Game Studies: Observing a Player

Game Studies: Observing a Player

The goal of this essay is to do qualitative games research. You will “analyze” someone “playing” a game. You will need to put together a report based on watching someone (or more than one person) play and then asking questions/gathering data.

There are many ways to do this, but the easiest is to sit next to someone as she plays and take notes/ask questions. We will discuss models for how to gather/what to gather in class, but the goal is to come out of your observation with a wealth of data to then go analyze as you write your essay.

Bear in mind you are not writing a report about the game; you are writing about the player/what came from the player’s interactions.
If more than a page of your paper is descriptive about the game itself, you’re doing it wrong.

The specific requirements are:
1) You must be looking at a player or players playing SOME THING (meaning one thing– one game, for example. It can be a video game or table-top game)
2) You must understand what they are playing. That’s a key to doing this sort of research.
3) You need to capture data of the player(s) playing, and your project should include references to this data in the analysis
4) You must use at least ONE scholar (meaning references to a thinker) to frame your analysis. You will likely want to pull from something we read in class.
5) You need to tell us, your audience, something new and interesting. Your analysis should create some sort of new knowledge. This might be a confirmation of something we believed, it might be something brand new, or it might be a different way of seeing something we’ve already known.
6) You need to have approximately 7 written pages of material. You must cite references in MLA or APA format, and you must account for the data you gathered.

But keep the six things above in mind. They are also the grading criteria. 1/6th of your grade depends on each of them.

Solution Preview

In the modern era, gaming has increasingly become part of the contemporary society with players ranging from both adults to young children. Such a high prevalence of gamers in the community has fuelled intense arguments for and against gaming. As a direct result, the study of digital games has taken off with scholars coming up with ideological and textual studies analyzing either gamers or game designs. While some have established that gaming could be an addiction, others have found that gaming could provide multiple points of view on individual traits which could be used for profiling. With this in mind, one commendable aspect of modern gaming is its incorporation of virtual reality a fit that has proven extremely difficult to incorporate in other industry most notably in medicine. However, in spite of such milestones, scholars acknowledge that gaming analysis is tricky since tools of study need to be continually modified (Consalvo & Dutton, 2006).

(2,003 words)

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