Case Study 2500 words

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gamification.docx

Answer ONE of the following questions using ONE game of your choice as an example:

Word limit approximately: 2500

Due Date 27/10/2019

1. In-game marketing and product placement distracts from the immersive experience of gameplay. Agree or Disagree. Justify your answer.

2. Games convey, contain, and deploy cultural ideas about gender. Agree or Disagree. Justify your answer.

3. There is a clear distinction between 'casual' and 'serious' games and gamers. Agree or Disagree. Justify your answer.

4. Mobile games transform how physical space is experienced. Agree or Disagree. Justify your answer.

Note: if none of these questions suits you, or you have another idea for an argument based on the unit materials, please consult your tutor.

This assignment is a research essay of significant length. You MUST use academic refereed reading. You MUST reference correctly. Please obey basic essay structuring rules of introduction, middle and conclusion. Please write in full sentences and paragraphs.

Evaluative Criteria:

What I am looking for when I mark your paper:

· Accurate use of terms from the unit

· Effective writing and expression

· Reflexive integration of reading and accurate referencing following APA style

· Articulation of a strong argument

Topic 2.1: Identity, Online Worlds, and Role-playing Games

1) Pearce, Celia. (2011). “Virtual Worlds, Play Ecosystems, and the Ludisphere” in Communities of Play. MIT Press, pp. 17-35. [Available here - you must be logged in to Oasis]

2) Crowe, N. and Watts, M. (2014). 'When I click "ok" I become Sassy - I become a girl': Young people and gender identity: subverting the 'body' in massively multi-player online role-playing games. International Journal of Adolescence and Youth, 19(2), 217 - 231. [Available here]

3) Monson, M. (2012). Race-based fantasy realm: Essentialism in the World of Warcraft. Games and Culture 7(1), 48 - 71. [Available here]

Topic 2.2: Social and Casual Games

4) Balnaves, M., Willson, M. and Leaver, T. (2012). Entering Farmville: Finding Value in Social Games, in Anyanwu C. and. Green K. and Sykes J. (ed), Communicating Change and Changing Communication in the 21st Century, Australian and New Zealand Communication Association conference, July 4-6 2012.

5) Eklund, L. (2016). Who are the Casual Gamers? Gender Tropes and Tokenism in Game Culture. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 15-30. [Find it here]

6) Albarrán-Torres, César. (2016.) Social Casino Apps and Digital Media Practices: New Paradigms of Consumption. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 243-259. [Find it here]

Topic 2.3: Space, Mobile Games and Locative Media

7) Gong, Huiwen, Robert Hassink, and Gunnar Maus. (2017). What Does Pokemon Go Teach us About Geography? Geographica Helvetica, 72(2), pp. 227-230. [Available here].

8) Henthorn, Jamie. (2016). Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 165-177.

9) Piedtype. (2013). “Grandma playing Ingress stopped by cops.” Piedtype blog. Available from http://piedtype.com/2013/06/29/grandma-playing-ingress-stopped-by-cops/

Topic 2.4: Horror and Violence in Games

10) Ferguson, C. J. (2018). It’s Time to End the Debate about Video Games and Violence. Kotaku. Available from https://www.kotaku.com.au/2018/04/its-time-to-end-the-debate-about-games-and-violence/

11) Bender, S. (2014). Blood Splats and Bodily Collapse: Reported realism and the perception of violence in combat films and video games, Projections 8(2), 1- 25 http://doi.org/10.3167/proj.2014.080202 [Found here]

12) Habel, Chad and Ben Kooyman. (2013). Agency Mechanics: Gameplay Design in Survival Horror Video Games. Digital Creativity, 02 January 2014, 25(1), pp. 1-14. [Available here]

Topic 2.5: eSports, Advertising, and Playing for Cash

13) Seo, Yuri , and Jung, Sang-UkJung. (2016). Beyond Solitary Play in Computer Games: The Social Practices of eSports. Journal of Consumer Culture, November 2016, 16(3), pp. 635-655. [Available here] 15) Nelson, M. Keum, H. and Yaros, R. (2004). Advertainment or adcreep: Game players' attitudes toward advertising and product placement in computer games. Journal of Interactive Advertising, 5(1), pp. 3-31. [Found here.]