(beta) comments & reflection

Beta One: Pantone Games

(Josephine Doyle)

Beta One, Pantone Games, is an evolved project based on the same topic of Josephine’s pitch of colours in video games. There has been a shift from only looking at the psychological impact of colours in games, but also the design process. I think this was a good decision as stated in my comment and it appears to be working with the grain of research and not against.

I recommended an academic article by Emma Wescott that builds upon the concept of the design document being on paper mentioned in the Beta, and is useful source for early video game development and prototyping that is research based.

Overall it was a very clear Beta and showed the initiation of the feedback process, which will improve as engagement grows. My biggest concern was that there was not a lot of mention of the analytical framework that will be used to analyse the games or design process. I suggested modality as a fundamental potential point of the analysis, as it greatly influences game design. It will be interesting to see how this project grows and how the flow onto YouTube will go.

Beta Two: Cooking with Cooking Mama

(Bella Creswick)

The second Beta, Cooking with Cooking Mama, is another project that I have been following along with since the pitch. This digital artefact recreates cooking mama recipes in video format on Instagram, and now TikTok. As mentioned in the comment, TikTok is really suitable platform to expand to without impacting the content process but provides an extra set of engaging eyes.

I recommended two articles that go a little deeper into the concepts mentioned in the Beta, with some suggestions of possible routes of research to go down. Mimicry and improved solution resolution from video game play would be useful to help in the analysis of the overarching Beta question.

Similar with Beta One, I shared some class content that I thought would assist and link well with this project. Rassen’s participatory culture ideas of multimediality, virtuality, interactivity, and connectivity could work well with the analysis framework for Cooking Mama.

The idea of this project is still so solid and that is represented well in the Beta.

Beta Three: Marketing in the Gaming Industry

(Ashlan Waldock)

The third and final Beta I gave my feedback on was Marketing in the Gaming Industry. This digital artefact breaks down the marketing strategies used in successful campaigns, with games Angry Birds and Wii Sports being covered thus far. The format of this DA is so incredibly informative and can be a great resource for the gaming or marketing realm.

In the Beta, Ashlan wanted some feedback on the future formats of the project. I like the focus on one game so it enables a deeper analysis, but the idea of a difference in older campaigns compared to more recent strategies could be an interesting spin. I provided an article about gaming YouTube channels and their role in the gaming marketing industry, which is actually where the gamer opinions to be used in the future blog posts are coming from – gamers.

Along with this, I shared some engagement tips as there was mention of possible lack of engagement. With any DA, it can be extremely difficult to get blog traffic and can keep the feedback quite minimal with little chance of iteration. With this comment, there definitely needs to be more engagement with the class content to help with this project on my behalf.

Overall, for all three Betas, my feedback skills have improved since the Pitch Comments, but still linger on the side of polite research suggestions and are less constructive than they could be. This is something that needs to be worked for the future!

Sources

Beta One

Mitew, TE & Moore, CL 2017, Histories of internet games and play: space, technique, and modality, Research Online, viewed 21 October 2020, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=ir00653a&AN=wuro.lhapapers.4684&gt;

WESTECOTT, E 2020, ‘Game sketching: Exploring approaches to research-creation for games’, Virtual Creativity, vol. 10, no. 1, pp. 11–26, viewed 21 October 2020, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=vth&AN=142807931>

Beta Two

Kazimoglu, C & Bacon, L 2020, ‘An Analysis of a Video Game on Cognitive Abilities: A Study to Enhance Psychomotor Skills via Game-Play’, IEEE Access, Access, IEEE, vol. 8, pp. 110495–110510, viewed 21 October 2020, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=edseee&AN=edseee.9115024>.

Raessens, J. (2005). Computer games as participatory media culture. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 373-388). Cambridge, MA: MIT Press.

Weightman, C., 2020. Crucible: The Science Behind Why Watching Others Playing Video Games Has Become So Popular. [online] The Conversation. Available at: <https://theconversation.com/crucible-the-science-behind-why-watching-others-playing-video-games-has-become-so-popular-139190> [Accessed 21 October 2020].

Beta Three

Müller, J & Christandl, F 2019, ‘Content is king – But who is the king of kings? The effect of content marketing, sponsored content & user-generated content on brand responses’, Computers in Human Behavior, vol. 96, pp. 46–55, viewed 21 October 2020, <https://search-ebscohost-com.ezproxy.uow.edu.au/login.aspx?direct=true&db=edselp&AN=S0747563219300585>.

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