Sunday, February 3, 2013

Fix 1-2


McGonigal (2011) states that Gamers don’t want to game the system.  Gamers want to play the game.  They want to explore, learn and improve.  They’re volunteering for unnecessary hard work and they genuinely care about the outcome of their efforts. 

 Settlers is a game that is played online.  The goal of the game is to complete quests that are given, build a settlement, which produced products and increase your ability level.  In the game, you have to complete quests that given.  The quests that are given have to be completed in a certain order or you will not receive your reward.  The rewards are needed to increase productivity, level in the game, and products that are needed.  It limits how much of a product you can make or store at one time.  It makes you want to continue do the quest so that you can increase your rewards and build your level.  It’s frustrating when you get to a point that you don’t know how to get beyond in order to complete a quest.  There are areas that it does explain how to complete the quests completely.  In the quest screen it checks off which part of the quest you have completed and what still needs to be done in order to get the reward.  The simple steps to complete the goal are what make it achievable.  But when it makes you take an extra step that you don’t know how to complete it doesn’t seem possible.  Being able to share products and knowledge establishes common ground. 

         In my opinion, I feel the game takes a slow pace at times, especially when you’re stuck in a spot that you can’t get out of.  People have tried to help but I still don’t understand what to do.  I am playing slowly at the moment until I get the hang of the game.  I feel as though I just get the hang of it and then something changes or is needed to complete a quest that I don’t know how to do and I don’t know where to find the information.
        The reward I get from this game thus far is satisfaction of completing the quest given.  Also getting the rewards for completing the quest is satisfying and feels as though you are getting somewhere.    Some negative consequences would be being too involved in the game.  As in making the game your life and not wanting to do anything else but play it.    According to the Early Morning Show video, Gaming addiction can lead to depression, social phobia, poor grades, childhood obesity and dementia. From an excessive use of video games, which is above 21 hours a week. 
 
         Mcgonigal (2011) states we only ever play (games) because we want to.  Games don’t fuel our appetite for extrinsic reward: they don’t pay us, they don’t advance our careers, and they don’t help us accumulate luxury goods.  Instead, games enrich us with intrinsic rewards.  They actively engage us in satisfying work that we have the chance to be successful at.  They give us highly structured way to spend time and build bonds with people we like. 


 
 
 
 
 
 
The reward I get from this game thus far is satisfaction of completing the quest given.  Also getting the rewards for completing the quest is satisfying and feels as though you are getting somewhere.    Some negative consequences would be being too involved in the game.  As in making the game your life and not wanting to do anything else but play it.    According to the Early Morning Show video, Gaming addiction can lead to depression, social phobia, poor grades, childhood obesity and dementia. From an excessive use of video games, which is above 21 hours a week? 
 
 

1 comment:

  1. Meggan, points were deducted from your grade on this assignment because you did not play the game enough to level up 3 levels. This is a requirement of the course and in the early levels of the game, this does not take a lot of time. Please get serious about playing the game so you will be able to relate the book to your own experience.

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