A visit to the University library led me to the book 'How to do things
with Videogames' by Ian Bogost. Here is what I have understood from the book.
Introduction – Microecology
From what I can gather from the introduction, it is explaining that
each chapter is an in depth explanation of the different situations that games
can be used for. It explains that games are not purely for entertainment
purposes, but they are also a powerful media form, that can be used in many
more situations.
The introduction brings up the argument that often arises, saying that
video games encourage violent behaviour;
‘All-too-familiar questions arise about
whether games promote violent action or whether they make us fat through
inactivity. Such accusations stem partly from overly general assumptions about
a medium’s content and reception (which, in the case if video-games, is assumed
to be violent scenarios that induce aggression).’ (Bogost. I, 2011)1
What Bogost is basically saying is, don’t judge a book by its cover.
Many of those that say these things have not experienced games before, or have
never seen the range of different game types that are available.
Art
Are games classed as an art form? Bogost quotes the following passage in
his book;
‘To think that there is a single,
generally agreed upon concept of art is to get it precisely backwards.
Americans’ attitude towards art is profoundly divided, disjointed and confused;
and my message to gamers is to simply ignore the “is-it-art” debate
altogether.’ ( Preston. J, 2008)2
He then goes on to say;
‘Forget games, art doesn’t have any
sort of stable meaning in contemporary culture anyway.’ (Bogost. I, 2011)1
What Bogost is saying is that what is considered to be art is down to
the judgement of the individual. He also goes on to say that certain games can
be considered as art, because of what they represent. He presents three examples; Passage by Jason Rohrer, Braid by Jonathan Blow and The Marriage by Rod Humble. An image and an explanation of each game can be seen below.
^ Passage - Jason Rohrer: Passage is a game that simply shows the passage of time in a person's life. The creator hasn't created a game with amazing visuals, but has created a simplistic game that shows a meaningful message. The player simply presses the right arrow button on the keyboard to move, and in the process of about 5 minutes, the character's life is lived out. The pixilated man with yellow hair is the character the player controls. At the start of the game, the character falls in love, and so his life continues. Towards the end of the game, his love passes away, which after sitting watching for so long makes you actually feel sad for the character. The man then in his old age passes away at the end of the game.
^ Braid - Jonathan Blow: Braid is a platformer game, where the player has the ability to rewind time in order to learn from their mistakes. The game poses the question 'What if?'. It attempts to explore the feeling of regret. When a player makes a mistake, they may regret their actions. In the games, players have multiple attempts, but we only have one chance at life. Certain objects in the game are not affected by the changes in time. This in a way, shows that some mistakes cannot be fixed, and you must simply continue and learn from them. The game presents an indepth story of the relationship between the main character, and the princess he is trying to rescue.
^ The Marriage - Rod Humble: The Marriage is more like a small animation than a game, yet there is interaction from the player to alter the visuals. The game consists of two squares, one pink and one blue. There are also a number of circles; green, light green and black. The player can move the mouse over these items to change the squares, whether that be by size or transparency. I believe the two squares are there to represent a man and a woman together in marriage. There are no rules or explanation of game play for this game, it is entirely open to interpretation, though Humble has written an explanation that isn't provided with the game. The game attempts to relate how a marriage feels, though this may be different for each individual case.
Humble's explanation can be found here: http://www.rodvik.com/rodgames/marriage.html
In effect, games can be classed as art, yet only when thought has been put into making the experience meaningful, or visually moving.
Humble's explanation can be found here: http://www.rodvik.com/rodgames/marriage.html
In effect, games can be classed as art, yet only when thought has been put into making the experience meaningful, or visually moving.
Empathy
Games are commonly seen as a medium for entertainment, to play for enjoyment and for fun. There are however a number of games that attempt to help the player relate to other peoples situations. To create empathy in the player.
^ Darfur is dying - Susana Ruiz: Generally in stealth games, the objective is to hide to avoid detection, and this use of stealth gives the player an advantage over the enemy. In 'Darfur is dying' the player must hide purely to avoid detection, and does not gain an advantage. The game requires the player to forage for water, whilst the Janjaweed Militia drive by searching for anyone walking in the area. The player will then use this water to help their village survive by growing food, rebuilding structures, and improving the health of the camp. The game provides facts and information about the people that live there.
^ Hush - Jamie Antonisse and Devon Johnson: Rhythm games generally stimulate quick reflexes to fast paces music. Hush turns this on its head.
'The game is about a Rwandan Tutsi mother trying to calm and quiet a baby to avoid discovery by Hutu soldiers' (Bogost. I, 2011)1
The game itself requires slow and timed reactions which contrast with the quick pace of many rhythm games. Successfully completing each level reveals a word from the lullaby, and completion of the game is when the Hutu patrol passes. The games implants a touch of fear into the player, which contradicts the aim to stay calm. The player must push through the worry of losing, and calm themselves, which in turn will help to complete the game. The game attempts to relate the historical genocide, which is the 1994 slaughters of the Rwandan civil war.
My Own Examples
Though my own experiences with games, I have come across two distinctive games, that attempt to portray empathy, yet in a more abstract way.
^ Papo and Yo - Minority: Papo and Yo is a game that tells a story about a boy call Quico. It tells of his father's addiction to alcohol, in a more adventurous and friendly way, to make it appear less scary. The father is seen as a friendly Monster, with a worrying addiction to eating frogs. When the Monster eats a frog, it is thrown into an uncontrollable rage, that even Quico isn't safe from. The game is set in a reality that is effectively Quico's imagination. The true meaning behind the game, is only revealed at the end of the game. The game creates empathy for the character in the game, yet also raises awareness of a real life issue, that children still suffer with today.
^ Ether One - White Paper Games: The mind can be a fragile thing, and there are many disorders that can affect the brain, and the way it functions; dementia is one that is particularly well known. Ether One is based in a futuristic medical facility, where surgery requires the surgeon (player character) to link their mind with the patient. The player then proceeds to explore and attempts to repair the mind of the patient, who is suffering from dementia. The game portrays what it feels like to have dementia, in a way that is understandable and accessible, and creates empathy and awareness through game-play.
Reverence
Reverence in games is rarely seen, particularly when it comes to religious attributes. Games may include aspects of religion, yet they are often not included to revere the faith, or to promote its ethics.
Games can however revere faiths, even though it is not clearly obvious at first.
^ Resistance: Fall of Man - Sony: This particular game caused quite an uproar when it was released. The game takes place in world similar to the real world, but it has been invaded by aliens which are attempting to assimilate the human population. The game is an FPS (First Person Shooter) where the player is required to eradicate many of the alien lifeforms in order to progress in the game. Yet in 2007, the Church of England threatened to sue Sony for including Manchester Cathedral into the game.
Bogost argues that though the game requires the player to shoot aliens inside the walls of the Cathedral, it still reveres the building itself. He claims that regardless of the situation, players still enter the church knowing what it represents; sanctuary and protection, a place to feel safe from the outside world. This is what Churches provide in the real world. They seek to help the needy, as that is what Christian principles require.
However, it appears as though the Church of England was unaware of the inclusion of the Cathedral until the game was released. The shooting and violence is not something that Christians particularly approve of, especially with a species that is believed to not be created by God.
From this I can draw my own conclusion. Though the game does revere the Cathedral in a way, it should not have been included in the game without the Church of England knowing so. The building may be an iconic place in Manchester, yet I believe it would have been obvious that its inclusion would cause a stir. Games can be used to revere faith, yet care must be taken not to offend people.
My Own Example
^ Guardians of Ancora - Scripture Union: Guardians of Ancora is a game designed to teach young children about Bible stories, and through this, teaches them about Christian principles and ethics. Scripture Union has set out to create a game set entirely around revering the Christian faith, yet in a way that children can relate to and understand.
Games can also be used in a musical sense. There are a number of games that use music in a range of different ways. Whether this be through a game based entirely around music, or whether it's simply a game that has great music to go along with the game itself. Games like 'Guitar Hero' and 'Rock Band' allow the player to feel as though they are playing the instruments themselves, and many players have said that such games encouraged them to start playing the real instrument. Other games encourage good rhythm and well timed player input, such as 'Rhythm Paradise'. One particular game that I know of called 'Jam with the Band', does encourage rhythm and timing from the player, yet players can input their own musical pieces. This can be greatly beneficial when learning a piece of music on a real instrument, as it gives them an understanding of how to play the piece. To input the music also requires the user to input each part onto a score, thus allowing practice and understanding of written music.
Pranks
Here, Bogost talks about pranks in general and how they can often be used between Games Designers as friendly fun. Yet games can also contain pranks of their own, in the form of 'Easter Eggs'. Here the term 'Easter Egg' refers to a hidden secret that can be found within the game. These hidden secrets got their name as it is similar to the seeking and finding of eggs on an Easter egg hunt.
The section on pranks also refers to multiplayer games, where players are able to play pranks on other players. Such actions include; placing traps, sneaking away with other peoples property, or targeting them in a battle.
Transit
Bogost begins this chapter by saying that car manufacturers attempt to promote sales by saying;
'the journey is half the fun'. (Bogost. I, 2011)1
This can be very much the case in many games, particularly in open access games where traveling is essential. Such games can become particularly boring to have to travel between areas, so most games have quick travel features to allow fast travel between areas. Though this may seem to take some of the fun out of the game, generally, games require the player to have traveled to an area before they are able to fast travel there. This keeps the traveling aspect in the game, but allows the player to focus on the core gameplay, rather than excessive travel time.
Branding
This chapter simply talked about advertising in games. This can be for false creations to make the game feel more immersive, but it can also be real life advertisements. This can be presented in a number of ways, for example; an ingame billboard could show a real fast food advertisement. Some examples of such games include 'Monopoly: Here and Now' which uses player pieces inspired by real life objects, such as a mobile phone. Barack Obama also advertised his election campaign inside games. Sports show advertisements around the pitch, and such advertisements can be streamed directly into games to be displayed in the same way.
Electioneering
Games that are created simply to advertise a person's campaign or to demote another. Such games are rarely immersive and tend to have no replay value at all. They are games that can be entertaining to play for a short period of time, and then leave the spotlight after the campaign ends.
Promotion
Promotions are special offers, like buy one get one free. Game companies can put on such offers, yet it is rare to find companies using games as a promotion. For example, in 2006, Burger King released 3 games that could be purchased along with a meal; Pocketbike Racer, Big Bumpin' and Sneak King. Burger King used these games to encourage people, particularly those who they consider to be in their target market, to buy their food.
Snapshots
There are a large number of games design software available today, many of these can be purchased by anyone who wishes to experiment with the software. This chapter talks about how family members or friends can create games to act like a memorable photograph, allowing a memory to be more immersive than a simple picture.
Texture
Texture, in a games sense, refers to the way a model has been 'coloured in'. In relation to touch, it's how the surface feels when touched. In terms of music, it's how the notes blend or contrast with each other. Each of these variation can be used in games. Surfaces are created to mimic real life surfaces. Textures are applied to add colour, then Normals add surface details such as bumps, or streaks. Texture can also be applied to the way the game makes you feel, whether this be through the music, through gameplay, or through the storyline of the game.
Kitsch
'There's a name for this sort of art, an art urging overt sentimentality, focused on the overt application of convention, without particular originality: we call it kitsch.'
This is Bogost's definition of kitsch. These sort of games are basically games that have no particular meaning, but have a sort of liability to them, that encourages the player to play, and to play again. Some examples of such games can be seen here: www.ferryhalim.com/orisinal
Relaxation
Many people use games as a way to relax, however, most games don't help us to relax. Games generally aim to put us on the edge of our seats, to lean forwards in anticipation. A game that helps a person to relax would encourage the player to lean back, rather than lean forwards.
The entirety of a game doesn't have to be focused on relaxation, it can simply have relaxing attributes included in the game. Therapeutic actions such as gardening in 'Animal Crossing', or farming in 'Harvest Moon' can also feel relaxing to the player.
Throwaways
There are a great number of throwaway games available, particularly on the internet. These games are small, and are games that players would play for a time, then leave them and forget about them. They are there to provide temporary entertainment, and nothing more. Many of these games are built around current events, which increase the publicity of the game, but once that event has passed, the game's publicity dwindles away.
Exercise
Exercise is an important factor when it comes to staying healthy, and games are available to help us do just that, in the comfort of our own homes. 'Wii fit' ,being one of the most obvious titles, is designed to records and track a user's BMI (Body Mass Index), and also provides a number of fun and entertaining games that require the player to move around to play. 'Just dance' is also another exercise title, that simply encourages the player to dance to the music, and gain the best score they can. This becomes particularly competitive when playing with friends.
Work
Bogost talks about games that require work. The player must input something physically into the game, and in return, receive a physical output. One such game is suggested; 'Cruel 2 B Kind', a game that requires player to compliment potential targets, as a form of attacking. The game is played in a large area, and can be played with a large number of people, yet no-one knows who the other players are. This can result in complimenting passers by who are caught in the crossfire. The player physically moves around the battlefield, while also at risk of being attacked themselves.
Habituation
The actions we take in our own lives, and the tasks that we do influence the construction of games. Our understanding of sports is a particularly good example. If 'Wii Sports' was released, and knowledge of sports such as tennis, wasn't common knowledge, would we understand how to play? An extensive explanation of rules would be needed, which would likely put us off playing. Another example is the standard mapping of controls in games, e.g. spacebar for jump. If a game were to change this it would confuse the player. The standards for controls should not be changed, unless there is a specific reason for doing so.
Disinterest
Player interest of certain game genres often dictates which games will be popular, and which will not. Typically, serious games are not seen as fun to play. The player will generally discover that it is an educational game, and will not wish to play. Their disinterest in the game shows the common struggle of games as a medium, and not just a form of entertainment. Serious games however are gradually becoming more popular, as designers find ways to integrate education into fun and interactive gameplay.
Drill
Tutorials teach us the basics of gameplay, yet we don't receive a tutorial in real life. We get taught what to do, and what not to do by our peers and employers. A drill teaches a person all the important information they need to know for a specific task, like a fire drill in case of a fire. Games that perform a drill, teach people how to perform certain tasks. This teaching they can then apply to real life, in the same situation that the game displays.
Conclusion
Games can be used in a great number of ways, and there are likely many more ways to use video games that are not displayed in this book. Games have the opportunity to entertain and teach, they can be used to advertise and help us keep fit, they form a medium that immerses the user in a world where they can escape their own reality. Games are a brilliant resource, and we can use them in whatever way we want them to.
Bibliography
1. Bogost. I, 2011, How to do things with Videogames, Minneapolis, University of Minnesota Press
2. Preston. J, 2008, 'The Arty Party' - Gamasutra, [image online] Available at: <http://www.gamasutra.com/view/feature/3536/the_arty_party.php> [Accessed 28/10/2015]
Games are commonly seen as a medium for entertainment, to play for enjoyment and for fun. There are however a number of games that attempt to help the player relate to other peoples situations. To create empathy in the player.
^ Darfur is dying - Susana Ruiz: Generally in stealth games, the objective is to hide to avoid detection, and this use of stealth gives the player an advantage over the enemy. In 'Darfur is dying' the player must hide purely to avoid detection, and does not gain an advantage. The game requires the player to forage for water, whilst the Janjaweed Militia drive by searching for anyone walking in the area. The player will then use this water to help their village survive by growing food, rebuilding structures, and improving the health of the camp. The game provides facts and information about the people that live there.
^ Hush - Jamie Antonisse and Devon Johnson: Rhythm games generally stimulate quick reflexes to fast paces music. Hush turns this on its head.
'The game is about a Rwandan Tutsi mother trying to calm and quiet a baby to avoid discovery by Hutu soldiers' (Bogost. I, 2011)1
The game itself requires slow and timed reactions which contrast with the quick pace of many rhythm games. Successfully completing each level reveals a word from the lullaby, and completion of the game is when the Hutu patrol passes. The games implants a touch of fear into the player, which contradicts the aim to stay calm. The player must push through the worry of losing, and calm themselves, which in turn will help to complete the game. The game attempts to relate the historical genocide, which is the 1994 slaughters of the Rwandan civil war.
My Own Examples
Though my own experiences with games, I have come across two distinctive games, that attempt to portray empathy, yet in a more abstract way.
^ Papo and Yo - Minority: Papo and Yo is a game that tells a story about a boy call Quico. It tells of his father's addiction to alcohol, in a more adventurous and friendly way, to make it appear less scary. The father is seen as a friendly Monster, with a worrying addiction to eating frogs. When the Monster eats a frog, it is thrown into an uncontrollable rage, that even Quico isn't safe from. The game is set in a reality that is effectively Quico's imagination. The true meaning behind the game, is only revealed at the end of the game. The game creates empathy for the character in the game, yet also raises awareness of a real life issue, that children still suffer with today.
^ Ether One - White Paper Games: The mind can be a fragile thing, and there are many disorders that can affect the brain, and the way it functions; dementia is one that is particularly well known. Ether One is based in a futuristic medical facility, where surgery requires the surgeon (player character) to link their mind with the patient. The player then proceeds to explore and attempts to repair the mind of the patient, who is suffering from dementia. The game portrays what it feels like to have dementia, in a way that is understandable and accessible, and creates empathy and awareness through game-play.
Reverence
Reverence in games is rarely seen, particularly when it comes to religious attributes. Games may include aspects of religion, yet they are often not included to revere the faith, or to promote its ethics.
Games can however revere faiths, even though it is not clearly obvious at first.
^ Resistance: Fall of Man - Sony: This particular game caused quite an uproar when it was released. The game takes place in world similar to the real world, but it has been invaded by aliens which are attempting to assimilate the human population. The game is an FPS (First Person Shooter) where the player is required to eradicate many of the alien lifeforms in order to progress in the game. Yet in 2007, the Church of England threatened to sue Sony for including Manchester Cathedral into the game.
Bogost argues that though the game requires the player to shoot aliens inside the walls of the Cathedral, it still reveres the building itself. He claims that regardless of the situation, players still enter the church knowing what it represents; sanctuary and protection, a place to feel safe from the outside world. This is what Churches provide in the real world. They seek to help the needy, as that is what Christian principles require.
However, it appears as though the Church of England was unaware of the inclusion of the Cathedral until the game was released. The shooting and violence is not something that Christians particularly approve of, especially with a species that is believed to not be created by God.
From this I can draw my own conclusion. Though the game does revere the Cathedral in a way, it should not have been included in the game without the Church of England knowing so. The building may be an iconic place in Manchester, yet I believe it would have been obvious that its inclusion would cause a stir. Games can be used to revere faith, yet care must be taken not to offend people.
My Own Example
^ Guardians of Ancora - Scripture Union: Guardians of Ancora is a game designed to teach young children about Bible stories, and through this, teaches them about Christian principles and ethics. Scripture Union has set out to create a game set entirely around revering the Christian faith, yet in a way that children can relate to and understand.
The Rest
Through the book I found most parts considerably interesting, yet I believe that the most relevant are the chapters on Art, Empathy and Reverence. Below I have written a small amount for each of the remaining chapters, showing how games can be used in various other ways.
Music
Games can also be used in a musical sense. There are a number of games that use music in a range of different ways. Whether this be through a game based entirely around music, or whether it's simply a game that has great music to go along with the game itself. Games like 'Guitar Hero' and 'Rock Band' allow the player to feel as though they are playing the instruments themselves, and many players have said that such games encouraged them to start playing the real instrument. Other games encourage good rhythm and well timed player input, such as 'Rhythm Paradise'. One particular game that I know of called 'Jam with the Band', does encourage rhythm and timing from the player, yet players can input their own musical pieces. This can be greatly beneficial when learning a piece of music on a real instrument, as it gives them an understanding of how to play the piece. To input the music also requires the user to input each part onto a score, thus allowing practice and understanding of written music.
Here, Bogost talks about pranks in general and how they can often be used between Games Designers as friendly fun. Yet games can also contain pranks of their own, in the form of 'Easter Eggs'. Here the term 'Easter Egg' refers to a hidden secret that can be found within the game. These hidden secrets got their name as it is similar to the seeking and finding of eggs on an Easter egg hunt.
The section on pranks also refers to multiplayer games, where players are able to play pranks on other players. Such actions include; placing traps, sneaking away with other peoples property, or targeting them in a battle.
Bogost begins this chapter by saying that car manufacturers attempt to promote sales by saying;
'the journey is half the fun'. (Bogost. I, 2011)1
This can be very much the case in many games, particularly in open access games where traveling is essential. Such games can become particularly boring to have to travel between areas, so most games have quick travel features to allow fast travel between areas. Though this may seem to take some of the fun out of the game, generally, games require the player to have traveled to an area before they are able to fast travel there. This keeps the traveling aspect in the game, but allows the player to focus on the core gameplay, rather than excessive travel time.
This chapter simply talked about advertising in games. This can be for false creations to make the game feel more immersive, but it can also be real life advertisements. This can be presented in a number of ways, for example; an ingame billboard could show a real fast food advertisement. Some examples of such games include 'Monopoly: Here and Now' which uses player pieces inspired by real life objects, such as a mobile phone. Barack Obama also advertised his election campaign inside games. Sports show advertisements around the pitch, and such advertisements can be streamed directly into games to be displayed in the same way.
Games that are created simply to advertise a person's campaign or to demote another. Such games are rarely immersive and tend to have no replay value at all. They are games that can be entertaining to play for a short period of time, and then leave the spotlight after the campaign ends.
Promotions are special offers, like buy one get one free. Game companies can put on such offers, yet it is rare to find companies using games as a promotion. For example, in 2006, Burger King released 3 games that could be purchased along with a meal; Pocketbike Racer, Big Bumpin' and Sneak King. Burger King used these games to encourage people, particularly those who they consider to be in their target market, to buy their food.
There are a large number of games design software available today, many of these can be purchased by anyone who wishes to experiment with the software. This chapter talks about how family members or friends can create games to act like a memorable photograph, allowing a memory to be more immersive than a simple picture.
Texture, in a games sense, refers to the way a model has been 'coloured in'. In relation to touch, it's how the surface feels when touched. In terms of music, it's how the notes blend or contrast with each other. Each of these variation can be used in games. Surfaces are created to mimic real life surfaces. Textures are applied to add colour, then Normals add surface details such as bumps, or streaks. Texture can also be applied to the way the game makes you feel, whether this be through the music, through gameplay, or through the storyline of the game.
'There's a name for this sort of art, an art urging overt sentimentality, focused on the overt application of convention, without particular originality: we call it kitsch.'
This is Bogost's definition of kitsch. These sort of games are basically games that have no particular meaning, but have a sort of liability to them, that encourages the player to play, and to play again. Some examples of such games can be seen here: www.ferryhalim.com/orisinal
Many people use games as a way to relax, however, most games don't help us to relax. Games generally aim to put us on the edge of our seats, to lean forwards in anticipation. A game that helps a person to relax would encourage the player to lean back, rather than lean forwards.
The entirety of a game doesn't have to be focused on relaxation, it can simply have relaxing attributes included in the game. Therapeutic actions such as gardening in 'Animal Crossing', or farming in 'Harvest Moon' can also feel relaxing to the player.
There are a great number of throwaway games available, particularly on the internet. These games are small, and are games that players would play for a time, then leave them and forget about them. They are there to provide temporary entertainment, and nothing more. Many of these games are built around current events, which increase the publicity of the game, but once that event has passed, the game's publicity dwindles away.
Exercise is an important factor when it comes to staying healthy, and games are available to help us do just that, in the comfort of our own homes. 'Wii fit' ,being one of the most obvious titles, is designed to records and track a user's BMI (Body Mass Index), and also provides a number of fun and entertaining games that require the player to move around to play. 'Just dance' is also another exercise title, that simply encourages the player to dance to the music, and gain the best score they can. This becomes particularly competitive when playing with friends.
Bogost talks about games that require work. The player must input something physically into the game, and in return, receive a physical output. One such game is suggested; 'Cruel 2 B Kind', a game that requires player to compliment potential targets, as a form of attacking. The game is played in a large area, and can be played with a large number of people, yet no-one knows who the other players are. This can result in complimenting passers by who are caught in the crossfire. The player physically moves around the battlefield, while also at risk of being attacked themselves.
The actions we take in our own lives, and the tasks that we do influence the construction of games. Our understanding of sports is a particularly good example. If 'Wii Sports' was released, and knowledge of sports such as tennis, wasn't common knowledge, would we understand how to play? An extensive explanation of rules would be needed, which would likely put us off playing. Another example is the standard mapping of controls in games, e.g. spacebar for jump. If a game were to change this it would confuse the player. The standards for controls should not be changed, unless there is a specific reason for doing so.
Player interest of certain game genres often dictates which games will be popular, and which will not. Typically, serious games are not seen as fun to play. The player will generally discover that it is an educational game, and will not wish to play. Their disinterest in the game shows the common struggle of games as a medium, and not just a form of entertainment. Serious games however are gradually becoming more popular, as designers find ways to integrate education into fun and interactive gameplay.
Tutorials teach us the basics of gameplay, yet we don't receive a tutorial in real life. We get taught what to do, and what not to do by our peers and employers. A drill teaches a person all the important information they need to know for a specific task, like a fire drill in case of a fire. Games that perform a drill, teach people how to perform certain tasks. This teaching they can then apply to real life, in the same situation that the game displays.
Games can be used in a great number of ways, and there are likely many more ways to use video games that are not displayed in this book. Games have the opportunity to entertain and teach, they can be used to advertise and help us keep fit, they form a medium that immerses the user in a world where they can escape their own reality. Games are a brilliant resource, and we can use them in whatever way we want them to.
Bibliography
1. Bogost. I, 2011, How to do things with Videogames, Minneapolis, University of Minnesota Press
2. Preston. J, 2008, 'The Arty Party' - Gamasutra, [image online] Available at: <http://www.gamasutra.com/view/feature/3536/the_arty_party.php> [Accessed 28/10/2015]
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