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Pages:
2 pages/≈550 words
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Style:
APA
Subject:
Literature & Language
Type:
Essay
Language:
English (U.S.)
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Date:
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Topic:

Video Game History and the Concept of Playbour or Aspirational Labour

Essay Instructions:

Answer each question separately, without citation.

  1. Thinking about how the original P.T. is no longer legally accessible for most people, how would you describe the relationship between capitalism and videogame history? How do large videogame companies contribute to or hinder the ways that videogame history is discussed, written, collected, archived, and preserved? Additionally, how do you think intellectual property and copyright law, or processes of planned obsolescence might relate to some of the difficulties that museums, libraries, or archives might have in preserving videogame history? Finally, in this context, what do you think the value is of meticulous simulacra such as Unreal PT? Do you think this is a viable next best option for engaging with inaccessible works? 

Week8

#3.Have there ever been any times that playing games has felt like work to you in a way similar to how Jenson and de Castell are discussing the concepts of playbour or aspirational labour? What aspect of the game itself or the context in which you were playing it contributed to these feelings?

Week9

#1.If you are someone who regularly watches Twitch, what are some of the qualities that have prompted you to follow a particular streamer and/or watch them regularly?

Week10

#2.Is there room for authentically subversive practices within the game industry? Or does its relationship with capitalism, neoliberalism, and Empire inherently compromise any forms of progressive action or resistance?

 

 

 

Essay Sample Content Preview:

Response Question
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Week 6
Video game history is significantly related to capitalism. The inability of some people to access the original P.T. is an indication that only a given set of people are able to play because they meet a given standard. Therefore, large video companies greatly hinder how video game history is discussed, written, and stored since they make some details unavailable to some people. When a large video game company limits the types of people that can access a given game, how the history of the game is collected and the documented is greatly influenced; hence it lacks credibility. Additionally, museums and libraries find it challenging to preserve video game history because of copyright issues. Due to copyrights, information about a video game is private and cannot be used to make another video game. Therefore, to bar people from stealing information about the video game, the museum may avoid storing such data.
Additionally, the process of planned obsolescence also affects the storage of video game history. When a game is rendered obsolete, it is no longer used, making information about it inaccessible. Lastly, I think meticulous simulacra such as Unreal P.T. are vital next best option for engaging in accessible work. Meticulous simulacra should be introduced and embraced in the gaming industry to ensure that everyone has a nearly identical experience.
Week 8
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