MindMap Gallery The Triple Interface of Gamers-On the Interactivity and Politics of Video Games
Summary of thesis: The Triple Interface of Gamer-Player - On the interactivity and politics of video games, what is really important is not the incorporation of this new experience into an established human habitus, but the use of heterochronic interaction , consciously undertake the "drama" of the interface, form a new aesthetics, and lead to a new politics.
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This is a mind map about bacteria, and its main contents include: overview, morphology, types, structure, reproduction, distribution, application, and expansion. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about plant asexual reproduction, and its main contents include: concept, spore reproduction, vegetative reproduction, tissue culture, and buds. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about the reproductive development of animals, and its main contents include: insects, frogs, birds, sexual reproduction, and asexual reproduction. The summary is comprehensive and meticulous, suitable as review materials.
The Triple Interface of Gamers-On the Interactivity and Politics of Video Games
import
Crawford: Establish game specifics into four: presentation, interaction, conflict, and safety
Interactivity is most important
Computer games hold the potential to amplify this interactivity and the personal freedom it brings
A relative perspective on interactivity
Interactivity is identified as one of the core features of new media
Manovich believes interactivity is a created myth
Taking the interactivity of video games as the object of analysis
Asking the question: How are interactivity and its politics understood in the specific new medium of video games?
Arguments
Magic circle interface: magic circle disappears and interface is generated
why blanking
In the pre-electronic era, Huizinga regarded the specific time and space in which the game took place as a "magic circle"
In the post-video game era, the game magic circle intervenes in the world by being independent from the world, which means that the magic circle is not a transcendent formalist concept.
In the digital stage of game development, the "magic circle" is no longer regarded as the focus of discussing games, and game rules are included as conditions in player interaction.
Interactivity designated as a core quality of the game
How to blank
The emergence of screens between games and video games
The autonomous space of the game magic circle is transformed into the semi-autonomous space of the digital magic circle, committing itself to the interaction between the interface and people to realize itself.
Games no longer intervene through utopian opposition, but are embedded in the real world through separation and reconnection.
Dramatic Interface: The Metaphor of “Death” and the Recursion of Heterogeneous Interaction
When a game in the virtual world meets a player in the real world on the interface, how is the "death" experience generated (proposed through the different death experiences of "Dark Soul" and "Honor of Kings")
Introducing the method of object-oriented ontology ("death" in the game is a metaphor for death in reality)
Think of video games as some sort of theatrical theme
The interaction between the player and the game on the dramatic interface is a heterochronic interaction between two times.
The essence is recursive behavior
Gamer” experience. This is the meaning of the magic circle interface that separates the two, that is, the dramatic interface that connects the two.
Political internal interface: Toward game-player realism
How to realize the interactive "drama" of the interface?
The reality of self-exposure of ideology in "Animal Crossing"
"Journey" gives the new subject a kinetic reality
Realism based on game-player interactive experience
An alternative realism based on interface “drama”
"Perfect Day" achieves a new expression of realism in the game-player experience that connects games and reality.
Politics breaks through the internal friction of the game and develops towards the realism of a gamer
Summarize
What is really important is not to incorporate this new experience into an established human habitus, but to consciously assume the "drama" of the interface through the use of heterogeneous interactions, forming a new aesthetics and leading to a New politics.
Require
For game designers to use the media characteristics of video games to create new game-realistic works
For gamers “you don’t have to play the game politically, but play the game politically.”
Author: Yang Chen