Role-Playing and the Aesthetic Experience Of Game Playing (Essay Sample)
You're writing an argumentative paper, presenting and defending your view; it's rather like writing an editorial. Explain the position, and then marshall evidence and argument on your side. Whether attacking or defending some position, your best strategy is to consider the strongest objection to that position and to show how it succeeds or fails. Draw distinctions as necessary. Make sure that what you think, and your reasons for thinking it, are clear. You may use footnotes or endnotes, separate bibliography or details in the notes, whatever — as long as the relevant information is there somewhere.
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Instead, we'll be looking for your understanding and knowledge of the issues we've discussed, as well as how effectively you can put forward an argument to support your position, whatever it may be. You do not need to do any research to write this paper, but you do need think carefully about what you are claiming and why, and how to express your view effectively.
Role-Playing and the Aesthetic Experience Of Game Playing
The claim that role-playing is partly constitutive of personal identity can’t explain the aesthetic experience of game playing, because there is a gap between the person-as-player and the person-as- audience for whatever the game provides.
When playing games, participants normally interpret the game design based on the setting and the rules and they incorporate the role-play performance to do this. The players interact with whatever is provided and the implication of this is that participation and representation represent the group. Role playing is associated with acting out certain roles based on the scenario and even the audience may consider different perspectives of the game depending on the situation. The audience can be invited to play, but some are bystanders like in the case of pervasive games where players use real locations and interact virtually (Stenros, Waern, & Montola, 2012). Role playing continues personal identity, but cannot explain the aesthetic experience of game playing because of the gap between the person-as-player and the person-as- audience in a game
Role playing tends to be interactive, and goes beyond immersing oneself in a game where there is prescribed experience since the players create and build a world. It is the interaction with the gaming world that reveals the players and their actions when they respond to the games during and after play time. The role that a player takes may also be different than what the audience interprets, as the role players cannot explain the aesthetic experience of game playing. Role playing focuses on the first person audience rather than those viewing the game or performance (Dickey, 2015). The players can also interact with others and manipulate objects depending on how they perceive the experience as a performer and spectator.
When taking on the part of role players, the participants normally restrict their actions based on an agreed or established playful code. This means that the way the role players experience the game is different from that of the audience because of the restrictions placed upon the role players. As such, this does not explain the aesthetic experience of playing the game as there are different perspectives about the game. Role players identify with a character and when the other players and audiences confirm role playing, and then the experience is likely to be different because the role player takes on a particular persona.
In role playing, there is temporary engagement with the aesthetic experience of game playing, and as the aesthetic experience tends to be meaningful there are various elements that are connected. Even emotions influence how people perceive the experience as they end to arise from the incidents or occurrences. This is relevant in games since there are events and parts that flow together to be part of a whole. The way one’s role as a player and audience interprets the elem
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