Art 80H - Section Notes for Weeks 1 and 2
Art 80H - Section Notes for Weeks 1 and 2 Art 80H
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This 3 page Class Notes was uploaded by Aubrey Isaacman on Monday January 18, 2016. The Class Notes belongs to Art 80H at University of California - Santa Cruz taught by Henry Lowood in Winter 2016. Since its upload, it has received 127 views. For similar materials see History of Digital Games in Art at University of California - Santa Cruz.
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Date Created: 01/18/16
SECTION 1 – Wednesday January 6, 2016 TA: Sarah Fay Krom Section is supplemental to lecture o Themes: Games as a medium Military entertainment complex Creative consumer/player What/who is a gamer Games are a form of expression (are games art) o Bring in game titles to discuss, question, etc. The book is from 2003… Keep that in mind while reading it! (Sarah spent the rest of class talking about her work in the games industry) CONTACT INFO: firstname.lastname@example.org email her for office hours SECTION 2 – Wednesday January 13, 2016 TA – Sarah Fay Krom Pong and Spacewar! at Crown/Merrill apartments, there’s a lounge with game consoles, including these Emulation vs simulation: o Emulation = surface feeling of creating game Looks the same but coded differently o Simulation = trying to recreate exactly HOW the game originally worked Coded to ACT the same way the original hardware did Pong (the one we played for homework): o On-screen paddles o Ball o Inertia of ball depends on the way the player hits it o Dials for controls: velocity, precision WHY IS THIS NOT A PROPER EMULATION? No CRT? Black/white? keyboard instead of dials arcade vs personal computer o arcades in bars and other social environments: can’t replicate the ambiance, noise, competition, social aspect, investment (having to put a quarter into the machine) video game culture was very male dominant the game was treated more like an arcade game than a video game (for the reasons above; more serious) 2 player vs playing the computer (AI) Cultural differences Ideal commodity = something you buy and sell o Games are the ideal commodity of this era (post-Fordism): FORDISM POST-FORDISM Industrial Age Information Age Car (ideal commodity) was a Unique necessity/utility Disability, solidity Individual Customized Idea, code, experimental, ethereal Global village --> status symbol NOT solely utilitarian Buy NEEDS Buy WANTS more developed Buy buy buy we buy things when they break Good consumer = ALMOST = good citizen Time/availability has made it easier to buy new things than get them fixed, even though it’s more expensive to buy new things Why don’t we want the disc (games) anymore? cost, speed, can lose a disk (can save games to a cloud), continuous Finding new niche markets Perpetual innovation = have to keep making it Halo CE, Halo 2,.... Halo 5 COD, COD MW 2,…COD Ghosts Individual games have a time frame, promise of new version Business model TF2: same game, same platform, but constantly updated; still earns devs money (hats) NO SECTION NEXT WEEK! Assignment 1: MLA or Chicago APA o NOT a full research paper!! Looking for clarity and organization o DUE MONDAY THE 25 ! TH
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