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Rhizome Experiment, Fall 2015Main MenuPowerteam pageRhizome ConceptThe Virtual and The RealSelfTeam Overview Page & TagIntro to the Virtual SelfThe world of social media, avatars, and the brandscapeSimulation MachineDerived from the previous paper to make an introduction to AI, the advanced simulation machineArtificial IntelligenceRace and the Social MachineDrone PilotsFull Battle RattleTechnology and the Black ExperienceVideo GamesDwayne Dixon5129acc1d78d02bed532993adeb2cc39f7be6920
Control in Sim City
12015-12-05T19:10:45-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d572256plain2015-12-13T10:04:59-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5Sim City has been one of the most popular simulation games since its inception. Users are given the task to build an economically efficient and structured city from scratch. Players have control over almost every aspect, such as what roads to create, where to build schools and homes, and where to spend the money in city planning. This gives the player a sense of control over virtual people that one cannot recreate in the real. According to the Chicago Tribune, Sim City “can sometimes evoke much more serious portrayals of urban life”. This sense of control is the one Turkle mentions as one of the defining features of video games. Users of Sim City basically have control of the virtual people’s happiness. If one decides to build schools or lower taxes, it could increase the happiness of the population, which is basically the mission of the game. The virtual people have no control of how to change the city, and only react to what the player changes or adds. Turkle uses Jarish as an example, and how it has impacted his life.
Similarly, Jarish mentions earlier simulations have this control feature that made them unique. During the game, one is fully immersed in the experience and has the ability to control every aspect of the game. Whatever the player decides or wants to do is what affects every other part of the game. For Jarish, while playing the game, he “can really concentrate, feel in charge” (Turkle 504). However, once the game ends, “it’s a different world. Nothing you can control” (Turkle 503). Other users found it as an escape route to forget of the all the issues going on in the real. For one person, these games are used so that he must put all of his energy and concentration in order to win. As Sim City gives a plethora of options, it makes the game very difficult to do while thinking of other events. This shows how people respond to control and power. They are able to put everything aside to focus on one quality that everyone strives for, even if it is in a virtual space. Players have a sense of control and power inside the virtual world that they are unable to transfer into the real. As creators attempt to make the ideal city, the game is particularly unique for its overwhelming amount of freedom on what to do. The only restriction is what the user’s intended mission of the game. Because the objective of the game is not set, as one cannot technically “win” the game. The end result is whatever the player makes of it. This characteristic of simulations shows why these games are so attractive to players, as it gives something that is not possible in the real.
Turkle, Sherry. "Video Games and Computer Holding Power." The Second Self: Computers and the Human Spirit (2011): n. pag. Print.
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12015-12-05T19:45:32-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5Connection of the Real and VirtualShreyas Kolavennu6plain2015-12-13T10:17:05-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
12015-12-03T17:20:11-08:00Chloe Lewis294c1d34536ef85ac1a5ea3e5ceddfa87b7caae7The Virtual and The RealChloe Lewis17plain2015-12-13T10:16:31-08:00Chloe Lewis294c1d34536ef85ac1a5ea3e5ceddfa87b7caae7
12015-12-12T15:51:01-08:00Morgan Rodgers452e676dca91385aa42710b50e3b758fd2873af7Video Games and Identity9How our interactions with video games affect our self-conceptplain2015-12-14T15:52:16-08:00Morgan Rodgers452e676dca91385aa42710b50e3b758fd2873af7