2008년 5월 11일 일요일

summary8(5/7,5/9)

This week we learn about computer games.
Most people like the computer games. and I like too.
Movies with game engines example is tum raider. Dr.yoon saw the tomb rauder(origina)and tum raider. This games very fun. Because it is quite different from what I thought.
and Dr.yoon saw the pong in flash. in infancy I'm interest in pong.
This game an sxample programming.


what makes a good game?
•play? or,
•story? or,
•realism? or, is it
•something else?
One of the reasons I think Myst was successful was that people are used to being entertained with stories. There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is game play —blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with. I think the mass market audience is more familiar with story. The first campfire the guys on the hunt come back with a story to tell--that is something anybody can partake in.”
–Rand Miller, co-creator of Myst and Riven, speaking about his new game Uru


Two issues to consider from film theory one is identification and other is space. What is identification?
Identification is known to psycho-analysis as the earliest expression of an emotional tie with another person. It plays a part in the early history of the Oedipus complex. A little boy will exhibit a special interest in his father; he would like to grow like him and be like him, and take his place everywhere. We may say simply that he takes his father as his ideal.
–from Sigmund Freud, Group Psychology and the Analysis of the Ego
–Cf., Jacques Lacan on “The Mirror Stage,” and writings about identification in film theory by Laura Mulvey, Kaja Silverman, Christian Metz, Stephen Heath, and others.

What is space?
“In the 19th century, children living along the frontier or on America’s farms enjoyed free range over a space which was ten square miles or more. Elliot West (1992) describes boys of 9 or 10 going camping alone for days on end, returning when they were needed to do chores around the house. The early 20th century saw the development of urban playgrounds in the midst of city streets, responding to a growing sense of children’s diminishing access to space and an increased awareness of issues of child welfare (Cavallo, 1991), but autobiographies of the period stress the availability of vacant lots and back allies which children could claim as their own play environments. Sociologists writing about the suburban America of my boyhood found that children enjoyed a play terrain of one to five blocks of spacious backyards and relatively safe subdivision streets (Hart, 1979). Today, at the end of the 20th century, many of our children have access to the one to five rooms inside their apartments. Video game technologies expand the space of their imagination.” -- Henry Jenkins.


Next time we learn about human.
•medium as prosthesis
–Marshall Mcluhan
–Norbert Wiener
I don't know this people but expected a business report. Thank you

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