The Perfect Crime: By Peter Bozzo
Games as a work of art and cultural artifact:
“The Perfect Crime” by Peter Bozzo is an argumentative essay
that our English 103 class was required to read. This reading is to help us
with our project 5 paper that is based on an argument that we find most
appealing. Hopefully this reading will help add support as well as help finish
the overall development of our own argumentative paper.
The main argument that I saw was presented in the film:
Paradise Lost; The Child Murders at Robin Hood Hills definitely does a great
job of setting the scene for the audience about how the three teenagers are
innocent and they are accused of murder. I feel that this was the scene that
the author and producers wanted the audience to see as they want the suspense
to build and allow for each audience member to formulate their own opinion. The
filmmakers entered a pathological sphere and the author claimed that the
information was not presented in a way that accurate in the minds of the public
sphere.
The author basically structured the argumentative essay in a
way that was very easy to understand and the information was presented clearly.
The author then goes on to compare both the public sphere and then the pathological
public sphere. The author then goes on to explain both of the views. Bozzo does
a great job of giving the audience all of the facts so that they can really
form their own opinions without any outside influences. He then gives the
audience the facts of evidence which eventually shifts the primary focus of the
argument to give the three teenagers in the film who are allegedly responsible
for murder a chance at innocent in the eyes of the audience.
This argument is very helpful because it really connects and
goes full circle with what we have been learning all year in our English 103
class. It gives great examples on concrete instances along with great
alternatives to convey the message that we want our readers to take away from
our work. After reading this essay Im more confident that I can write an
argumentative essay and support it with facts that will strengthen the
credibility of my argument. I also want my essay to flow as easily as this one because
I feel that I will make it easier for the reader to understand the point that I
cam trying to convey.
Games as a work of art and cultural artifact:
At the beginning of the article, it states how the new
technology of the present day video games has improved from the first video
games. Although the video game technology has changed greatly the social
additions and aspects have remained constant throughout the evolution of video
games. When playing a video game the players continue to play in the same ways
that they have always played. They either play against each other or with
different players.
Within this particular game the author references the video game
“Everquest 2”. The ultimate dynamic of the specific social characteristics are
that you can virtually see each other’s structures as well as see them managing
their individual towns. This ultimately stimulates deeper competition by
evoking the different emotions of each player. When playing this particular
game you obviously want your town to be the best and better than everyone
else’s that is playing. By doing these particular actions you will be drawn
deeper into the game and increasing your overall enjoyment of the game. This
basically will add new competition and goals of being the best player of the
game.
Through combining all of the player in one particular game and
also making groups of players into teams will add various new elements. This
will ultimately bring added emotion and skill to the game because of the
addition of teams. This essentially changes the dynamics of the game because it
not only effects how the players feel in certain moments throughout the game by
emotions, but it effects the players outside the realm of virtual reality and
affects the players everyday life. By doing so, this basically shows how games
can ultimately alter our ever growing, evolving, and changing society. It can
also have a great effect on how it changes the overall mentality of a player
and what they are thinking.
By reading this particular article,
it essentially helped me to further understand and define what it actually
means to have cultural associations. This is because the article provided
multiple examples and detailed explanations of what exactly happened in the
game and how our reactions and actions can be used as definitions of what the
game means. For example, Aarseth discuses how certain gaming landscapes make
them more accessible and more like our everyday realities. I found this to be
similar to the very game that I played for our project, Call of Duty, because
when you are in the different landscapes of the battlefields, you can basically
use the provided maps to decide which is the best approach to launch an attack.
Another aspect of the article that
relates to my specific cultural associations was when he talked about how the
game World of Warcraft was referred to as a “world”. This particular statement
gives the author much needed credibility statements because it shows that the
game is made good enough that it can intrigue a player to paly and ultimately
finish the game. This allows for each player to feel like they are part of the
game and in different dimensions with new and emotions being evoked. This relates
to Call of Duty, because the game is just like a real life scenario that depicts
war scenes that could very well be real. This games allows for the player to
create the world of war that they wish to play and ultimately conquer and win
in victory.
From the work of Espen Aarseth, Kevin
VanOrd, and McKenzie Wark various arguments are made that all discuss the major
points for what games really mean. In the article "Define Real,
Moron" by Espen Aarseth, there are various points that are made. The primary
point that the author conveys is how certain fallacies from the works of others
specific conclusions can offer new and interesting interpretations of how to
analyze a game. However, in the two articles "The Sims Medievel" by
Kevin VanOrd and "Gamer Theory" by McKenzie Wark, the primary
focus is more on critiquing specific games.
Just because the works of both
McKenzie Wark and Kevin VanOrd are similar they each have a unique
interpretation even though they have both chosen to specifically analyze a certain
game. Kevin VanOrd has chosen to introduce more detailed interpretations of
what he believes the “The Sims Medieval” really means and is based upon. Espen
Aarseth would describe this as the “Functional/Mechanical Approach” , which
essentially means that he is describing certain aspects and approaches of
setting, goals, and game skills and tactics. While McKenzie Wark uses the
analyzing technique of “Semiotic Approach/Definition” by Espen Aarseth, who
goes on say that there is more of an emphasis on a semiotic definition when
making specific conclusions from a different aspect.
Espen Aarseth then goes on to state a conclusion made by
Ludwig Wittgenstein that states: "a word like game has
no essential definition, but is rather a term for a family of similar phenomena."
Basically because it is very hard to have just a single interpretation of a
game, it can be argued that the ideas of other individuals can be offered as
valid interpretations. In Kevin VanOrds work, he is essentially describing in
detail the primary plot or story of the game he is analyzing, while offering
references through details about the various options of choice within the game.
This closely resembles how each gamer can find the hidden clues on his own or
have help throughout the game.
An overall final conclusion is not reached by Kevin VanOrd, but does go on to analyze what Espen Aarseth deems accurate, which is developing a broader definition and explanation from the results. Kevin VanOrd then concludes that the gamer will become a servant to the game. This statement made by Kevin VanOrd is a fallacy because not everyone sees this game through his perspective. On the contrary, Mckenzie Wark offers a new definition that enables a relationship that more closely resembles the definition of Espen Aarseths interpretation to defining a video game.
An overall final conclusion is not reached by Kevin VanOrd, but does go on to analyze what Espen Aarseth deems accurate, which is developing a broader definition and explanation from the results. Kevin VanOrd then concludes that the gamer will become a servant to the game. This statement made by Kevin VanOrd is a fallacy because not everyone sees this game through his perspective. On the contrary, Mckenzie Wark offers a new definition that enables a relationship that more closely resembles the definition of Espen Aarseths interpretation to defining a video game.
Critique of Two More
Examples:
After seeing the two examples of project 4 websites by
Grayson Bonds and Eliza Larkin I was very impressed with the amount of detail
and creativity that was clearly demonstrated in these two examples. Most
importantly I was inspired by these two excellent examples because the way that
they presented their arguments gave me so many great ideas for how I would like
to have my information presented. I thought that each of the two students did a
fantastic job of answering the primary questions of the project.
The first of the two examples that I began to explore was,
“Dreams of a Gamer” by Grayson Bonds. The first thing that I noticed that stood
out to me the most was the vivid background of a starry night in space. To me
when I think of dreams I always imagine a night skyline that is filled with
stars, which make me feel the true weight of the universe. This was a great choice of creative detail
because it sets the scene to the readers of the website that conveys a certain
message. The gray-scale website theme does a great job of coordinating to the
video game “Skyrim” that was analyzed throughout the project. From the immense
about of detail that was provided about the video game and the dream
interpretation it was clear that author had a strong argument for the
interpretations and archetypal associations that were demonstrated. Overall I
like this project a lot and hope I will be able to use this example as a
foundation for the website in my project.
The second of the two examples that I explored was “Video Games”
by Eliza Larkin. The first thing that got my attention was the very visual
pleasing simplistic website design that was very easy to navigate. I really
like how the author incorporated a video on the home page as well as the use of
suspenseful and dramatic sound effects that followed you from page to page as
you were able to get a better feel for what the video is like when playing it.
This was a great addition that really sets the website apart from all the
others. The author did a great job of comparing the three narratives: Bioshock
Infinite, The Republica Times, and Cubefield. The author did a great job of
interpreting the video games. I really enjoyed exploring this website as it
gave me so many more great ideas that I hope to capture and include within my
own website project.
From these two excellent examples of project 4, I have
gained superior insight into what this project will entail. Both of these two
students work has inspired me to create a website that is very visually
pleasing and yet full of meaning. They also did a great job with the
interpretations of the video games and I now have valuable knowledge to
complete this assignment.
In David Perry's, "Are Games Better Then Real Life",
he discusses how the line between reality and video games has become blurred.
From watching this video I was somewhat intrigued at how someone could
literally lose themselves inside a video game. I just couldn't wrap my head
around the fact the someone would rather sit in front of a TV and not enjoy the
life that they have been given. I have played video games in the past and never
once did I ever feel like it was becoming that much a part of my life. Its just
like someone who watches a TV show and yet we don't ever hear of people
pretending that they are on a particular episode. This got me to thinking what
is it about video games that makes people what to live in those moments. I
think when people interact with a virtual reality for long periods of time it
can have a minimal effect on how they view their actual reality. I don't think
people who play video games get lost in them accidentally. I think its because
something has caused them to want to escape their actual reality and live a
world where they find it more appealing than their normal lives. When I
play a video game I know when to stop and I think for people who are addicted
to video games subconsciously want the video game to become their actual
reality. I feel that its not the video games that are addictive and its more of
a psychological affect that causes people to intentionally want lose their
minds in a virtual reality.
Video Games as Allegories For Life
Video Games as Allegories For Life
I
feel that the world in which we live in can be depicted and explored through
the use of video games and the specific allegories that they contain. An
allegory is something that contains a hidden message or meaning. I think that
video games can be excellent examples for allegories because part of playing a
video game is to understand what the purpose of the game. This is primarily so
that the player can strategic a plan of action in order to accurate play the
game in the way that it was intended. In Wark’s “Game Theory”, discusses how he
believes that the video game “Sims” can be used as an appropriate example for
what an algorithm can entail. Wark first talks about the first reason why the
“Sims” is an allegory when he says, “As the player proceeds through the game,
she gradually discovers the rules that operate in the universe constructed by
this game.” This is an allegory because the learning the way the game is
supposed to be played allows the player the chance to figure out the meaning of
what the game is about. Wark also says, “To play the game means to play the
code of the game. To win means to know the system. And thus to interpret a game
means to interpret its algorithm (to discover its parallel allegorithm)”. This
is perhaps Wark’s best example in the argument that video games are allegories
because he has related what it really means to be an allegory to the context of
what it means to be a video game. Finally Wark goes on to say, “In a game any
character, any object, any relationship can be given a value, and that value
can be discovered. With this possibility a challenging but fair verdict can be
passed on the profane world: it is characterized as a world in which any value
is arbitrary, yet its value and its relation to other values can be discovered
through trial and error.” From this statement, it is clear that video games can
be used to explore allegories and how they can possibly relate to other
examples in our everyday lives and other games we play. In Wark’s “Game
Theory”, the idea that video games can be allegories can be accurately
described through excellent examples that pertain to his rhetorical analysis of
allegories in the “Sims” video game.
Multi-Model Project Comparisons
The two examples of the multi-model
project that I have chosen to critique are Sarah Hicklin’s and Tyler
Anthony’s. Sarah Hicklin chose to
analyze three narratives, which include: Contra, A walk in the park, and Escaping
the prison. The purpose that the author is trying to convey is the point that
unconsciously we dream about the video games in which we play. Through
extensive research the author Sarah Hicklin, proves to her readers that some of
the video games that she encountered and research did prove to have an effect
on the interpretive analysis of dreams, as the reality when playing video games
seems to be appealing to a certain aspect of the player. In Tyler Anthony’s
project, he chose to analyze three narratives that relate through squeals which
include: Call of Duty, part I of Call of Duty: Black Opps II, and part II of
Call of Duty Black Opps. The purpose
that the author Tyler Anthony, wants to convey is that dreams can be reoccurring
in that the effect of video games increases allows for better interpretation of
the dreams as well as the video game. In Sarah Hicklins project, she uses many
video presentations that accurately and vividly describe the video games that
she played and offered her suggestion as to what the purpose of the video games
was trying to get across. I really liked how she used a “Prezi” presentation to
better explain the research and final analysis of what she wanted to convey as
her primary intention. This was very effective as it allowed the reader another
way to visualize and better understand what each video game entails. In Tyler
Anthony’s project her used many pictures and video to accurately describe the
video games that he analyzed and played. The pictures that he chose to use were
very effective as it gave the reader excellent images to visualize when trying
to interpret the meaning in which he is trying to convey. Both of the
multi-model project s that chose to explore were very effective in explaining
the overall analysis of the video games that they played. I really like how
they were both very creative in color schemes and word choice on the home pages
of their websites. I hope to use some of their ideas and improve them when I am
designing my website for this project. Overall they both did an excellent job
with their interpretations.
On The Nature Of Dreams
According
to Jung, dreams are a way of communicating and acquainting yourself
with the unconscious. One of Jung’s biggest arguments that he offers is
that dreams are not attempts to hide your true feelings from your own mind, but
more of a window to into your unconsciousness. They serve to guide us to our achievements
and offer a solution to problems we face in our actual realities. Jung views
the ego as your sense of self and how you portray yourself to the world. Since
dreams are a way of communicating with the unconscious, Jung believed that
dream images reveal something about yourself, your relationships with others,
and situations in your actual life. Dreams guide your personal growth
and help in achieving your full potential. In my analysis and video
game I want to incorporate this particular point that dreams are like a vision
of guidance that help you interpret through these interpretation how to live
your life. Jung also believes that the dream's manifest content is just as
significant and revealing as the latent content. By simply
discussing what is currently going on in your life, it can help
you interpret and unlock the cryptic images of your dreams. Jung's
method of dream interpretation is placed more confidently on the dreamer. He
believes that you all possess the necessary tools to interpret your own dreams.
There is no one correct way to interpret a dream and this is perhaps Jung’s
biggest point that relates to the video game project because along with dreams
the meaning of video games are open to interpretation from all of its players.
The meaning of your dreams is a personal judgment and is up to you on how to
interpret them. Whatever interpretation feels right to you is most significant
and more important than what someone else thinks or believes. While dreams are
personal, your personal experiences can also be about a universal theme or
symbol. These symbols are believed to occur in every culture
throughout history and Jung identified seven such symbols in what is
referred to as the major archetypal characters. Archetypal dreams usually occur
at significant times or transitional periods in your life. They often leave you
with a sense of accomplishment or that you have learned something new and important
about yourself. Such dreams have can have an element of impossibility if they
were to actually occur in reality. They are described as extremely vivid and
stay in your mind long after you had the dream. Jung’s dream
interpretations can have various relations to the video game analysis.
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