current topics. The genres
of videogames may seem like the standard genres may seem similar to that of a book and film.
It may be hard to explain why there is a love for such things like genre but it may come from
how videogames can create some moving and emotionally driven stories that deal with topics
rarely discussed on television. This can be seen with the game Bioshock Infinite many may see
it as a violent first person shooter but actually has a moving story that involves the use of string
theory that play heavily with the ending. On a television or film series this wouldnt have been as
successful but with the game having this interactive ending it brought in a great word for the
game as well as being a highly talked about topic on many online forums.
The creator of the game went onto state in an interview, The whole ending we could have had
as a cut scene with talking to each other. But we had to make that whole sequence interactive.
That was really tricky because it wasnt just complicated from development standpoint, but it
was also conceptually a complicated notion. But with this the players were able to piece
The videogame industry has created a new form of storytelling that can get the players involved.
Another example of this can be seen in the hit game from 2013 the The Last of Us that focuses
on a very choice filled ending. It involves the main character Joel killing a group of unarmed
doctors to get back Ellie. Throughout the game the player goes through killing zombies until
reaching the end when they must save the character Ellie. This scene gives the player of choosing
weather to let the doctors live or to kill them all. After playing the game for so long many players
went onto believe that this was actually part of the story and required you to kill the doctors.
Many didnt find out they have to kill the doctors until after the game was over and they went
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online seeing the different ending that others had discovered. The player acted in the mindset of
The videogame genres can be placed into four different categories: Platform, Mode, Milieu, and
Simulation. The platform genre includes most console and hand held games as it refers to the
hardware systems on which a game is played. Each design of the games change depending on the
console as the software is adjusted. This can cause a different type of experience as the game is
adjusted to cope with a new controller. Platform games can dictate what can on in a game
Platforms can bring enjoyment to players by having the use of strategy and action in games. This
can be seen in games like Pokmon that require players to create a team of six to complete the
game. The game can be seen as a turn-based strategy as it involves both players to take turns
when attacking for this some have taken a strategy in creating teams with a strong attack and
defense. Players of the game go out and search for a specific Pokmon to be on their team. Once
the team is complete they soon begin adding in and taking out certain moves with the TM
In the action category games can be placed into two different subgenres first-person shooters like
the call of duty games that makes it seem like what is on the screen is what the player is seeing.
The next subgenre is the third-person games which is a common practice in most game that place
players in the body of avatars that are visible to the player. In these types of games the players
are placed in a world where they are running through areas getting past all of the minions until
Many who seek competence in games are attracted to the platformer genre as they enjoy going
through a game completing levels and being able to see their characters grow as they go through
the game. The more confident they feel as having done everything in the game correctly. This
can be seen games that require level ups and give players objects that make their characters
stronger.
The mode genre of games is what appeals to the players. This can be known as the world that is
created by the game. This is also described as the spatial and temporal arrangements of the
games. One of the key features of the mode genre is how a game varies on how it is played
whether it be single or multiplayer. When set to a single player setting a videogame will follow a
solid narration. While a multi-player feature will focus take on a number of scenarios in which
players will join together and play against each other. Examples of this can be seen in many
online completive games. While allowing a form of escape to some the players while also
providing a sense of relatedness as a gaming experience that can best be shared with others.
Videogames have developed a large virtual community seen in many of online games. This has
created a larger form of social activity outside of a single-player game. While playing a
videogame a player may be stuck in a difficult task that they cant get past by themselves. When
in this situation, a player can go online to a lets play of the game their playing or go onto an
online form to find how to beat the level. After this many of go onto forms to discuss what they
Videogames can act as forms of escape to some do their use of interaction and setting players on
a path to become heroes theyve wanted to become. This can be seen in open world type games
that allow players to take their own paths. It allows those playing to make the character in
whatever form they wish. Players are able to work out whatever method they deem necessary to
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play this do to their way of playing that they are comfortable with. An example being people who
prefer being up close in a fight will fit their characters out to be those who can lash out with
heavy attacks. Those who prefer to stay away from battles make their characters with lighter
Videogames can also act as forms of interaction between people with similar interest. An
example of this is the multiplayer system. Although people can still get together and play at
home the new system known as online playing allows those from around the world to interact
together and play. This can be seen with games like Over Watch and Dragon Ball Xenoverse. For
a game like Over Watch players all go online and play with those theyve never met before on a
mixed team. They quickly play with their strengths and weaknesses those who are good at
healing stay behind while those who can use a sniper rifle go to high ground and defend those
This is done with offensive characters who are meant to take charge in the battlefield and do the
most damage to the enemy. Defensive characters are the ones who take control of the field to
stop the opposing team from invading. Tanks are characters who are meant to take the most
damage and lead the others in the charge. Support characters act as the most vital in these types
of games as they are made to take care of the other players and to keep their health from falling.
Players can also talk to each other if they choose to open communications they soon develop
Games may appeal to those in other countries as well like how most games in America are
centered around action and adventure. Games in Japan are more heavily focused toward dating
games and dancing games due to the countries stricter lifestyle. Some people can connect more
with games from other countries which a reason why some games centered around anime come
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to the states as either English dubs or just imports. The same can be said about American games
coming to Japan as some Japanese players prefer to play the first person shooters that those in
the states love so much because it is something different than what they are used to seeing.
In a game like Dragon Ball Xenoverse and like other online fighting games while not only
having an offline mode with a story it also allows players from different parts of the world to
interact. This is done through the online mode where players can compete against each other and
test their skills together. They fight in the games using everything they have, to beat the other.
Originally this was done by having to people in the same room together but with systems like the
Xbox Live and the PlayStation system people can interact together without having to be in the
same room. They can also get together to form what is known as a party where they assist each
other in defeating stronger bosses that a player cant handle on their own.
These types of online gaming also lead into a sporting type of event known as the Eleague. With
different games that have come out that involves multiplayer and team work many have come to
form teams. These teams soon begin competing in different events at many tournaments like that
of a sporting event. By using all of their skills they begin competing with large players across the
The next genre used is the milieu which describes the visual aspect of these games. There are
several established game genres for milieu these include: science fiction, fantasy, and horror. The
horror genre benefits the most with milieu due to them being enhanced by mechanical and
structural rules. This mostly comes from horror games relying heavily on shock value examples
can be seen in the game Outlast and the latest Resident Evil as both use extremely gory
scenes that the player cant take their eyes away from them. While setting them in horrifying
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environment and scenario, most commonly being hunted, where they are running from an
individual or monster.
Another system that many enjoy in the gaming world is the use of designing your own character.
This system lets a player design their characters based on how they prefer to play and their own
personalities. The games allow players to become visuals of the version of themselves they want
to be. This can also be known as character transformations. This is done in what are known as
RPG games that allow characters to have an open experience in a world that enjoy being in. This
type of game genre has close ties to the literary genre of fantasy. An example of this can be seen
in the game Spider-Man Web of Shadows" in this the character plays as either the good Spider-
Man or the evil black suited Spider-man. Players are given different scenarios that effects how
the game will end either with Spider-Man saving the day or Spider-Man taking over the city.
These games also take place in an open world type of environment where the choices one makes
The point of choices in the game is another appeal that draws many toward them. They give us
the opportunity to take risky choices without dealing with the real-life consequences. They can
be taken to other worlds and fight monsters without fear what may happen or blow up a building
with a rocket launcher without being a wanted criminal. Videogame designer Jane McGonlgal
makes a statement in her book Reality is Broken about how the workplace would be more
bearable by having a consequence reward system seen in most videogames. Games are
providing rewards that reality is not. They are teaching and inspiring and engaging us in ways
that reality is not. With this statement, she shows how with games we are able to focus on what
Games open the door to players to get lost in solving unsolvable problems. With the problems,
we see today in the world many seem to lose hope. But with solving gaming issues like beating a
hard level in a game brings hope to people with trying to find a solution to a problem. They also
open players up to getting new opportunities. They provide needs that many people want to
fulfil. While also being able to tell a compelling story that allows players to take risk that would
have consequences in real life. They also open up to the idea of having a community where
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