Tag: games

An Evening with the BCM Bois

A few weeks ago I took part in a podcast with a few of the other students in my games media class. The topic up for discussion “Are Games Sports?”. This is a topic that is close to my heart, I grew up playing a lot of games and never really got into sports myself. To me, the possibilities enabled by interactive media far outweighed the restrictive and frankly exhausting alternative offered by sports. When I broached this topic in class to begin with, I was surprised that so many students were quick to try and claim that games and sports were equivalent and could not understand that point of view. For me, they are polar opposites and I felt as though my peers felt they needed to claim games were sports in order to make them seem like a more valid way to pass their time.

In the podcast, I focused my argument on three main concepts:
1. Games are usually as challenging as the player wants them to be
2. Games are designed experiences that can tell stories
3. Games can invoke a wide range of emotional responses

In the podcast, I was outnumbered by my peers with the podcast being three against one in favour of games and sports being the same thing. This was not unexpected, however I was not sure what arguments would be used to support their view, leading me to find a large number of sources to try and counter their point of view to varying degrees of success. A few highlights of the podcast are contained in the video below:

I don’t think the edit was in my favor either 😛

And the complete podcast can be found here:

The three arguments I ended up having to counter were as follows:
1. Games require constant training and therefore should be considered sports
2. eSports are popular and generate large amounts of money and should therefore be considered sports
3. Games are competitive and this is the essence of a sport

In the end, I was unconvinced by these arguments that games should be the equivalent of sports. In fact, my argument ended up becoming that games are so much more than sports could ever be. The wide range of experiences available to gamers, the emotional draw and messages these games can have and the stories that can be experienced far outweigh anything a sport can offer. In fact, I believe if we framed this argument differently and instead talked about why games are important, we all would have been on the same side.

Overall the experience was positive and it was good to have an open discussion with other passionate gamers about games and game culture. I learned a lot about how another generation views games and how they fit into our everyday lives. Given the opportunity I would value the opportunity to take place in further discussions regarding similar topics.

The Roblox Diaries – Part One: The Pitch – Why?

For as long as I have known my step daughter, she has been playing Roblox. Having only just barely scraped into the craze that was Minecraft years ago, this game passed me by and I had assumed it was some cheap knock off for kids to play. After spending some time watching my step daughter play I began to realise that it was something else entirely.

And so my interest in the game and online community began. When thinking of a topic of research for ethnography I could think of nothing more foreign to me than this strange online world where almost anything seemed possible.

I feel so out of my depth already!

I was even more  intrigued when I learned that Roblox was far from a single game rather, it is an entire platform dedicated to creating and sharing experiences with one another. The games that are available to be played with one another range from bodybuilding simulators to shooting games and cover almost every imagined subject I could think of. In fact, in trying to search for existing research I kept stumbling into simulated study and research themed games and experiences hosted through the Roblox platform.

Roblox officially launched on the first of September 2006 after a lengthy beta period and over the course of the thirteen years of its existence has gathered a massive community of creators and players. According to the web article 40 Interesting Roblox Statistics and Facts Roblox had over one hundred million users in August 2019 and over a billion hours of engagement recorded for the month. In fact, reading these statistics it surprised me that such a massive platform had gone unnoticed by me for so long.

I think it would be really interesting to not only get my step-daughter’s view on such a massive platform but to speak with other members of the community too, perhaps I may even be lucky enough to find someone that has played since the beta stage of the game. I am interested to see who makes up this community, what they get out of the platform and why they continue to play. I am also keen to see the level of social interaction that takes place on the platform itself and am curious about the long term friendships formed in this virtual space.

My hope is that my findings will be useful to the Roblox community as well as for the families of those that interact on Roblox. I want to go into this project with a very limited understanding of the platform and surrounding community so that I do not bring any biases to my research. That said however, I do hope that my research does promote that positive, long lasting relationships can be formed online through these virtual environments.

In my next blog post I will be discussing how I will carry out this research and my plan for presenting my findings.

References
Smith, C. (2019). 40 Interesting Roblox Statistics and Facts. [online] Video Game Stats. Available at: https://videogamesstats.com/roblox-statistics-facts/ [Accessed 1 Oct. 2019].


Livestream? More like Deathstream :(

Today I performed a test livestream ahead of my planned “Moral Gamer” play next week. After a few technical hiccups I managed to get Twitch connected to my PS4 account and then link them both to twitter. Now when I choose to stream, a message will also be sent to twitter when the broadcast begins.

As far as the stream itself, the quality and audio seemed fine although I did identify pretty early on that my microphone was not working, I will need to purchase a new one. The test stream lasted about 1 hour and two viewers were nice enough to stop in and check it out. I even worked out how to clip parts of the stream to share later, a few examples have been added to this post, mostly of me dying… a lot!

I thought I would also share some analytics from the test as well: