Friday, February 5, 2010

motivation

Some researchers look at narrative in videogames the way they look at narrative in TV shows and movies, as plot devices that function to tell the watcher a story. The problem is videogames are interactive, a player rarely simply watches the action happen, they see bits of a story so they can get to a part where they make the action happen. In some newer games narrative has become a more complex part of the introduction and includes short videos full of plot introducing the character and characters to the player. In many ways these introductory videos function to motivate the players. They provide enough interaction and enough background information to draw the player in, to make them want to complete the game. The story functions to motivate players by building identification with the character they are playing as. They are given just enough story to be intrigued (granted not all games are good at this).


So, if plot videos in videogames function to build motivation to keep players playing by creating identification with the characters, how else does identification develop? In various web communities members become recognized members through various literacy practices unique to the environment. They work toward being recognized as a member, they build literacy to gain identification. In these situations does identification function as the motivating factor for putting in the work to build literacy skills? Is identification with the character of a videogame the motivating factor keeping players playing and the videos just the tool of delivering identification?

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