comm166reading-1 - Comm 166 Week 9 Reading Notes 1 Video...

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Comm 166 Week 9 Reading Notes 1 Video Games and the Pleasures of Control Video games provide simulations of a series of aspects of reality o Transform traditional forms of entertainment into an interactive form that enables the player actively to participate in shaping the games o Interactive means to change the course of the narrative o Player immersed in a “virtual reality” Games that provide narrative simulations o Ex. Adventure-mystery games (more complex); time is often player-generated Games that provide interactive realism o Ex. Action games; elicit strong arousal; interactive simulation of an “online” reality The Impact of Violence on Film and in Video Games Catharsis argument – safety valves for aggression or sexual urges Equilibrium theory – control their level of arousal Desensitizing argument – exposure to violence will accustom viewers to such phenomena Social learning theory – people learn violent behavior and copy the violent behavior in real life o Priming argument – violence activates and strengthens violence-related associations and emotional charges Arousal argument – violent films raise the level of arousal and will therefore provide a basis for violent acts if they are placed into a violent context Video games enhanced perception, attention, spatial skills, memory, and motor performance o Playful simulations of dangerous situations is often gratifying because such simulations allow the player to cope with strong aversive sympathetic reactions o Arousal motivates a serious of cognitive and motor responses; many are defensive o No conclusive evidence for the impact on normal players Ability to get comic pleasure out of reversals of normal empathic relations between viewers (or players) and fictitious characters is based on innate dispositions o Comic reversals presuppose some kind of moral maturity that prevents viewers and players from experiencing such reversals as normal interpersonal relations We possess aggressive potential because aggression had a clear survival value for our ancestors o Aggression displayed in some media products and the comic reversal of empathy might partly be explained as negotiations and regulations of the level of empathy Emotions in Real Life, on Film and in Video Games A precondition for eliciting strong emotions is to present some stimuli that are central concerns of living beings (threats on life or health) Arousal is a very general physiological process o Emotional experience will consist of phases: a cause, an arousal, a cognitive appreciation and a labeling, followed by some actions that remove the cause of arousal o Need a focusing character in order to specify coping strategies Player’s assessment of own coping potentials that determines the emotional experience Simulate emotions in a form that is closer to typical real-life experiences than film The Input-Output Problem and the Game Player’s Virtual Reality Simulation
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