Alright, this was difficult enough as I had to entirely trash my first paper's topic and take a plunge into one entirely different. For this paper, I would like to propose the topic of gamer culture - more specifically the cultural artifact of Korean MMORPG's (Massively Multiplayer Online Role Playing Games). They have a...surprisingly profound effect on not just the immediate population it's seemingly tailored to, but also something that has, over time, become both a stigma and something highly revered not just in the world of gaming and its culture, but as well modern media, parodies, cyber-crime, financial affors, political advocacy...and so much more. Specifically, Korean MMORPG's fall under two specific categories: one for being most popular and prevalent, but also was the precursor to the idea of gaming with others on a large scale (Yes, appearing alongside Everquest, Diablo, etc...) that generated the games like World of Warcraft, and even like Call of Duty that we have today. As a cultural artifact, I want to delve into the concept of "More than just a game" that seems to be synonymous with the pure mention of it, as well as how its enveloped most, if not all of society with the sprawling movement of the Age of Information. While I would of course touch on other media and of course the more American (or otherwise) counterpart would still be evaluated as both a method of comparison as well as cause and effect, as well as what specifically draws people into such a seemingly lifeless - if not life taking at times - hobby.
Also a sport, apparently.
ReplyDeleteLars,
I was a bit confused in your opening for I thought you were only going to write on MMORPG’s which is way too large and not a cultural artifact haha. I think you should emphasize “More than Just a game” as your cultural artifact that being said, this is a topic that can be too broad and I did that on my last paper so that is why I am warning you to stay focused. I thought your picture with the caption was hilarious! I love that it is “also a sport” more than just a game. You might want to answer the questions on “How does “More than just a game” redefine the gaming? And what is their purpose? And what audience is the motto advertising to?”” I think you would focus your paper more on how this phrase redefines gaming and advertising perhaps? Remember be specific!
-Joana Sipe
P.S. Cole Macias is going to LOVE your topic hahahahaha
Phew, a lot of good stuff in there Lars. I can’t necessarily tell what your Cultural artifact is. You said Korean MMORPG’s but which one? Being specific forces you think specifically when it comes to research and the hypothetical stuff. Then the stuff with WoW, CoD, and Diablo came up and I was kind of confused with what exactly you wanted. The stuff about the stigma’s of videogames, the respect generated by video games, and the concept of being “More than a game,” is all great and will most likely come naturally when you decide to pick a more specific cultural artifact. As soon as I read this I couldn’t stop thinking about the Starcraft Tournaments (like your picture) and the people who farm ingame items for real world money. Either way, I’m looking forward to this essay.
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