For
many people, video games are an entertainment to young kids and adults.
Galloway had said, “Play is a symbolic action for larger issues in culture. It
is the expression of structure,” (16). He also stated that it is “a cultural
object, bound by history and materiality, consisting of an electronic
computational device and a game simulated in software” (1). As I continued to read, I noticed that our
society today works with a machine, and us, the operator, as Galloway calls it.
Many people use machines, to call, text, type, and many other things to function
in life. But unlike computers and phones, video game systems work another way,
more as an entertainment.
As an
entertainment, there is a view, which is the audience, but also the player,
which is both the software and the operator. As the operator plays the game, we
are able to control movements of a character, but also nondiegetic acts, such
as pause and the menu. As the software operates, it actually puts the players,
commands in to action, which is similar to Brenda Laurel’s description of the
computer interface as a theater.
As a video game player myself, I never
really broke down the idea of gaming the way Galloway did. By using the
Warcraft as a common example, I was able to break down his idea easily. One video that is known Warcraft is Leroy Jenkins. As I
watched this video, I was able to see it as a show, but also what the operator
controls, which is the movements of the characters, the angle to view the game,
options of weapons, etc. Not only that, you are able to experience the standstill
of the game. Instead of pausing the game, all the players stayed in one area as
the game itself went on. Personally I enjoyed this article as a gamer, but also seeing the game world through a different view.
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