Showing posts with label final paper. Show all posts
Showing posts with label final paper. Show all posts

Friday, April 18, 2014

Submitted! Journal of Games Criticism

I'm happy to announce that I submitted a version of my final paper to the Journal of Games Criticism.

Wohoo!

My Journey Through Awe

When I started this class, I had no idea what it was going to entail. Throughout the semester, I feel like I've gone on this journey that has helped me truly understand what awe is.
The first thing that I did that helped me understand what brings me awe, was the list of 10 books that bring me awe. You can find it here. From there, I had to move beyond what brings me awe, into how awe can function and work. So I chose to write a post about The Yellow Wallpaper. A short story that has caused me to feel many different things over the course of my scholarly life, it finally helped me understand one of the many different ways that awe can work.
From here, I'm not really sure what happened. But something inspired me to start thinking about the awe of dance, and how that functions in literature and digital media. So I started to baby my idea, and grow it in different ways. Then I did my picture story thing. And that really helped me clarify my ideas, and figure out what I really wanted to talk about for my final project.
A few days later we did the digital media awe list, and that was really cool for me, to be able to explore a slightly different idea but still find ways in which it related to dance as well. One of my favorite awe inspiring example of digital media that relates to dance is still Thought of You, which is at the end of my list.
After this, my journey becomes pretty focused on my paper and prototype. I developed my creative side of my research first, and as a result, I had my prototype up before I had even started my paper, but my prototype helped me refine my ideas further, so it all worked out. And then I started researching for my paper. My list of sources came first, followed by what I had so far (but still nowhere near finished). My final draft is something that I'm quite pleased with (although it still wasn't finished), and since then, my paper has gotten even better.
My journey through awe has been unique and interesting. I have learned more about dance than I already knew, and I think that is what surprised me more than anything. It's been a wonderful journey. And at the end of my journey, I came out with a paper that I'm proud of.

Wednesday, April 16, 2014

How Videogames and Awe Met and Made a 15-Page Paper Together

The idea for my final paper actually came last semester as I was in Dr. Burton's digital culture class and looking forward to this semester's Literature of Awe class.When this semester started, I got a bit of a special head start on my paper as Dr. Burton gave me the awesome opportunity to present to the class a few games that I thought really inspired awe. In selecting games and moments to highlight, I really considered what about games can inspire awe, which I started to explore in a follow-up post to my presentation.

That led directly into outlining the specific attributes of games I thought created awe, then a list of emotions that videogames could bring at awe-inspiring levels perhaps better than any other medium. In putting together a post about different presentation formats, I came again to a video I had watched before by Chris Franklin about how technology influences the content of videogames. This led me back to the idea I had last semester, and when it came time to give a preliminary outline, I had two strong ideas, but ultimately, feedback from classmates led me to pick the second idea, which was the idea I had last semester. My paper went through some drafts, and the annotated bibliography really helped me gather some solid sources. I asked Chris Franklin for some feedback, but unfortunately never got any (yet). Finally, for my final draft I added a lot more specific treatment of awe itself via Burke and some psychological studies, which really helped define and drive my argument throughout the rest of the paper, which I refined in light of those additions.

I've never written a paper quite this long before, and I think it shows, but overall I'm happy with it and I do think I make some interesting points that add something significant to the study of videogames.

Tuesday, April 15, 2014

Essay Submitted!


I just finished formatting my final paper (who knew Chicago style was so similar to MLA?) and sent it in to Digital America, so now it's just a waiting game. As a teaser for my presentation on Saturday, I just wanted to post a couple of pictures for you to look at. And by a picture, I mean two pictures, one of which is real, and the other of which is a painting. One of the ideas I'll be talking about on Saturday is the almost indistinguishable line between reality and non-reality in the digital world. Anyway, that's all for now. Oh, and the answer after the jump break, just in case you were wondering.

Monday, April 14, 2014

Final Draft: Awe Evolving

Well, after a long journey involving changing my entire premise no fewer than three times, my final paper is at last done. I'm not entirely sure that I understand awe a whole lot better than I did when I began, but I feel a lot more a peace with the place of awe in the digital world, and that's really valuable to me. I'll be posting the story of my paper tomorrow, so stay tuned, but until then, here's the final draft.

Awe Evolving: Transforming Notions of Awe in the Digital Age

Sunday, April 13, 2014

Final Version of Tech, Awe, and Videogames Paper

Here it is! My final draft of my paper on the relationship between technology, awe, and videogames.

Find it here.

Thanks for reading!

Monday, April 7, 2014

First Full Videogame, Tech, Awe Paper Draft

Yay! I made it to 15 pages! Go here to see my latest iteration of my paper:

Find it here.

Some improvements this time around is much more real theoretical background about awe, that really helped point my paper, actually. I also added more specific treatments of individual games, and actually wrapped everything up in a conclusion with a big "So what" section.

Yay!

Tuesday, April 1, 2014

Fan mail: Asking for Help with Videogame Paper

I know I didn't actually mention this guy as a target expert/enthusiast for my paper, but I decided to email Chris Franklin for feedback on my paper. I'm using his video on how violence shows up in videogames as much for technical reasons as market drive as a big basis for my argument (and it was a huge inspiration for my paper, really), so I emailed him and asked him what he thought. Below is the text of the email I sent him. So far, no response.


Hey Chris,

My name's Paul Bills and I'm a fellow videogame writer studying English at Brigham Young University. I'm working on a long paper right now tracking how videogames' connection to technology has guided and shaped their aesthetics.

Basically, my claim is that games are so often fantasy and science fiction because those genres have the conventions to best channel awe, and videogames since Spacewar! have served the ancillary purpose to mediate people's awe at technology and give them a way to feel in control of something they really don't understand or know how to control. Graetz said that his team made Spacewar! to give people something to look at and play with when they came to the computer, and my argument is that games have kind of just kept doing that.

Sunday, March 30, 2014

Tech, Awe, and Videogames (v. 0.4)

Here's my latest update to my paper on technology, awe, and videogames. I'm up to 9.5 pages, but looking back at my original outline there's a lot I haven't worked in there yet that I'd still like to be there, and the whole paper feels a little loose.

http://1drv.ms/1gS0A7A

Monday, March 24, 2014

The Ghost of Awe in the Machine of Videogame Aesthetics (v.2)

Here's my second draft of my paper on tech, awe, and videogames.

http://1drv.ms/1gS0A7A

I've added more sources and removed the "throat clearing" Dr. Burton talked about in class.

Tuesday, March 18, 2014

First 5 Pages of "The Awesome Ghost in the Machine of Videogame Aesthetics"

So, my creative prototype is already up, but my work on my paper was falling behind, so here's a link to my work in progress of a paper (the final paragraph is something I cut from the intro but didn't want to totally get rid of):

http://1drv.ms/1dcdxyy

Let me know what you think!

Sunday, March 16, 2014

Two Ideas on Awe in Videogames: Paper Treatments

So, ever since Dr. Burton met together and came up with my creative project idea, I've kind of been lost on my paper topic, but I think I've come up with something that will work and that I can get published. I just need to pick which of two angles to take.

FIRST ANGLE

Basically, I want to write a theoretically grounded, detailed look at the specific ways game designers can elicit awe in players. Rather than just listing the ways games can inspire awe, I want to get deep into the techniques used and the psychology employed. I'm inspired by Greg's more theoretically-grounded posts and I want to follow that example more. This paper will read as much like design advice as it will a scholarly paper. I plan on including analysis of specific techniques employed by different games and how those techniques function. Here's an outline of how I expect it to go:


  1. Intro
    1. Art and awe-discussion on how awe is associated with great art and expression
    2. What is awe? How is it elicited? How do games elicit awe?
  2. Definitions of awe
    1. Theoretical definitions of awe
    2. Reasons we've developed awe as an emotion
  3. Mechanics of awe
    1. Theoretical strategies for developing awe in an audience
    2. Examples from other arts that are often cited as great at eliciting awe
  4. Videogames and awe
    1. Re-examination of theories of awe in light of videogames
      1. What strengths does the videogame medium give designers specifically in creating awe in the player?
      2. What weaknesses does the medium present, and how can they be compensated for?
    2. Examples
      1. Wide range of examples of innovative games that have elicited awe in their respective moments, and how they did it--could include work from emotions post here
    3. Technology's role
      1. How dependent is the medium on its technology to create awe?
        1. Examples of games that have caused awe with technology
        2. Games that have inspired awe despite technological limitations
    4. Story
      1. Strengths and weaknesses of telling stories in videogames
      2. Strategies for successfully producing awe in videogame narratives, with examples
    5. Reasons to cultivate awe in and through videogames
      1. Awe, when done right, is both intellectual and emotional, and that's exactly the spot games need to hit to continue expanding their audience and importance
  5. Conclusions
    1. Summary of given strategies and arguments
    2. Final statement of importance of continuing progress of the medium to the wider world of art and culture.
SECOND IDEA

This other idea is actually a paper idea I had last semester while anticipating this class and had gotten really excited about, then completely forgotten until I sat down to write this outline post. I don't know which idea I should go with, though, so I'm giving both of these and asking you all to help me pick.

This paper is specifically on the connection between awe caused by advancing videogame technology and to what extent the actual content of the game is meant to inspire awe. For instance, The Elder Scrolls V: Skyrim was perhaps the most technologically advanced game ever made when it came out, and at the same time, it had an epic storyline involving fighting dragons, saving cities from death, and travelling all around the world. My argument is that so many videogames stories use tropes and conventions of awe because they are also trying to inspire awe through showing off their technology. This is an alternative explanation to why games are so focused on fantasy and violence and escapism--because those things inspire awe, and awe has been an implicit fundamental goal of the medium ever since its inception.


  1. Intro
    1. Outline argument: videogame content is determined in large part by the implicit fundamental goal of videogames to inspire awe through innovative technologies.
  2. Brief history of videogames
    1. Give a background on goals and drives in the early videogame industry to show how that created a certain mindset about the purposes and potentials of the medium that still influence designers today
    2. Spacewar! and early games--meant to justify computers
    3. Pong and the rise of arcades--meant to draw players back again and again through both mechanics and novelty
      1. This is why graphics mattered, the novelty enhanced the fantasy, which drew revenue
    4. MUDs, the text adventure, and online gaming--first time story was emphasized over technology (no graphics), but introduced idea of online muliplayer gaming, promising awe scales of participation (good for both revenue and player engagement)
  3. Modern games have inherited this legacy and continue to push technological boundaries to increase player engagement
    1. Each try to couch that technology within the proper epic storyline to merge form and content into an irresistible "mind-blowing" experience that gamers can't avoid.
      1. Examples (Skyrim, Shadow of the Colossus, GTAV, etc.)
    2. MMOs--blurring lines of fantasy and reality to further inspire awe on both technological and narratological levels
      1. Examples (World of Warcraft, Halo community challenges, Destiny, DayZ)
  4. The converse is also true
    1. Rise of "nostalgia" and "retro" game design techniques has actually inspired the downgrading of the storylines as well
      1. Examples (Papers, Please, Rogue Legacy, Braid)
      2. This is why "art" games often de-emphasize graphics, because it lets them pull back to realistic and grounded "human" stories that the traditional art crowd has always loved
  5. Therefore, the reason game narratives have so often taken the shapes they have is not simply teenage power fantasy, but the tropes of awe that have always been present and a tacit requirement of the medium to justify itself and the technology it's built upon
    1. Games beginning to recognize this and break trend to serve new goals
      1. The Last of Us, grounded human story, mind-blowing tech, goal of "art" on every level
        1. Gone Home similar track (tech not as impressive, but meant to appear realistic)
  6. Prediction: as games become less dependent on constantly improving technologies (especially graphics), the medium will break further from the constant power fantasy as the medium will become less concerned with justifying and showing off its underlying technology.
    1. Comparisons to film--follows same pattern of epic technology, epic story, had similar pattern of first films having to justify and explain film itself, then were set free to exlore whatever they wanted, now you can make a film about anything
  7. Conclusion
    1. There's more to the content of games than just power fantasies and ruining our children. The history has dictated a lot of patterns, but the medium will break free from those patterns, and in many ways has already begun to do so.
There are my two ideas. If you made it this far, you already deserve my thanks. Thanks for reading. Also, if you made it this far, please take the extra couple seconds to leave on a comment on which idea you think I should pursue.

Possible Venues

All of the venues I scoped out for my previous possible venues post would be appropriate for either of these papers. If I did the first idea, I would add Gamasutra, a site specifically geared at game designers. If I do the first idea I would likely send a shortened version there. However, I think the venue I will most focus on as I write is Journal of Games Criticism. It has the level of sophistication I'm aiming for as well as the subject matter, and they're pretty new so my likelihood of publication is higher.

Next Steps

I now just need to figure out which idea to pursue. If I do the first idea I'll have to do a lot of research into theoretical backgrounds of things. For the second idea I'll also need to research, but I have a lot of resources readily available on a lot of those things, especially vidoegame history.