Monday, 9 September 2013

Participatory Media Culture



Raessens (2005) defines the concept of participation as a way to "characterize not only the specificity of computer games but also the media culture that has formed around them"(p.380). This quote directly correlates with such a large platform of alternative game activity. These can include Facebook games, phone apps and much more. In our Globalization and the media tutorial, we were put into groups to generate an online game and to discuss and analyze what types of participatory media cultures it would promote. By closely analyzing Foost Raessens article Computer Games As Participatory Media Culture, I was able to understand the concepts of the domains of participation; interpretation, reconfiguration, and construction into the consumption and production of our game. 

                                            Courtesy of Google Images
The Game we formatted was called The Wizard Of Aus, which depicts Dorothy as an ass kicker who is the main protagonist trying to help save the pathetic, lion, tin man and scarecrow as well as defeating the evil witch. This Game will use reconfiguration as it will give the player the opportunity to ‘make strategic choices about alternative paths and, in the case of adventure games, alternative actions’ (Aarseth 1997 in Raessens 2010, p.380). This is a vital component for the games consumption as it allows players to control and manipulate the character in the way in which they desire their outcomes to be.  To make this game a commercial success, the use of construction is needed. This helps the gamer to change the environment of the game and allows the gamer to work with ‘game modes or game patches, editing tools and source codes (Raessens 2010, p.381).  This is an essential component provided within the games elements as it gives the gamers a sense of control, and power.  

The interpretation of our games participatory media culture can be defined as a ‘focus on cultural practices that fall outside of the high culture/ low culture dichotomy by studying how we, as subjects, are constructed by the everyday and the ordinary’ (Raasens 2010, p.374). As a child, when playing games like Mario, it felt like somewhat of a norm to see peaches as the vulnerable and unlikely heroin or protagonist in the game, but instead be rescued over and over again because she was incapable of saving herself without the assistance of a man. Societal norms are in some way integrated into media cultures, however the cultural normative is shifting.  Therefore the decision to make Dorothy as a violent and heroic character was inevitable. 

Reference List
Courtesy of Google Images
Raessens, J. 2005, ‘Computer games as participatory media culture’, Handbook of
Computer Game Studies, MIT Press, Cambridge, Mass, pp. 373-388

3 comments:

  1. Hi Tamsin,
    Great blog post, highly enjoyable to read! I respect your exploration of the game that you conjured in your tutorial in the aspects of participation. You have defined the three domains of participation- reconfiguration, interpretation and construction- and have reflected your game through these sections quite well. Your use of the prescribed text shows your understanding of the concept and further supports your game proposal. Only criticism is in your capital letters- Peaches in Mario is a character name and therefore needs a capital 'P'. Overall, fantastic effort.

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  2. Hello Tamsin,

    I liked how interesting your game concept was. Certainly with your game you have embraced ideas about women and their role in our changing society. In its original creation, although Dorothy ‘saves’ the lion, scarecrow, tin man and defeats the witch, she is still carefully set within feminine ideals. The idea of Dorothy as a bad ass fighter (as evident in your attached image) is quite culturally and socially shocking, and reverts long-standing gender notions on a classic movie. It’s also interesting to note that as a game that allows extensive control over gameplay, you chose a female character as your lead, thereby allowing the empowerment of a female for once instead of the damsel in distress trope many games subject female characters to. You quoted extensively from the reading to back up your points, and I liked that you thoroughly considered each domain of participation and how to address them.

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  3. Hi Tamsin,

    I randomly selected this blog from the list and was very amused to discover that you must have been in the same tutorial group as me as I remember brainstorming the dystopian "Wizard of Aus" with you in our tutorial! I absolutely love the image you found on google of Dorothy dual wielding uzi's as it really sums up our pitch nicely. Seems that somebody already did our work for us! Your blog post goes to incredible lengths to highlight the ways in which this game could tie in to Reassen's ideas about video games as participatory media culture. I feel that this was definately the strongest part about your post. If I were to make any suggestions I feel that you could make further use of the blogging platform by providing links to some external material such as a short clip from American Mcgee's Alice, or the recent Tomb reader reboot as an example of the kind of direction we were trying to take. Overall however an enjoyable read and you demonstrate a firm grasp of the related academic material, awesome work!

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