Friday 3 April 2020

Week 5—Digital Games


Have you ever played a digital (video) game? Statistically speaking, out of a worldwide population approaching 8 billion people (Worldometer, 2020) around 2 billion fit into the category of being called a ‘gamer’. That’s about 1 in 4. So in a family of say 4 people, statistically, 1 of them could very well be a gamer, whether they care to admit to it or not. What might even come as a surprise is the average age of gamers is 38 years! Sex is no barrier either with a ratio of players at around 60/40 male/female respectively. (Desjardins, 2017)

So why wouldn’t you call yourself a player of digital games? When compared to real life games, imagine a Venusian visiting Earth who finds herself musing on the reasoning behind playing the actual real-life non-digital game of golf. Perhaps she even draws a comparison to watching paint dry. And indeed many non-golfers may side with the Venusian. Okay, so now that we’ve cleared the room of those most unlikely to play a digital version of golf, let's continue...

It might be interesting to note that if a person who has no interest in playing actual golf on a golf course, may well find an interest in the digital version of the game, instead. The reasons are likely many and varied, none the least being the digital gamer isn’t tied the orthodoxy of conventional rules. In digital golf, for example, a player can team up with a virtual Greg Norman and even get in-game tips on how to improve their ‘digital’ game; all of which is generally unlikely to happen at a person’s local golf course. Games based on real sports, including many Hollywood-style movies, can even include the actual voice of the person whom the game is based around.

But to some people not all games are as appealing as a round or two of digital golf. One of the primary reasons games draw in a following is because of what the players get out of it. The word fun is undoubtedly an understatement because it tends to over simply the process. Yes, games are fun to play but there are many variables involved that contribute to the overall enjoyment that leads a player to proclaiming: hey, that was fun!

The technical term that game programmers use when building a game which helps drive the dynamics, i.e.: the interaction between player and game that gives the game its appeal and fun is called, ‘aesthetics’. In gaming language aesthetics play a large role in the success of a game. The following bulleted list of words which is borrowed from MDA: A Formal Approach to Game Design and Game Research, goes a long way in helping put the term aesthetics into context: 

1. Sensation: Game as sense-pleasure
2. Fantasy: Game as make-believe
3. Narrative: Game as drama
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as self-discovery
8. Submission: Game as pastime


The list shows the elements used that make a game ‘fun’. Combinations may vary but the general principals such as these are used to characterise a game in its early stage of development. And even in older games that may not have been as visually impressive when compared to newer games, the aesthetic elements are still present.


In the early years of digital gaming the act of programming employed simple 8 or 16 bit graphics, which meant that game realism was far from immersive. For many gamers these early games may have really only offered a slight distraction for an hour or so ordinarily taken up by other indoor activities such as watching television. But over time the computational hardware used in modern gaming consoles and PC desktops has grown exponentially allowing for greater realism, compared with games of 20–30 years ago.  Today’s games in comparison have far richer visceral content and interactive gameplay but are still in accordance with the primary aesthetics. And such is the nature of continued research and development in all areas of the digital gaming industry, a whole new term has been created to give meaning to its rise. As a result, many of the games that take on the form of real-world-gaming are more commonly ascribed as e-sports.

Players of e-sports games compete with other players in real-time interconnected events. Moreover, as is the nature in a commercialised world, if something has the power to draw a crowd of people to watch those taking part, so will you find advertising dollars that filters its way along the money trail rewarding the few adept combatants who rise to the challenge and excel at their chosen avocation, possibly snowballing them and their e-sport on to greater stardom while increasing any potential earnings on offer.

Current Formula 1 and six-times World Champion, Lewis Hamilton, although noted as ‘a big fan of e-gaming’ dismisses the idea that e-sport has the potential to produce an actual real-life F1 champion (Hall, 2018). None the less, over in the paddock of e-sport racing, there is a category of gamers who regularly vie for various titles including team championship and driver championship. As of 2019 the Formula One Esports series, actively promoted by the FIA Formula 1 World Championship, had a total prize pool on offer of $500,000 adding real world incentive to the burgeoning e-sport motor racing fraternity (F1, 2019).

The second paragraph of this blog-post brought into question the perception about being called a gamer. Inevitably there will always be opinions by those averse to digital games for reasons often based on personal unacknowledged hubris. Which in a way draws my attention back to a time when being cool meant not openly declaring your affinity with ABBA songs among your high school chums because in doing so would invariably have caused outrage, replete with much maligned ridicule, resulting in the exponent labelled the school leper—such was the case of being a teenage male in the latter half of the 1970s. Interestingly, as it turned out, that style of music is of such esteemed excellence, as evidenced by countless prolific versions of ABBA based revivals with the likes of live-theatre productions and other recorded multimodal stories, including movies, that its very existence has demonstrated to those cupboard (closet) ABBA fans that they had indeed more class, back then, than their uncouth peers. Is this also the case for digital gamers?






Works Cited

Desjardins, J. (2017, January 11). The History and Evolution of the Video Games Market. Retrieved from Visual Capitalist: https://www.visualcapitalist.com/history-video-games-market/
F1. (2019, April 02). Formula 1 New Balance Esports Series to kick off its third season. Retrieved from Formula 1: https://www.formula1.com/en/latest/article.formula-1-new-balance-esports-series-to-kick-off-its-third-season.6MRwBKUbBNbQXCImkEpvlP.html
Hall, S. (2018, February 22). Lewis Hamilton: Big fan of e-gaming but says it won't produce F1 world champions. Retrieved from Autoweek: https://www.autoweek.com/racing/a1691671/lewis-hamilton-big-fan-e-gaming-says-it-wont-produce-f1-world-champions/
Worldometer. (2020). World Population. Retrieved from Worldometer: https://www.worldometers.info/world-population/#top20

4 comments:

  1. Games based on real sports, including many Hollywood-style movies, can even include the actual voice of the person whom the game is based around.
    Do you mean by this that Hollywood movies are like games? Some games have been made into movies. I saw one the other week called ‘Postal’ that was as ill-conceived a grab-bag of scenes as ever exploited my persistence of vision. It was derived from the video game of the same name. Very little story, very little sense to what story there was. I’m not sure if it was ever broadcast, but if there are people on Venus who’ve seen it, they know that we’re doomed to self-extinction and probably aren’t bothering us for that reason.
    As I understand it, the FIA are continuing this year’s F1 season as e-sports. It’s the ultimate acknowledgement that F1 ‘racing’ is neither a race nor a sport, but a well designed live action game, where the mechanics are so controlled that the players on the tracks have very little agency and the viewers even less, with consequent aesthetics of boredom and malaise.
    Lucky, we’ve got TWINE.

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  2. Thank you, DJ, for visiting my blog.

    Just for clarification: Games, and Hollywood movies that get turned into games, use an actor's voice for the voice of the game character.

    'Fast-forward to 2018 and video games feature not only voices, but actual performances by actors.' https://www.vice.com/en_uk/article/gymde7/how-video-games-cast-actors-just-like-movies-do

    Yes, we got Twine. I'm having fun with coding my game. There's plenty of help out there, too, just gotta ask Dr Google.

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  3. loved the attention to detail in this darren! the amount of stats and references you used is great! i think i would have liked it a touch more if a personal image was used in this blog. Good job overall!

    ReplyDelete