Flow - a game where you need to complete levels to continue but now you are part of the game - the game just continues and has no end to it
Fluid identities - construct a new version of our selves, a hyper real version of you, we don't have a set identity - you can create a sim version of yourself, it's a hyper real simulation of you
Simulacra - a simulation of someone or something - given away by the name, the sims is about the life of simulated characters
Ironic position/ Detached position - viewers watch a programme knowing it's bad but watch it to see what other people are watching -
Sandbox games - there is no limit to what you can do, free roaming - no limit to the sims, you can cheat to gain more money and if your sim has children you can then play as them if your sim dies
Avatar - a simulation of a person, designed to look like you - a sim is an avatar of someone you have either created or an avatar of yourself
What does zizek suggest about hyper reality and fluid identity?
He is saying how we prefer ourselves in the hyper real world and feel more real in ourselves there, although it is hyper real. It's our pleasure to reinvent ourselves in a hyper real world and we feel as though it's real - we are immersed into it.
Historical - narrative has weakened, hyper reality and simulation has strengthened, audience theories have weakened
Cultural value (has meaning/significance) vs popularity
Gaming is post-post modern, more post modern than black mirror;
Because of fluid identities and removal of barrier between text and audience
Fluid identities in second life: her real life is in the game, she is making money out of a virtual shop. This is a sandbox game, you make an avatar of you and live a second life. This is post modern because there are no consequences to real life, it is very like sims where you become immersed into the game; this woman has become so immersed that it is now her career
Conclusion
Gaming is more post modern than black mirror and wreck it Ralph because it blurs the boundaries between text and audience. You cannot have the game without the audience but the TV or film will still exist without them. Games are a simulation of reality and blur the boundaries between real and artificial. Some games also contain no grand narratives and no human progress. Games are deliberately post modern so gamers become immersed into the game. It's is rejecting structures of of grand narratives and collapses structure between real and hyper real.
Gaming is more involved than 1980s retro games because we are now allowed to follow a sandbox game, giving no narrative and no real life consequences. It also allows you to escape to your virtual self and become part of the game. Baudrillard believes you are escaping to your better self online whereas zizek thinks you are escaping to your real self. It is rejecting that text and audience are separate things.
Film and TV have been around for a long time so to relate to a post modern audience they have to incorporate things that are breaking boundaries between audience and text. For example X Factor and Big Brother, the audience determine the outcome by voting.
Film is using nostalgia and intertextuality to relate to a post modern audience and is incorporating gaming. For example wreck it Ralph uses Mario kart, pacman, sonic and halo.
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