Wednesday, December 18, 2019
Online Computer Games The University Of Adelaide
Sal Humphreys is a ââ¬Ësenior lecturer in media studiesââ¬â¢ at the ââ¬ËUniversity of Adelaide in South Australiaââ¬â¢ from 2009 (The University of Adelaide, 2015). He published mass of journal articles about communication and media studies from 1997 to 2015, such as Postfeminist inflections in television studies (Humphreys et al, 2014), and Grassroots creativity and community in new media environments: Yarn Harlot and the 4000 knitting Olympians (Humphreys, 2008). His research focuses on digital games and online social networking sites. He works in these areas to understand the regulation, governance and institutional forms. He finished the articleââ¬ËProductive Players: Online Computer Gamesââ¬â¢ Challenge to Conventional Media Formsââ¬â¢ in 2005, and first timeâ⬠¦show more contentâ⬠¦43). In his article, massive multiplayer online games as a new text form, which seem has the great success and influences the media culture. In this chapter, Humphreysââ¬â¢s unique insight into the mass media of online games research can be evidenced in many ways, he study is the great help of others scholars who do media and cultural studies. First of all, the guide of players investment or productivity in a online games, and create the social and community form is a undoubtedly important part of massive multiplayer online games (Humphreys, 2008, p. 41-42). For the public, the primary function of online games is entertainment, which is not a single way amusement, but is a two-way interactive entertainment. Online game is different from conventional media (such as television or movies), and contains a variety of media. The most fundamental difference of the participate players to the online game and the traditional audience that all the players of the game is interactive, and even their self-interaction constitute a part of the game environment and culture. Different people play a game in a same time, which constitute the different gaming environment. But the audiences of traditional television (or movie) cannot interact with each other in real time,
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