2007年10月26日 星期五

2007年10月25日 星期四

Key visual material

An example of MMOG (Massive Multiplayer Online Game)
Tales Weaver's world
the map contains with complex and extensive continents




































Tales Weaver's massive , marvelous fighting scene
many of avatars play in group to kill monsters

















some are chatting in the games through the small message box( at the middle bottom)


















Cyber space where people enjoying different kinds of online game















A very famous online game : Counter Strike (CS)
have you ever tried it??






















first person perspective view














You see!! people like to play CS in group
(the right one may be killed)















The Sims, " Would you marry with me?", "Oh, yes!!I love U"
my imagination^^
Surely, you can create this scene in the game too.














Chatting is a vital part of the game














Do you want to decorate with your own dog? cat as well









.


Age of empire 2
How will you rule your kingdom if you become a king??




















Will you use military force to invade the neighbor country which may be controlled by your friend?

Key quotes

  1. Synthetic worlds : the business and culture of online games / Edward Castronova, p.4
    "Synthetic worlds: crafted places inside computes that are designed yo accomodate large number of peoples.

  2. Synthetic worlds : the business and culture of online games / Edward Castronova, p.7
    Lawrence Lessig (1999),the unusal thing about the cyber world is is that we can both here and there at the same time

  3. Synthetic worlds : the business and culture of online games / Edward Castronova, p.50
    Synthetic worlds may affect the dairy lives of people who have no idea what the internet is.

  4. Mackenzie Wark Allegory on the Sims, p.3
    To play the game means to play the code of a game. To win means to know the system

  5. Play between worlds : exploring online game culture / T.L. Taylor. p.12
    but I have been experimenting quite a bit , and the one thing that I 've found most interesting is , that people treat you based on how you present yourself , and, if you play attentions, you'll notice that *you* change depending on how you present yourself.

  6. Game cultures : computer games as new media / Jon Dovey and Helen W. Kennedy, p.3
    Games are not a kind of cinema, or literature, but colonizing attempts from both these fields have have already happened, and no doubt will happen again. And again, until computer game studies emerges as a clearly self sustained academic field.

Links

  1. Parallel Worlds, john at silversprite dot com / http://www.dlib.org/dlib/december05/kirriemuir/12kirriemuir.html
  2. The Sims™ - Official Site - Find your Sims community/ http://ww1.thesims2.uk.ea.com/pages.view_frontpage.asp
  3. Xbox online gaming main page / http://www.xbox.com/en-US/live/?WT.svl=nav
  4. Playstation online gaming main page / http://asia.playstation.com/eng_hk/index.php?q=playstation_network
  5. popcap games online gaming main page / http://www.popcap.com/online_games.php
  6. nintendo / http://www.nintendo.com/home

My annotated bibliography

  1. (Book)Game cultures : computer games as new media / Jon Dovey and Helen W. Kennedy
    (useful, informative about the history of game culture)
  2. (Book)Synthetic worlds : the business and culture of online games / Edward Castronova
    (insight to me, describe some psychological aspect of online game culture)
  3. (Book)Trigger happy : the inner life of videogames / Steven Poole
    (a little bit irrelevant )
  4. (Book)Mackenzie Wark Allegory on the Sims
    (close and highly related material )
  5. Play between worlds : exploring online game culture / T.L. Taylor.
    (just some parts of the book are relevant)
  6. (article)Fact Sheet:Video Game / Canadian Broadcasting Corporation, Documentary Zone
    (not so relevant, but can be seen as additional information )
  7. (e-journal) Learning and Information Goods in Online Environments/Rutgers The State University of New Jersey - New Brunswick, 2001
    (related to commercial aspect)
  8. (e-journal) Www.Dynamicgames.Com : An Application of Dynamic Game Theory to the Analysis of E-Commerce
    (related to commercial aspect)
  9. (Book) Participating in online gaming : young people's views on avoiding committing offences & protecting personal cyber property
    (local source about online culture)
  10. (videorecording)點解兒童不宜 /Radio Television Hong Kong (RTHK)
  11. Parallel Worlds, john at silversprite dot com /
    http://www.dlib.org/dlib/december05/kirriemuir/12kirriemuir.html
    (reliable,as it provides the list of reference)
  12. The Sims™ - Official Site - Find your Sims community/ http://ww1.thesims2.uk.ea.com/pages.view_frontpage.asp
    (An important website for researching, as I have not ever played THE SIMS before)
  13. Xbox online gaming main page / http://www.xbox.com/en-US/live/?WT.svl=nav
    ( useful, informing that online gaming does not restricted to computer game)
  14. Playstation online gaming main page / http://asia.playstation.com/eng_hk/index.php?q=playstation_network
    ( useful, informing that online gaming does not restricted to computer game)
  15. popcap games online gaming main page / http://www.popcap.com/online_games.php
    (other kinds of free online games)
  16. nintendo / http://www.nintendo.com/home
    (similar as Xbox , and PS)




My research questions

  1. what are the relationship and the linkages between the cyber world and the real world
  2. what is the fundamental insights of online game culture
  3. How do people perceive online game and why they immerse in
  4. what are the effects of widespread growth of the online gaming industry? what are the advantages and disadvantages of this phenomenon?

Why online game interested me?

Hello ! Welcome for visiting my blog. This is my first blog to talk about online games. Since I am a youngster, who is a part of the video game generation, I am enthusiastic and excited about doing a research topic about my most favorite entertainment. Becoming a video game program designer was, once, my dream since I was 12. When I grew up, I learnt that creating a video game was not as easy as I imagine. Programming, image processing , graphic design were quite difficult processes for me to go through. For this reason, I gave up my dream , but I still company with my favorite in my school life and even up to now.

In virtue of technology advancement, video games do not plugged into a small television and restricted in a home play model any more . The birth of "massively multiplayer online role-playing game", which was named as MMORPG, expanded the capacity of players from original (2-8) to a very huge number ( over 3,000). Unlike traditional role playing game(RPG), the story all happened online. This game world is completely unique. More appropriately to say, the game world seems like a real world. There are thousands of player present at any moment, and outside of the world at any one time. The fantastic world also apparent to us with language, culture, and norms. You will soon find yourself immersed in such large social structure, which provide distinctive experience, social connections, collective knowledge and group action. These are most critical to the individual 's experience in game playing. According to Lawrence Lessig (1999), "the unusal thing about the cyber world is is that we can both here and there at the same time" (Synthetic worlds : the business and culture of online games,p.7). There is no doubt that the visual reality of the online game culture makes the line bewteen "real world " and "visual world " becoming blurred. This discovery is a big surprise to me and induces me to think of more questions. How do online game create this illusion of reality? how does it make us to immerse in ? And more importantly, what is the new trend of online game industry?
I hope I will have more understandings of what I am playing, after I have finished this research.