7CTA2018-0901-2024 Digital Media: Sources And Significance Assignment Sample

Enhance your knowledge of digital media with this detailed assignment sample. Understand industry products, roles, and audience dynamics. Access expert assignment help online to excel in your studies today!

  •  
  •  
  •  
  • Type Assignment
  • Downloads549
  • Pages10
  • Words2618

Introduction - 7CTA2018-0901-2024 Digital Media: Sources And Significance Assignment

The article "Ethical Implications of Cultural Heritage Repatriation in Virtual Reality Games" by Hutson and Fulcher (2023) explores the educational potential and ethical challenges of using virtual reality (VR) to address cultural heritage repatriation. It emphasizes how VR can foster empathy and deeper audience engagement through immersive experiences, while also cautioning against oversimplified cultural narratives that may arise from gamification. The authors highlight the importance of ethical game design and offer practical insights into the use of VR for polymathic learning. Despite limitations such as a small sample size and minimal discussion on accessibility, the article opens important debates about the responsible use of digital environments for sensitive cultural topics. It also stresses the need for collaborative design to ensure respectful and inclusive representations. This article is a valuable resource for game designers, educators, and researchers interested in the intersection of VR technology, cultural heritage, and ethics. For students seeking support in understanding these complex topics, assignment help UK is available to guide them effectively.

The Reader

  • Ethical Implications of Cultural Heritage Repatriation in Virtual Reality Games
    Derived from: Hutson, J., and Fulcher, B. (2023).

In this article, the author analyses virtual reality (VR) opportunities for education based on an example of an ethical dilemma connected with cultural heritage return. I found Hutson and Fulcher’s article helpful because of the exploration of audience participation and affective response, revealing the prospect of VR for empathy. The author’s identification of the potential dangers of gamification for creating oversimplified cultural narratives should be seen as relevant to ethical game design (Hutson and Fulcher, 2022). Overall, their case study offers practical implemental applications of VR within polymathic learning yet studies restrictions of a small sample and only slight reference to accessibility.

7CTA2018-0901-2024 Digital Media: Sources And Significance Assignment Sample
Liked This Sample? Hire Me Now
Marquita Leonard
Marquita Leonard 4 reviews 5 Years | MA
  • Time Modeling and Its Impact on Multiplayer Game Dynamics
    Derived from: Tychsen, A., and Hitchens, M. (2009).

This paper looks at the issues of time mechanics in MMG to classify real-time, game time and narrative time systematically. Tychsen and Hitchens successfully map these temporal categories onto gameplay, using experiences in World of Warcraft and EVE Online games. Their observations about synchronization and the lack of such with other players show how the idea of time with mechanics influences players’ interaction and fairness (Tychsen and Hitchens, 2008). However, the theoretical foundation of the paper is quite sound; the author could provide more recent examples of games from the early 2000s and include the latest advances in multiplayer technologies.

  • Exploration of Gender Identity Through Avatar Customization in Video Games
    Derived from: Han, Y., and Ho, X. (2024).

Han and Ho examine how the customisation process of avatars permits gamers to discover and represent genders in games. Their analysis points out that customization mechanics are for inclusion, especially for persons with demoted status and the psychological impairment on people who play games. This article is instrumental in synthesising knowledge on how design decisions can enable multiple stakeholders and aid in identity construction. However, there is a potential for expanding the gender aspect as one of the intersections with other significant factors in the discussion (Han and Ho, 2024).

  • Intermedial Translation: Adapting Video Games into Television Series
    Derived from: Freire-Sánchez et al. (2024).

In this paper, the author presents a framework for adapting a video game for a television series, focusing on Fallout. The authors provide profound insights into issues concerning structural and narrative continuity across media. They specifically feature transmedia narratives and intertextuality, which provide essential tips for constructing compelling stories across platforms (Freire-Sánchez et al. 2024). Although this approach sounds more practical, further discussion of the specific audiences and other cultural aspects of adaptation is needed.

  • Understanding and Addressing Toxic Behavior in Online Gaming Communities
    Derived from: Liu, Y., and Agur, C. (2023).

Liu and Agur also study the effects of anonymity and social psychological factors leading to toxic behaviour in online games. Their research suggests several recommendations to help minimise toxicity: Improve cooperation in gameplay and take responsibility (Liu and Agur, 2022). This article is most suitable for advancing the method of designing better gaming experiences for its users' health and dealing with issues of social nature arising in technological complexes (Liu and Agur, 2022). However, there is a possibility of the study doing more on future effects and how these behaviours affect other cultures within gaming.

  • The Influence of Interface Design on Virtual Reality Gaming Experiences for Novices and Experts

Derived from: Marre, Q., Caroux, L., and Sakdavong, J. C. (2021).

Feeling overwhelmed by your assignment?

Get assistance from our PROFESSIONAL ASSIGNMENT WRITERS to receive 100% assured AI-free and high-quality documents on time, ensuring an A+ grade in all subjects.

This paper aims to discuss interface design's contribution to VR gaming, especially in references to diegetic and non-diegetic interfaces, and how they impact the game performance of the Novices and the Experts. Diegetic interfaces, which blend into the game plot and general setting, are the focus of the authors’ research, in contrast to non-diegetic counterparts, they do not impose too many cognitive loads on users (Marre, Caroux and Sakdavong, 2021). Newcomers are most comfortable with designs that extend usability for them, while seasoned players like designs that enhance the gameplay dynamics. This study would be helpful when looking for ways to create easy VR experiences for learners at various experience levels (Marre, Caroux and Sakdavong, 2021). Nonetheless, the examination of the existing and potential accessibility and usability for Players with Disabilities can be enriched by additional research.

  • Innovative Narrative Design in Educational Video Games: Strategies and Case Studies
    Derived from: Gutiérrez, F. L., Medina-Medina, N., Gallardo, J., Paderewski, P., and Cerezo, E. (2024).

In transforming educational content into video games, Gutiérrez and colleagues suggest the following approaches: To achieve effective narrative design, academic video games can be developed to build engagement in the learning process and focus more on narrative design while achieving a balance between the two. Their case looks into storytelling's impact on players' learning and motivation (Gutiérrez et al., 2024). The article's purpose is defined as highlighting and explaining what concerns using narrative components for achieving educational goals. Nevertheless, the analysis is quite thorough (Gutiérrez et al., 2024). The leverage of more empirical data investigating the players' outcomes and engagement rates will strengthen the proposed strategies more.

  • Comparative Analysis of Ecosystems: eSports vs. Traditional Sports
    Derived from: Yuan, S. (2024).

This article discusses how eSports and traditional sports operate regarding their organizational structures and financial models, as well as how they interact with audiences and engage them. Altogether, Yuan’s argument casts a new light on the significance of digital platforms in transforming the sports industry by highlighting how eSports has become a global phenomenon with cultural specificity (Yuan, 2024). Their conversation centred on sustainability and infrastructural progress is especially valuable for grasping the future of the sports system (Yuan, 2024). Nevertheless, one would expect a more detailed investigation of the socio-economic factors that distinguish eSports from traditional sports and restrict access to this sport type.

  • Democracy and Power Fantasies in Video Game Boss Design: The Case of Elden Ring
    Derived from: Hines, M. (2024).

The two issues that Hines examines pertain to boss characters in Elden Ring, power and democracy in the work of imagination. Altogether, the article claims that boss encounters are a simulation of meritocracy and power, which is an enjoyable experience in the game (Hines, 2023). In particular, Hines’ analyses of semiotic regimes that underlie these designs provide new ways of thinking about game stories and play mechanics. This analysis helps recognize how the design can tap into players’ psycho- and socio-cultural narratives (Hines, 2023). The study could build upon the study performed by the authors and compare the findings to those of other related games.

  • Evolving Portrayals of Sexuality in Game Studies: A Meta-Analysis
    Derived from: Harviainen, J. T., Brown, A. M. L., and Suominen, J. (2018).

This meta-analysis considers the representation of sexuality in video games across three significant developmental stages and shifting perceptions in society regarding games, including paying special attention to the changes in the portrayal of sex and sexual content in video games across three distinct periods (Harviainen, Brown and Suominen, 2016). To do so, the authors understandably evaluate how discomfort has shaped players' views and industry norms. This is important as it gives them a profound perspective on how today’s portrayals of sexuality in games can be viewed The best way to understand modern portrayals of sexuality in games is by looking at their historical perspective (Harviainen, Brown and Suominen, 2016). I found this article helpful for the critical perspective on the roles of games in touching topics.

The Critical Analysis

Selected text

Han, Y. and Ho, X. (2024). ‘More Than Just Playing a Character’: Gender Exploration and Expression in Avatar Customization. Games and Culture. doi:https://doi.org/10.1177/15554120241307982.

Han and Ho’s paper focuses on avatar choices in video games as a way of gender experimentation. Through semi-structured interviews with players of diverse gender identities, the authors identify three central themes: as related to gender norms and roles, being an embodiment of the self, and to researching and playing with gender. In more detail, this analysis explores the methodology, theory, and generalities of the third explored theme in the study of gender exploration and experimentation.

As much as the research involves a quantitative procedure to compare the players' experiences, the study adopts a qualitative approach to capture the differences. Semi-final interviews enable the participants to express some of their thoughts and feelings profoundly and genuinely, while thematic analysis categorises such information into relevant and practical themes (Han and Ho, 2024). This approach is beneficial when working with gender as a topic that closely relates to individuals' subjects and cultural backgrounds.

Gender exploration and expression are defined more inventively with the help of Judith Butler’s (1990) gender performativity theory. Based on Butler’s concept of gender as the performance of authentic copies, the authors focus on how gender patterns are performed through avatars in a field of customizable interactions. In addition, there is a theoretical contribution as the results are discussed within the framework of gender and cultural studies.

The paper also describes avatar customization as fluid as players switch between male and female characters during the game. Modifying avatars is a design factor and a control aspect of the avatars that is part of gender exploration (Han and Ho, 2024). This is why free bonus points illustrate the value of flexible customization systems that allow players to continuously self-actualize.

Also, the social and psychological effects of avatar customization are acknowledged in this study. The main ideas are illustrated through participants’ descriptions of how virtual environments allow for testing new identities and are especially helpful for gender-diverse people (Han and Ho, 2024). This is evident with the real-life avatar in which P10 learned her real-life name, suggesting that the system has deep meaning.

As a qualitative study, one of its most significant assets is its ability to expound on the participant’s experiences in detail; however, the study's sample size only 20 applicants, restricts the generalizability of the results. The authors also strive for gender and geographic diversity, although the broader culture and demographic diversities continue to lag. For example, how the titled factors interact with gaming technology elements, and accessibility might contribute to understanding other facets of avatar customization.

Further, the research is sensitive to gender. Furthermore, it is not very specific about how other dimensions of difference, like race, ethnicity, or disability, intersect with gender in avatar customization. Such an oversight is significant given that current literature has begun to reflect on intersectionality in media consumption. For instance, the situation where the players are gender-diverse as well as are part of a racialized group creating avatars becomes a challenge for the players to portray themselves. A further methodological weakness could be that no quantitative data were analysed, nor was there a comparison of qualitative data collected through experiments. For example, observing player behaviour inside the customization systems might strengthen the arguments made in the study regarding gender exploration processes. It can extend the link between agency choices and avatar design attributes to such data.

Given the study’s results, game designers and developers will significantly benefit. Through the given article, the authors share concrete suggestions to eliminate players’ necessity for the gender-lock matrix, emphasizing the need to create more fluid and diverse customization systems. Current Trends, the choice in Gender expression is also a part of it with adaptation, such as nonbinary pronoun usage, various body types, and fluid customization, all present to expand options in gaming.

Further, the study advances theories about games in identity construction and socialization processes. The concentration on gender exploration is also consistent with theories about Virtual Reality environments as self-identity development terrains. From this angle, games are used as instruments of power focusing on the enablement of the disadvantaged. The study also raises ideas in relation to the ability of the customization systems for avatars to cater for the individual identity as well as community construction within the gaming environment. Thus, different gender display accounts for the ability of games to provide representation and help in validating players’ existence. This inclusivity is beneficial as it can foster a culture technological inclusion by forming new positive online communities that can curb instances of toxicity and discrimination much related to gaming cultures. In addition, as gaming intertwines with other new media, like social and virtual, universally designed customization features may set a standard for other sectors regarding acting as the places for minorities’ inclusive representation.

On the one hand, the work contributes to the use of queer theory and intersectionality concepts in game studies from a theoretical point of view. By questioning the conventional roles and restrictions within avatar construction, the authors extend the analysis of how video game spaces can unsettle the real world’s power dynamics. This work also paves the way for future research on how these customization types relate to other cultural narratives in various societies.

Han and Ho’s study presents a convincing portrayal of generality through avatar appearance, supported by detailed qualitative information and solid theoretical frameworks. Nonetheless, the study is bounded by sample size limitations and scope for further research, which offers profound implications for designing more diverse and engaging game worlds. However, the work revealed the capacity of avatar customization systems to overcome the binary approach and contribute to the liberation of multiple players, thereby enriching the exposure of identity possibilities and tools. Applying the principles of flexibility in design and disrupting hegemonic paradigms, the gaming industry can propel positive change.

References

  • Freire-Sánchez, A., Vidal-Mestre, M. and Fitó-Carreras, M. (2024). Proposed Model for Video Game-to-Series Adaptation and Intermedial Translation Based on the Case of Fallout. Games and Culture. doi:https://doi.org/10.1177/15554120241299609.
  • Gutiérrez, F.L., Medina-Medina, N., Gallardo, J., Paderewski, P. and Cerezo, E. (2024). Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video Game. International Journal of Human–Computer Interaction, pp.1–25. doi:https://doi.org/10.1080/10447318.2024.2440143.
  • Han, Y. and Ho, X. (2024). ‘More Than Just Playing a Character’: Gender Exploration and Expression in Avatar Customization. Games and Culture. doi:https://doi.org/10.1177/15554120241307982.
  • Harviainen, J.T., Brown, A.M.L. and Suominen, J. (2016). Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies. Games and Culture, 13(6), pp.605–623. doi:https://doi.org/10.1177/1555412016636219.
  • Hines, M. (2023). ‘A Crown is Warranted With Strength’: Bosses, Fantasy, and Democracy in Elden Ring. Games and Culture. doi:https://doi.org/10.1177/15554120231186476.
  • Hutson, J. and Fulcher, B. (2022). A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation. Games and Culture, p.155541202211317. doi:https://doi.org/10.1177/15554120221131724.
  • Liu, Y. and Agur, C. (2022). ‘After All, They Don’t Know Me’ Exploring the Psychological Mechanisms of Toxic Behavior in Online Games. Games and Culture, 18(5), p.155541202211153. doi:https://doi.org/10.1177/15554120221115397.
  • Marre, Q., Caroux, L. and Sakdavong, J.-C. (2021). Video Game Interfaces and Diegesis: The Impact on Experts and Novices’ Performance and Experience in Virtual Reality. International Journal of Human–Computer Interaction, 37(12), pp.1089–1103. doi:https://doi.org/10.1080/10447318.2020.1870819.
  • Tychsen, A. and Hitchens, M. (2008). Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games. Games and Culture, 4(2), pp.170–201. doi:https://doi.org/10.1177/1555412008325479.
  • Yuan, S. (2024). The Ecosystem of eSports and Traditional Sports: A Comparative Analysis. Asian Journal of Sport History and Culture, pp.1–23. doi:https://doi.org/10.1080/27690148.2024.2380307.

Recently Downloaded Samples by Customers

Portfolio Assignment Sample

1. Introduction Get free samples written by our Top-Notch subject experts for taking online Assignment...View and Download

Enhancing Infection Control in Care Homes Assignment Sample

Introduction: Enhancing Infection Control in Care Settings In contemporary healthcare and social care settings, it is essential...View and Download

Sustainable Finance: Assessing the Integration of Environmental, Social, and Governance (ESG) Factors in Investment Decision Making Assignment Sample

Impact of ESG Factors on Modern Investment Strategies Environmental, Social, and Governance (ESG) considerations are reshaping...View and Download

Using EEG/ERP to Predict Children's Empathy by Parents Assignment Sample

1.0 Introduction: EEG and ERP Analysis of Children's Empathy Looking for an Assignment Helper? Our expert team provides...View and Download

The Social Representations Of Makeup Assignment Sample

Introduction Get free samples written by our Top-Notch subject experts for taking online Assignment...View and Download

Services Marketing Essay Sample

Part 1: Introduction to Services Marketing Essa ASOS is a fast-growing company that deals with the sale of fashion products...View and Download

Get 60% Off on This Halloween - Limited Time Academic Offer