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MCM America's Army

Analyzing the Americas Army Modes of Using
by

michela fitten

on 28 April 2010

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Transcript of MCM America's Army

America's Army...
Uncle sam wants you!
to decide if the Soldier's life is
right 4 You! Features - Structure - Content the game forums = community access Characters youtube competitions The internet + Media Become a fan on Facebook! Real heroes Graphic novel Your journey will begin with training so realistic you'll swear you're actually there. That's because the training in AA3 was created by the U.S. Army and is based on real Army training - and you'll need it too! You're about to step into the role of one of the most highly trained Soldiers the world has ever known. Missions
What does this all mean? the Internet As the Perfect MEdium Jenkins + Aesthetics
JENKINS
...the special virtue of videogames is precisely their limitless plasticity.

We want to be shocked by novelty. We want to lose ourselves in a space that is utterly different. We want environments that have never been seen, never been imagined before.
If we haven’t yet cared this deeply about game characters... it is because the game design community has not yet found the right techniques for evoking such emotions, and not because there is an intrinsic problem in achieving emotional complexity in the medium itself.
Alley
Bridge
Impact
Pipeline
Ranch In each mission you are given:
Situation
Enemy forces
Friendly forces
Terrain
Rules of Engagement Each of AA3's missions presents players with a unique, immersive challenge that helps them learn the values of teamwork and strategy. commonly staged actions appeal to bodily memories,<we can uderstands actions that our body easily recognizes ex rubbing our eyes> and second, the ways that various aesthetic devices can intensify and exaggerate the impact of the actions, making them both more legible and more intense than their real world counterpoints.<games that exxagerate reality are more exciting> 4. Culture of violence

"We should explore ways that games could not simply stage or simulate violence but offer us new ways to understand the place of violence within our culture." "what is crucial is not so much the fact of liveness as the feel of it" "Just click. Immediate gratification. Even the waiting of download time locks us in the present as a perpetually unfolding now." 201
"We hit refresh. We feel time move. We wait for downloads. We still feel time move, if barely." 201
"...our need to know...seem to move us through the space and time of the Web...we come to feel we invoke and impact, in the instant, in the click,reload. I call this sensation Volitional mobility." 202
Web time + Web Space = feels as if in the game EXAMPLES "When the U.S. Army released the first America's Army in 2002, many people wondered if the attempt to present the most authentic military simulation possible would be fun or engaging. Surprisingly, the title gave players a great sense of what it was like to be a member of the Army while providing a tight multiplayer experience. Seven years later, the Army is preparing to release the third iteration of the title, and not only has it been completely rebuilt from scratch, it's going to be one of the deepest military shooters ever made. medical help
sounds
actions/ movements in space AA Problems movements in America's Army aren't directly correlated with what a solider would do in that circumstance (i.e. jumping to avoid bullets) not actually killing someone,
malicious INTENT
1. The army space is a Constructed world based on reality

2. It is percisely the idea that the choices we make in the game world have real world consequences.
VIDEO 1. REAL AND IMAGINARY CHARACTER ELIMINATION Americas Army eliminates emotional transfer from self to character
Remote control Warfare - The game world tries to adhere to the reality of soldier experience.
- game tries to be real
- During war the killing is distanced by computers
- make the real world seem like a game
Volitional Mobility of internet
+
First person gamer
=
seepage Does the Army, does war EVER stop being a game? We refer to our game characters in the first person and act as if their experiences were our own. Temporality of the game
- sequences reflect movement through army
-basic training,
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