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NEOPETS

asldkf
by

Leah Michaels

on 26 April 2010

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Transcript of NEOPETS

Leah Gianna Jonathan The Hardcore/Casual Spectrum Social Networking The "Real World" of Neopets Questioning Neopets as a Casual Game Social Networking Questioning the Hardcore/Casual Nature of Neopets Open-World Aspect Neofriends Neoboards Guilds Neomail Persistence
Exact Copyability
Searchability
Invisible Networks
"By looking at others’ profiles, teens get a sense of what types of presentations are socially appropriate; others’ profiles provide critical cues about what to present on their own profile. While profiles are constructed through a series of generic forms, there is plenty of room for them to manipulate the profiles to express themselves.” (10) Visibility Neopets
Neohome
Trophies More realistic
More time consuming
More intricate
Harder to pick up
Social Networking Effects Less simplistic
More active
Less of a distraction
More time consuming Braxton's Definition
of Casual and Hardcore ...a gendered divide between masculine, high culture which embraces difficulty, complexity, activity, and concentration (i.e. hardcore games like Halo) and a feminine, low culture which supposedly breeds ease, simplicity, passivity and distraction (i.e. casual games like Zuma or Diner Dash)... In the study of video games and women players many are distressed that games addressed to women do not offer more opportunity for engaging with the technical substrate of games (for example, being able to program and “modify” the game structure, a possibility in many games aimed at “hardcore” audiences); thus, the hope that video games might be a gateway to technological skill is foreclosed.

-Customizability of hardcore games The summary of the report continues to differentiate casual games from hardcore offerings. For example, casual games tend to have lower production costs than hardcore games and thus are often much less expensive to purchase; they are often distributed over the Internet or used on mobile devices instead of purchased in stores and installed on dedicated game consoles (or they can be downloaded over console game networks and installed on these machines); they have more “cartoonish” and less realistic graphical representation than hardcore offerings; they are less time consuming overall and play-time is broken into shorter segments; they have simpler game mechanics and thus are easier to pick-up, play and advance through... Neopets Braxton Casual Hardcore Ease
Simplicity
Passivity
Distraction
Lower Production Cost
Distributed over the Internet
More "Cartoonish" and Less Realistic
Less Time Consuming
Play-time is Fragmented
Simpler game Mechanics
Complexity
Activity
Concentration
Higher Production Cost
More Realistic
More Time Consuming
Play-time is Continuous
More complicated Game Mechanics

Customizability
Casual Hardcore Ease
Simplicity
Passivity
Distraction
Lower Production Cost
Distributed over the Internet
More "Cartoonish" - Less Realistic
Less Time Consuming
Play-time is Fragmented
Simpler game Mechanics
Neopets Neopets Complexity
Inctricate
Activity
Concentration
Higher Production Cost
More Realistic
More Time Consuming
Play-time is Continuous
More complicated Game Mechanics
Customizability
Ease
Simplicity + Complexity
Activity + Passivity
Distraction + Concentration
Lower Production Cost
Distributed over the Internet
More Reflective of Reality - More Realistic
More Time Consuming
Customizable
More Intricate
Play-time is Fragmented
Simpler and more complicated game Mechanics
Promotes competition and visibility "Real World" The "highest degree in pleasure" in games is "escaping actuality and entering into a created world, built on its own inherent logic, keeping time to its own rhythm- where we feel ourselves at once strangers and at home” Shops
Banks
Auctions, trading posts
Guilds, jobs
Neighborhoods, homes, addresses
Friends
Weather, calendar
ECONOMY- currency, stock market, inflation

Wars, crime, poverty, cruelty Neopia - "New Place" Blurring of Fantasy and Reality "But hey, stuff happens in the world" "Meaning lies in the gap between virtual and real" Immersive Advertising Collapses the boundary between content and commercial Why controversial? Hardcore: People want to escape into Neopia and forget about the outside world Casual: People don't want to be bombarded with ads during their leisure time- Braxton's "third shift"
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