Routledge

Discussion Questions

Chapter 1. Studying Video Games

  1. There is a move away from linear media (such as television) and towards interactive media (such as video games and the internet). What causes this trend? Is it simply that technology offers new forms of interaction with media or is this move tied to larger changes in society?
  2. What are the challenges and pitfalls of opening up a whole new field of academic study like Video Game Studies? What considerations should one be aware of when entering territory where very little previous research exists?
  3. How should a student of games whose research focuses on one type of analysis deal with the existence of other types of analysis? Is it necessary, in every case, to address all of the major perspectives on a video game phenomenon?

Chapter 2. The Game Industry

  1. Marketing material for games and consoles has changed considerably over the years. Find video game ads from the past and present-in print or online via the related websites -and discuss the development of advertising themes and messages in your examples.
  2. What does the astonishing success of the Nintendo Wii console tell us about player preferences and likely future developments in the game industry?
  3. What are the risks and benefits of inviting large numbers of beta testers to test a not-yet-completed game?

Chapter 3. What is a Game?

  1. Consider Marshall McLuhan's idea of games as cultural reflections, and discuss how your own experience matches with the idea that games somehow reflect larger cultural (or personal) phenomena.
  2. Game and media critic Henry Jenkins has argued that game designers should "concentrate on exploring the aesthetics of action instead of trying to imitate other media." Do you agree with this statement? Why or why not? Consider several recent video games and discuss how the design of current games reflects this issue.
  3. Using data available online, find out what are the current best-selling games. Discuss to what extent these titles borrow from movies, whether in terms of form or content. Could any of these titles function as movies or could they only really function as games? 

Chapter 4. History

  1. Many game types have analog predecessors, but massively multiplayer games arguably bear only little resemblance to previous media forms. From what other areas or fields may one borrow inspiration for the design of MMORPGs? Discuss examples of MMORPGs that seem to draw inspiration from other media.
  2. From a publisher's perspective, what are the pros and cons of having one's game labeled "controversial," "violent," or even "morally depraved"?
  3. In the future, which games will be the most popular-games incorporating more sophisticated or less sophisticated storytelling than is the norm today? Why?

Chapter 5. Video Game Aesthetics

  1. In what sense are game rules like real-life laws of nature?
  2. What are the dangers of discussing a game only in terms of its rules?
    It seems that most games are very concretely tied to the physical world (few games are entirely abstract). Although game developers can control the game world physics entirely, they often use real-world, Earth-like principles of gravity, avatar forms, etc. Why do you think that is?
  3. What game genres, in your opinion, benefit from using 3D graphics instead of 2D graphics? Discuss using examples of past and present games. 

Chapter 6. Video Game Culture

    Do you agree
  1. Think about your media consumption. What do you expect of the different media, such as newspapers, books, music, television, and film? Compare them to video games: what can other media forms do that video games can't, and what can video games do that other media can't?
  2. Why do you think parts of the public are so worried about the violent content in video games? What is your perception of video game violence?
  3. Why do you play? Make a list of the different motivations mentioned by students in your class and see which are the most common.
  4. Find examples of the influence of video games on other cultural forms like cinema or painting (other than the ones introduced in the chapter), and discuss them.

Chapter 7. Player Culture

  1. Think about your identity as a player. Do the people close to you know you play video games? Why or why not? Is it something you talk about with new people you meet?
  2. What kind of feelings do you experience when playing games? How do they relate to other players? How is playing games different from other kinds of socializing in this respect?
  3. Discuss the differences between games that require heavy participation in a community and those that can be played casually. Hard-core gamers versus casual gamers: what defines a player?
  4. Select a few recent games you all know and discuss: a) the way they represent women and the actions the female characters can perform in the game; b) do women like to play them and why?
  5. Does your online (video game) life affect your offline life? If yes, how? If not, why not?

Chapter 8. Narrative

  1. Think about a game you have played where you liked the story. How is it different from other kinds of stories like those in books or movies? What do you like and dislike in video game stories?
  2. Think about a remarkable video game character (including player characters) and tell each other why you remember him/her. How are characters in games different from characters in other media?
  3. What makes a good quest in a game? Why? Use examples.
  4. Give each other a summary of a good story-based game you have played. What do you leave out when you tell it? Why?
  5. Are interactivity and narrative totally opposed? In other words, can a game designer give options to her players while at the same time making sure they experience a good story? Discuss using theory from the chapter but also examples from your player experience.

Chapter 9. Serious Games

  1. How do "serious games" such as edutainment titles compare to "regular" video games?
  2. What challenges do you see in using games for other purposes than entertainment?
  3. What is the potential for using games for other purposes than entertainment?
  4. Do advertising and political games presents game developers with ethical and moral dilemmas?

Chapter 10. Video Games and Risks

  1. What research perspective is best supported?
  2. How would you criticize the active user perspective?
  3. How would you criticize the active media perspective?
  4. What, if anything, makes video games more complex to study than other media?