Mods, mods everywhere

One of the things that has irritated me in the past few weeks on reading about mods is that a lot of the articles and chapters and papers:

  1. Mostly use the term ‘mods’ to mean anything that a user creates for a game (occasionally add-ons) but they:
  2. Don’t distinguish between different types of mods/CC
  3. Don’t refer to how games and communities use different words to mean different types of changes
  4. Don’t generally discuss how developers and players themselves have a complicated view of modding behaviours (Consalvo is an exception to this).

Even though I want to focus on a specific type of user created content, I feel it is very important to make these sorts of distinctions since I’m struggling to find it already done elsewhere. This stuff may seem obvious to you, fair enough, but that’s because of your insider knowledge. That is sort of half the point of cultural or sociological research – to look at the stuff someone may think is obvious or takes for granted so much that they’d don’t even question it.

FYI: I’m also referring only to computer gaming. I don’t really play consoles and have little idea of how mods work on there.


Okay, not a mod, but I laughed XD

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Immersion and related concepts in gaming

Finally, I got some free time to finish my mind-map of all the things that go into immersion or identification in video games! There’s a tonne of citations and resources there, should anyone be curious about certain concepts.

External link to Prezi here!


The picture above can’t be zoomed in like with Prezi, as WordPress doesn’t like embedding them, it’s just here to look at all the colours and lines!

User interfaces, QTE and HUD

Interfaces are another aspect I’ve been reading about on how it leads to/distracts from immersion in games. In general it is assumed that the less interface, the more immersion, but I don’t really go for this. Quick time events, HUD/Interface usually used interchangeably, but I see it as meant more for data that is not interactable with. This blog is sort of a mini overview of the interfaces I’ve used recently, how they are for ease of use and if relevant, how it could relate to my immersion of the game.

Also ❤ to Funk for teaching me about interface vs QTE vs HUD. ❤ ❤

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Gaming Immersion

So pretty much my background the past ten years, apart from playing DOS games for the nostalgia factor, was mostly turn-based or real time strategy, but for the past few years all I have really played is World of Warcraft and The Sims. Due to the loss of story progression and the open world systems, I turned away from The Sims, and my raiding team died in Warcraft, so I’m back out in the bigbad world and playing *gasp* other things! I was curious about Dragon Age: Origins due to an article I read about how the player can establish romantic relationships with NPC’s.  The article in question referred to how players begun to experience “bleed”, where the gamer to some extent feels what their character does. Being that I love reading romance anyway, I was all for this! So let’s see, this character creation screen.

cc screen

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