What Game Are You Playing?: An Introduction to Cultural-based Computer Games is a series focusing on the derivative of video games industry/culture through researches on both AAA titles as well as indie games.
The propsed 5 chapters look at games as an cultural and social medium that has evolved greatly in the past few years. Also in the discussion are broader context of game polities, cyberbully, careers and so on.
This is a Research outline and proposal written by Ina Chen and Calvin Sin. We laid out a 5 chapters structure which we are interested in developing into a publication & exhibition series. Content is currently work in progress
CHAPTER 0 - FORWARD
Inspired by Victoria and Albert Museum (V&A)'s VIDEOGAMES exhibition in late 2018 to early 2019. which featured popular titles such as Overwatch, League of Legends, Minecraft, as well as more intimate and personal work from independent game designers and researchers. In this chapter we would like to talk about our personal experience as well, drafting out the motive behind this publication.
CHAPTER 1 - THE CURRENT STATE OF VIDEO GAMES
In this chapter we would like to focus on a brief overview of the current computer game industry with statistics, with a primary emphasize on 2019 onward since the landscape has shaped up since Covid-19. Such as overall boost of sales and drastic increase in game development.
-Video Games industry include mobile games, pc, console
-3 billion actively playing gamer , citation
-recent mergers and acquisitions from Tech companies such as Microsoft, Tencent, Sony
-A significant increase in indie games (some are discussed in Chapter 3)
-The recent development of game engine also somewhat leveling the field between smaller studios/ indie game developers (more in later Chapters)
CHAPTER 2 - Format and Mechanics
Example of Games that explore the and re-engage with emergent technology VR headset, Haptic Gear, how the mass adaption of certain technology could impact of the control mechanic as well as in-game mechanic:
Challenging the current FPS game format with motion support pair with minimalistic style
- Moss
Rare isometric action adventure game that offers refreshing interaction, puzzle solving with the protagonist - Quill, a mouse that goes on adventure with the player (quite literally as Quill, very often breaks the 4th wall and interact with the player with sign language)
Unique immersive experience with its control mechanic, isometric camera setting and scale of environment in the forest, and everything was made possible and delivered by advancement of mass produce tech ie Oculus, HTC vive. In simple terms, it is like going on an adventure with your pet mouse!
Geo location based AR with interaction to current physical world
CHAPTER 3 - Indie Games
Introducing case studies of lesser known titles that has a strong Cultural Backdrop. Challenge stereotypical aesthetics, production design and plot by monopolized game studios. The following list (still in-edit) will be further examined:
Queer & Under-represented groups
Rinse and Repeat, Stick Shift, A Summer's End
Political / Social Movement
George Floyed GTA, MR. President, Civil Unrest, Liberate Hong Kong, Animal Crossing, Riot Control Simulator
Cultural Horror / Suspense
Paper Doll, Devotion, Paranormal HK, Ghostwire: Tokyo
Adventure
Black Myth: Wukong, Raji: An Ancient Epic, Stray, Journey
CHAPTER 4 - Conversations
In the last chapter we would like to look further on broader topics. Including but not limited to:
Policies:
- China's 1 hour online gaming law
- Gun violence & Youth violence study
- Miliray recruitment material in Arcades
- Cyberbully in online and open world games
- Gamification of Metaverse & crimes
Careers:
- Opportunities and jobs created in the game industry
- New types of jobs and routines
- Difference between resources distribution in different countries
Purpose:
- Genre of games lead to different usage (educational, theraputical, entertainment, etc)
What Game Are You Playing?: An Introduction to Cultural-based Computer Games is a series focusing on the derivative of video games industry/culture through researches on both AAA titles as well as indie games.
The propsed 5 chapters look at games as an cultural and social medium that has evolved greatly in the past few years. Also in the discussion are broader context of game polities, cyberbully, careers and so on.
This is a Research outline and proposal written by Ina Chen and Calvin Sin. We laid out a 5 chapters structure which we are interested in developing into a publication & exhibition series. Content is currently work in progress
CHAPTER 0 - FORWARD
Inspired by Victoria and Albert Museum (V&A)'s VIDEOGAMES exhibition in late 2018 to early 2019. which featured popular titles such as Overwatch, League of Legends, Minecraft, as well as more intimate and personal work from independent game designers and researchers. In this chapter we would like to talk about our personal experience as well, drafting out the motive behind this publication.
CHAPTER 1 - THE CURRENT STATE OF VIDEO GAMES
In this chapter we would like to focus on a brief overview of the current computer game industry with statistics, with a primary emphasize on 2019 onward since the landscape has shaped up since Covid-19. Such as overall boost of sales and drastic increase in game development.
-Video Games industry include mobile games, pc, console
-3 billion actively playing gamer , citation
-recent mergers and acquisitions from Tech companies such as Microsoft, Tencent, Sony
-A significant increase in indie games (some are discussed in Chapter 3)
-The recent development of game engine also somewhat leveling the field between smaller studios/ indie game developers (more in later Chapters)
CHAPTER 2 - Format and Mechanics
Example of Games that explore the and re-engage with emergent technology VR headset, Haptic Gear, how the mass adaption of certain technology could impact of the control mechanic as well as in-game mechanic:
Challenging the current FPS game format with motion support pair with minimalistic style
- Moss
Rare isometric action adventure game that offers refreshing interaction, puzzle solving with the protagonist - Quill, a mouse that goes on adventure with the player (quite literally as Quill, very often breaks the 4th wall and interact with the player with sign language)
Unique immersive experience with its control mechanic, isometric camera setting and scale of environment in the forest, and everything was made possible and delivered by advancement of mass produce tech ie Oculus, HTC vive. In simple terms, it is like going on an adventure with your pet mouse!
Geo location based AR with interaction to current physical world
CHAPTER 3 - Indie Games
Introducing case studies of lesser known titles that has a strong Cultural Backdrop. Challenge stereotypical aesthetics, production design and plot by monopolized game studios. The following list (still in-edit) will be further examined:
Queer & Under-represented groups
Rinse and Repeat, Stick Shift, A Summer's End
Political / Social Movement
George Floyed GTA, MR. President, Civil Unrest, Liberate Hong Kong, Animal Crossing, Riot Control Simulator
Cultural Horror / Suspense
Paper Doll, Devotion, Paranormal HK, Ghostwire: Tokyo
Adventure
Black Myth: Wukong, Raji: An Ancient Epic, Stray, Journey
CHAPTER 4 - Conversations
In the last chapter we would like to look further on broader topics. Including but not limited to:
Policies:
- China's 1 hour online gaming law
- Gun violence & Youth violence study
- Miliray recruitment material in Arcades
- Cyberbully in online and open world games
- Gamification of Metaverse & crimes
Careers:
- Opportunities and jobs created in the game industry
- New types of jobs and routines
- Difference between resources distribution in different countries
Purpose:
- Genre of games lead to different usage (educational, theraputical, entertainment, etc)