BCM215 – GAME OVER (CONTEXTUAL ESSAY AND DIGITAL ARTEFACT)

BCM215 – GAME OVER (CONTEXTUAL ESSAY AND DIGITAL ARTEFACT)

BCM215 has been one of the most insightful subjects I have taken in my degree. In honesty, over the past 5 or so years, I have lacked playing games, I only really enjoyed Candy Crush and Flappy Bird on my phone. However, the subject enhanced my understanding of the gaming industry, shifting my focus to specific frameworks and giving me further knowledge on games I previously loved. During this subject, the most poignant attribute was the feeling of nostalgia when talking about games I used to play as a child, hence the topic of my digital artefact “Nostalgia In Gaming”.

I wanted to do something I was interested in for my digital artefact and the feeling of nostalgia itself is, I believe, a really comforting aspect. For blog posts I made within BCM215, I talked in the majority, games I played as a child in relation to the analytic frameworks we learnt, such as Nintendogs and Sim city. Whilst talking about said games, I found myself reminiscing on memories of my childhood and the immense joy I found from playing video games. More specifically, I reminisced on the pleasure I received from playing WII and Nintendo games as a child, games such as WII Sports, Cooking Mama and Mario and Sonic: The Olympic games. I felt a strong desire to clean my dusty WII/Nintendo consoles and dive back into the games I once adored in response to these memories, so I did. In other digital artefacts, I have taken part in, I’ve centrally used TikTok, a popular short video streaming application that has taken the world by storm since early 2019. I have found the app to be extremely easy and efficient to use so I immediately thought it would be best for this subject too. By incorporating both Tiktok and playing my old WII and Nintendo games, I came to the idea of recording short videos on the popular gaming app of myself reacting to my old games on these platforms, describing how I feel whilst playing.  Starting with a solid foundation, I hoped to post videos fortnightly on Tiktok, utilising both my Nintendo DS and Wii console, however, I faced some obstacles. Once pitching my idea in the subject, I began to seek out both of these gaming devices, only finding my WII console nestled away. Unfortunately, my Nintendo DS was never found, which required some adjusting to my digital artefact idea. I also found that it was difficult to maintain a consistent and steady schedule, posting every Friday whilst working and doing university full time.  Along with the lost device and difficulty with scheduling, I found it hard to show my emotions and reactions in response to the WII games, finding it had little effect in the videos. Instead, I decided I would film an assortment of clips involving me playing the chosen game in one short video, finishing each segment with a rating out of 10 and a yes or no answer on whether it makes me feel nostalgic or not.

Overall, I made 8 TikTok videos for my digital artefact. Each video was around 15-30 seconds long and had an arrangement of around 4-7 clips with relevant music in the background. I aimed to post the videos at times I believed would reach the largest number of audiences as well as target my videos at the age group of 16-30 as they were more likely to relate to the video content and the corresponding nostalgic feeling. As a guideline for my digital artefact, I used the scholarly journal by a range of different psychologists and gaming fanatics called “Once Upon A Game: exploring video game nostalgia and its impact on well-being”, the journal studies the emotion of humans in response to playing retro games that were part of their childhood (Wulf, 2018). The journal studied and focused on the psychology of individuals playing old games they played as children, highlighting the nostalgia and related emotions. I hoped my digital artefact to be able to relate my secondary research from the scholarly journal with my own findings based on how I felt playing the games and how my audience responded to watching these games.

Although I hoped for a mixture of responses to my videos, I got little to no views on my videos, despite my particular timing on posting and using popular sounds to attract the most attention. This was very unfortunate yet going into this subject, I knew it would be difficult to get large attraction on such videos.

In coherence with the analytic frameworks, we learnt throughout this semester, and as I addressed in my blog post, my digital artefact is centred around interactivity, virtuality, Multimediality and connectivity. Each framework shaping my digital artefact into its final product. My nostalgia TikToks were based on 3 main concepts, these being technology, time, and nostalgia. Having these concepts and frameworks, I somewhat successfully created my final established digital artefact.

Despite the little attention I got from my videos in this subject, I still thoroughly enjoyed creating my digital artefact and delving into games I enjoyed so much as a child whilst feeling highly nostalgic. BCM215 has been an extraordinary subject to take part of. Making these videos have been son much fun and now I’ve found myself playing them weekly! Check out my TikTok for all the videos!

MY DA:
https://www.tiktok.com/@juliajanejohnson?is_copy_url=1&is_from_webapp=v1

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BCM21 – reviewing part 2

BCM21 – reviewing part 2

Reviewing my peer’s work has been the highlight of this subject, as well as receiving my own feedback. It has really helped me develop my skills as a student within in this subject as well as in this degree. I’ve found that having people at my own level has really helped me excel and be humbled by my worked. As well as this I’ve felt a sense of pride following my peer’s digital artefacts and seeing their work grow and develop into creative and unique projects.

I reviewed 3 of my peer’s digital artefact’s betas and was amazed by their work. Their honesty and development in this subject were applaudable and it was really enjoyable to review their work and blog posts. Below are my comments.

I really related in some shape or form to each of their betas, timing seemed to be main topic in all of their work. I’ve found this to be the case with my own digital artefact and really related to each of their circumstances. Even in lockdown, it has been quite difficult to find time to fit in content creating amongst my other subjects and work. Jacob stated that he was going to give individual time at least twice a week to the subject to create content and work around his blog. I took this into account for my own work and from now on going to schedule in at least 20 minutes, 3 times a week to making content. I believe this will really relieve stress and help me perform my best.

It was really interesting seeing people’s work and finding similarities to my own work, it really shows that in this subject we can all really relate to each other’s work and cheer each other on in these busy times. I’m so excited to see were my peer’s work goes!

BCM215 – the analytic framework of my DA

BCM215 – the analytic framework of my DA

In my previous blog post, we looked at analytic frameworks and how the audience participates with my digital artefact. In this blog post, we will be looking into the three main components of my digital artefact in relation to my analytic framework. The three main components of my digital artefact are nostalgia, technology, and time. Each of these components play a significant part in my digital artefact.

Nostalgia

Nostalgia is the centre piece of my digital artefact for obvious reasons, the title of my digital artefact literally being “Nostalgia in gaming”. Throughout the course of this subject I have been using the scholarly journal by multiple psychologists called ““Once Upon A Game: exploring video game nostalgia and its impact on wellbeing”, the journal studies the emotion of humans in response to playing retro games that were part of their childhood (Wulf, 2018). Nostalgia is the foundation of my digital artefact and is the most major components in my analytic framework.

Technology

Technology is the foreground of my digital artefact, technology both current and old are used within my project. Without technology this digital artefact along with many others I assume, would be lost. Linking with the other two components, it is an extremely diverse term. Not only is technology used but it is studied and compared in my subject.

Time

Time is something this digital artefact and I hold dearly. In studying nostalgia, time is dissected, compared, and tested. In relation to years, we compare the time period of 2008-2009 to 2021 and the differences in technology from then to now. According to an article by Kotaku titled “Why Nostalgia For Video Games Is Uniquely Powerful”, it states “through the power of gaming nostalgia, we’re gifted with a space where we’re free to be corny kids again” (Knorr,2019) standing true with the essence of time in this project.

 

Retro gaming poster Digital Art by Dennson Creative
Art by Densom creative

References:

Knorr, A., 2019. Why Nostalgia For Video Games Is Uniquely Powerful. [online] Kotaku Australia. Available at: <https://www.kotaku.com.au/2019/02/why-nostalgia-for-video-games-is-uniquely-powerful/&gt; [Accessed 5 October 2021].

Wulf, T., 2018. Supplemental Material for Once Upon a Game: Exploring Video Game Nostalgia and Its Impact on Well-Being. Psychology of Popular Media Culture,. (Accessed 5 October 2021).

BCM215 – Analytic frameworks

BCM215 – Analytic frameworks

For my digital artefact in BCM215, I am reviewing, and rating WII games based of the way they make me feel/how nostalgic they are. I’m doing this reviewing via TikTok in short 15 second videos. Each video compiles around 5 short videos within it, showing me playing the game and how I’m reacting to it. The videos are supposed to be an immersive experience for the viewers, as if they were playing the game themselves. This week we learnt about Scholar Raessen’s analytic frameworks he created in order to convey the participation of an individual’s text and paratexts.  Below are how each framework works around my digital artefact and how it immerses the act of participation.

Virtuality

As I previously stated, my aim in my DA is to ‘immerse’ my audience in the experience of playing nostalgic games, feeling what I’m feeling or having the choice of even disagreeing.. The video is filmed from an angle that demonstrates a POV, the audience can act as though they are playing the game with me essentially.

Multimediality

As well as videos, my videos use various other forms of media such music, voice overs, blogging techniques and continual feedback. Each of these forms of media add to the digital artefact and its initial meaning.

Interactivity

As my DA is on Tiktok, my audience can interact easily through comments, liking and even duetting with their own reactions. TikTok has luckily been the best platform to do my digital artefact on as the interactions made possible on the application.

Connectivity

TikTok is a social media application, so it has the ability to connect with billions of people globally hence the connectivity is obscenely large. Through this app I have the capability to connect to millions of people worldwide at the click of a button.

5 Ways to Use Social Media to Generate a Buzz About Your Artwork | Artwork  Archive
Art by Christian Atkin
BCM215 Beta

BCM215 Beta

BCM215 has been one of the most creative and fulfilling subjects I have taken part in. Not only has the topic I have been analysing been of extreme interest to me but taking part in peer reviewing and interaction have been so fun. My digital artefact itself has shifted slightly since my pitch, I have now taken to reviewing games instead, including the nostalgic analysis in my ratings.

(sample of my first tiktok)

I have loved making these videos and turning my Wii on again however the videos have not been reaching desired views or reviews from my audience. Tiktok is an extremely difficult application to navigate in terms of reaching targets and gathering views. Along with challenges, it has been hard to maintain a strict schedule for posting videos and at accurate times, most of my videos have remained in my drafts due to this. Into the future and remainder of this subject, I’m hoping to hop back onto my bandwagon of motivation and get back into a strict schedule of posting and perfecting my videos.

Unused Nintendo Wii logos drive fans wild | Creative Bloq

Along with this newer schedule, I have been listening into my peer’s reviews of my pitch and although majority are positive and encouraging, I’m going to listen thoroughly to their advice and criticism, reading into their suggested websites and options. Overall, so far I am proud of myself and efforts and can’t wait to endeavour further into my topic and experience more nostalgic emotions and games.

Self reflection – feeding back

Self reflection – feeding back

Commenting on people’s posts and giving feedback can be quite a daunting experience personally, however, through this subject it has been an educational experience. All three of digital artefacts I commented on were amazing and creative ideas, below are the comments I left on each post.

After reading each post I made the effort to research their ideas, further giving them an article/journal I felt would attribute to their work along with any other ideas I had for their pitches. For both of the pitches involving music, I drew from the “ludomusicology” theory to help them expand their areas of analysis. The FIFA pitch was not exactly in my expertise, yet I tried my best to find an article I believed would aid in Jacob’s analysis. For the music DA pitches, I tried bringing forth journals that looked at the psychological effect of background music and sound effects, I believed this could add extra depth to their DAs. For the FIFA pitch, I provided an article that looked at the game from an outsider’s point of view, the perspective of the game being a different attribute to the DA. For Taylor’s DA I suggested from an actional side, that to expand on posts she could make short clips with reactions to music to link to her analysis.

Although at first, I was nervous to comment my opinion, I believe I gave balanced comments that applauded their great work while giving helpful feedback that could expand their work. In future comments, the only thing I’d really change is maybe by adding what they should change (much to my dismay) but if I believe something doesn’t fit well, I should tell them.Through commenting on these posts, It made me reflect on my own digital artefact and how I can expand and change my own work. Coincidently, the pitches about sound coincide with my idea of nostalgia in gaming. Music is utterly nostalgic and the psychological effects of it are astounding. Both of the journals I offered, I will be taking in to consideration for my own work.

Sim city – A City Of Disaster

Sim city – A City Of Disaster

In 2013, the EA franchise came out with the latest version of their iconic concept – Sim city. The game was available among many consoles such as phones and computers and frankly people were highly interested in playing it. The idea of creating your own city from scratch, trading and building up your population was amusing to most, the game even had a multiplayer aspect and 3D features that engaged players, yet, ultimately the game was UTTERLY unsuccessful. After its release, players lost interest quickly. The game requires continual online connection in order to play, people nor had the time or energy to keep playing and upholding their city. Alongside this the game kept crashing due to network outages, saving issues and connections problems. These aggravating issues meant players stopped… well, playing. According to Screen Rant, a popular review site, the game was rated the sixth out of twenty most notoriously bad games (Thompson, 2019). Similarly on a review site called Steam Community, a player reviewed the game, quoting “When I bought SimCity 2013 it wouldn’t even load, It would stick at some % of the install, as was the case for a ton of other people. The game itself was riddled with bugs and to this day roads still don’t snap quite right, and the road guide is way funky” clearly displeased by the game (Steam, 2016). Since 2013, EA has come out with much more advanced versions of the game, gaining much success yet the 2013 version still is viewed as a disappointment and a low point for the company, the game having much potential but never succeeding. People to this day still review the game as one of the worst simulation games to date, the game haunting EA and its future developments.

References

Steam, 2016. What exactly was so bad about SimCity 2013? :: SimCity 4 Deluxe General Discussions. [online] Steamcommunity.com. Available at: <https://steamcommunity.com/app/24780/discussions/0/360672383120784226/&gt; [Accessed 2 August 2021].

Thompson, G., 2019. 20 Notoriously Bad Video Games (That Everyone Still Played). [online] ScreenRant. Available at: <https://screenrant.com/video-games-bad-everyone-played/&gt; [Accessed 2 August 2021].

NINTEN-DOGGED

NINTEN-DOGGED

The Nintendo DS was created back in 2005, the popular gaming device bringing forth hundreds of games in its emergence. One of these games, being arguably the most popular of them all amongst children aged between 5 and 12, was Nintendogs. The simulation game was created by Nintendo itself in 2005 and was released along with the device (Wikia, 2015). The game involved adopting dogs, once they’ve moved into your house it is your responsibility to feed, walk and care for your dog(s). The responsibility of owning many dogs, naming them, and looking after them was a little girl’s dream. Yet, as I myself was a subject to this game, I can say that even at 9 years old, after playing the game for many consecutive weeks, it became subsequently boring. Doing the same routines over and over again, having a limit on the number of household dogs, becoming unhealthy addicted to fake animals…it became a lot, so in response I stopped playing. Now, 12 years on, the game is almost completely forgotten, and after watching a review of the game online, it is completely understandable why it is forgotten. The lack of depth in the gameplay along with the almost scary graphics, children today can now play on devices that feel almost too real and can leave playing it for hours and wouldn’t have time for such an undeveloped game structure. It is only really through this subject that I have remembered the game, and although the gameplay eventually got boring (like most other games at that age) it was a huge part of my childhood, it helped me make friends and as a shy little girl, branch out and use the game as a point of discussion. It was evidently a capstone of my childhood. I can still gage all the times I would hide my DS under my pillow and then continue to play Nintendogs into the early hours of the morning (if I got away with it). Although forgotten, the game was a milestone in simulation technology for its time.

Checking on my Nintendogs for the first time in 14 years - YouTube

References:

Wikia, 2015. Nintendogs. [online] Nintendogs Wiki. Available at: <https://nintendogs.fandom.com/wiki/Nintendogs&gt; [Accessed 5 August 2021].

NOSTALGIA THROUGH GAMING: PRESSING THE ON BUTTON (BCM215 DA PITCH)

NOSTALGIA THROUGH GAMING: PRESSING THE ON BUTTON (BCM215 DA PITCH)

For my BCM215 Digital Artefact, I am going to be analysing the topic called “Nostalgia in gaming”. The digital artefact will be centred around the nostalgia brought forward by games. Personally, the video games I played from the ages of 8 to 15 were through Nintendo devices such as the WII and DS. To this day if I play these games, they immediately release endorphins and happiness throughout my body. Games from your past can bring up both good and bad memories, the emotions and feelings that arise during playing are distinctive and individual.

The DS saved Nintendo while destroying handheld gaming as we knew it -  Polygon

As the basis of my analysis, I will be using a journal by 4 psychologists and gaming fanatics called “Once Upon A Game: exploring video game nostalgia and its impact on wellbeing”, the journal studies the emotion of humans in response to playing retro games that were part of their childhood (Wulf, 2018). The case studies within the journal can be great foundations for my digital artefact and how I move forward with it. I will be using TikTok as my platform of analysis, posting videos reviewing the way I feel in response to playing nostalgic games on my Nintendo WII and DS, listening to the theme songs for example and using the old controllers. My target audience is generation Z and millennials as I feel they can relate most to the nostalgic feeling of playing retro video games. I’m ready to start and am excited to open my cupboard, open a dusty game box, slide it into my console and press the ON button. That alone is nostalgic enough.

my TikTok – https://www.tiktok.com/@juliajanejohnson?lang=en

References:

Wulf, T., 2018. Supplemental Material for Once Upon a Game: Exploring Video Game Nostalgia and Its Impact on Well-Being. Psychology of Popular Media Culture,.