As we Become Machines: Corporealized Pleasures in Video Games, by Martti Lahti
Introduction
- Gibson and Lahti
~ to understand Lahti's point and her inspiration came from
Lahti’s purpose
- Connections
- Contrast with “cyberspace”
~ to show Lahti's exploration that she wants to share in this piece
Being in the “Third Place”
- History of video games
- Development of video games
~ to give a brief for audience know more about games
Immersion
- 2 Quotations (Pg 159+160) which are related to the history and development of games
~ to show the examies of how history and development make games become influencial to the players
Representation as part of the player’s body
- 1 Quotation (Pg 164)
~ to view how the avatar funcions on gamming
Kick-ass experience
- Avatar – matrix of characters of different gender and race
- Games
~ to reveal the relation of the avatar and games
Cyborg consciousness
- Player
~ to understand the player's act on creating avatar
Lahti’s suggestions
- Games
~ to show Lahti's view on gamming
Conclusion
- 1 Quotation (Pg 169)
~ to give Lahti' strance at the end
Really sorry for this "late-posted" outline.
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Even thought I have experienced on playing (also, enjoying =P) games, honestly, Lahti's article is a little bit tough for me. On the other hand, certain term which usually appear in the field of film studies have shown up in the article, let me easier to understand and imagine the development of games.
ReplyDeleteLahti's article describes the history of games provides me the understanding of the "third world" and how players react on. Also, the section about how players create their own avatar recalls my memory on how I create and decorate "me, myself" during playing the online games.
Lastly, I would like to thank Wesley commented on my presentation that helped me to understand in depth on "cyborg envy".