·         Media has moved from a spectatorial activity to a participatory one, driven by new technology facilitated by gaming culture (better PC tech driven by more realistic games)

·         Play has been defined as being voluntary, not serious, separate from the real, unproductive. Promote social groupings

·         All games have ‘rules’ but not all have ‘goals’

-          Rules – mediated environment, customs within game

-          Goals – most adult games have goals to provide a sense of achievement; most games of youth are goalless (i.e. playing house, etc.)

·         Codified – When a set of rules are easily replicated everywhere to the same rules (i.e. sports such as soccer have the same rules globally, as does chess etc)

·         TV killed the innovation of the gaming industry by the remediation of different games with brands from television (i.e. the Simpsons games of life, different versions of monopoly etc) – meaning games stop being created and were just rebranded/remediated.

·         Board games later evolved into new complex simulation/scenario games which drove an innovation into role playing games such as dungeons and dragons. These games have endless goalless scenarios which is still today’s underlying paradigm in modern computerized RPGs.

·         Games are transmedial – can shift between media

·         Computers are excellent at simulation which is what makes then perfectly suited to gaming

·         First games were simulations  of pre-existing games that you played with other people not versus AI

·         Convergence of game players and programmers

·         Computer games also enabled the simulation of AI players which sparked a move from multiplayer to solo play which was the subject of moral panic of people disconnecting from the real world and to machines

·         Gaming is the most popular form of media entertainment and has resulted in a specific culture

·         Games were originally integrated into culture by placing them on TV (game shows, sports) – spectatorial gaming where consumers watch games being played

·         Participation of the audience became important for game play – mediated interaction. And has taken shape in the form of reality TV structured as games (big brother, survivor). These shows provide interaction between audience and program.

·         Game structure was used to create narrative for film as seen in momento where as in a game the main role starts the game not knowing who or where he is and must find out things much like in many games.

·         Almost any successful media no gets remediated into a game so the audience is able to play out the own scenarios and outcomes of the characters they like.

·         Overflow media – Lost example. Books, websites, puzzles, games, DVD all were specifically designed to form a collaborative puzzle that would not have been able to exist before the internet as they are all small pieces of the overall narrative which are easily accessible, distributable amongst individuals and communities online.

·         These overflows form complex narratives which require collaborative problem solving

·         ARG (Alternative Reality Games) - By solving these problems within a game players are in fact uncovering parts of the hidden narrative and are designed to be solved only via a networked community of people.

·         Games can be designed to simulate the behaviors of social systems via virtual scenario play to figure out solutions to real world issues using the affordability’s of a virtual space to play out successful and unsuccessful tactics.

·         Play isn’t a manifestation of culture; it precedes civilization and culture and shapes how they form through the laws, institutions, societal structures which are played out in games first.

·         Gaming is a new form of language that is orientated towards the future – new modes of discourse are possible through games


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