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Pages:
1 page/≈275 words
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No Sources
Style:
APA
Subject:
Literature & Language
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 3.6
Topic:

The Aspects of Digital Games Exhibitions

Essay Instructions:

Briefly summarize what you think the author’s/authors’ primary intention for their text was. Or to put it another way, tell me what you think their central thesis argument was.
Briefly explain how you could see yourself using your selected reading as a research source in an essay or as inspiration for a creative project. I am looking for you to try and speculate on how you might be able to practically utilize your selected reading in some way. For example, if you chose Mia Consalvo’s reading on cheating, you could talk about an essay you might write about a popular game that uses anti-cheat software.
Write in your own words and do NOT directly quote any material from your selected reading beyond key terms and/or short phrases.
Include an image or embedded video that helps to illustrate your ideas.

Essay Sample Content Preview:

Reading Response: Digital Game Exhibitions
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Reading Response: Digital Game Exhibitions
The article “Constructing Digital Game Exhibitions: Objects, Experiences, and Context” by Niklas Nylund evaluates the aspects of digital games exhibitions. The article acknowledges the increased number of museums dedicated to digital game exhibitions and identifies the issue associated with the appreciation of these exhibits. The central argument in the article is that digital game exhibitions should be understood in terms of object, experience, and context. Object refers to the physicals usually used in museums to communicate cultural heritage. The article refers to physical objects as artifacts and provides examples such as retail boxes, consoles, and storage media. Objects give rise to experiences. Through objects, individuals get experiences. The author talks about interactive experiences resulting from the interplay between individuals and objects. This is explained in terms of the use of objects to impress the mind and have hands-on experiences. Lastly, the author talks of the context of digital games exhibitions. Game exhibitions require context. Otherwise, they can turn out to be confusing for the audience. ...
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