Scenario Report

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SCENARIO REPORT

Scenario Report

Scenario Report

Introduction

This paper discusses the the operation of the game and the role of computer, architecture, operating systems and networks. The paper also explains the I/O devices involved in PC games. By displaying a computer keyboard or control panels of other devices on the screen, the user is able to fully operate a computer and control systems connected to it. This enables him or her to type, surf the web, use e-mail, control environment, play games, synthesize speech etc. Modern joysticks can now serve as output devices, such as vibrations or lights, to make video games more interactive. Additionally, this paper depicts how information travels server to games.

Personal Computers

The computer has two parts: software and hardware. The software is the digital information that constructs the game environment and the hardware is the tool that processes that information in order to project it onto a screen. Both are necessary to understand how the computer constructs the experience of the video game. The software contains both the processes and content of the game. (Ashley 2009: 105-109)The processes are defined as how the game stores information and the kinds of actions it allows with that information. The content is a little more complex and has been heavily influenced by several existing entertainment media including literature, board games, sports, television, and film. Video games draw upon the visual means of presenting information from television and film, the narrative qualities of literature, and the game structures of board games and sports but they are not just digital replications of these older media. Video game content establishes a unique game system that can be understood through the categories of environment, representation, genre, and narrative. Video games construct digital environments in which the player may navigate. Each game utilizes a different form of digital space defined by how the player interacts with it and navigates through that space. Some games employ different spatial logic within a single game. (Malone, 2010: 105-109) However, it is useful to recognize that video games construct digital environments differently and that these environments impact how the player understands and interacts with those spaces. These digital environments are not empty. The application of avatars to the digital domain is sometimes attributed to Neal Stephenson's cyberpunk novel Snow Crash (1992). However, it actually originated in a video game. Lucasfilm's Habitat (1986) has the honor of using the word first and was one of the first graphical massively multi-player online role-playing games. (Levy, 2009L: 49-53) Although avatars appear in many games and are certainly a key part of video game technology, not all games employ them and not all games involve player representation. After all, in the game chess one does not identify with the chess pieces.

The third part of the game software involves the rhetorical principal of genre. Game content can be understood by how it constructs meaning. Many offers over fifty different genres for video games but his schema is problematic and contradictory since it is based on ...
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