Coms 472: In-class iteration
Prof: Mia Consalvo
Video Game and Harassment:
The medium that will be used is through video. The narrative format will resemble half way between a TED talk and a report. This will enable me to criticize the current state of online gaming and the constant harassment that occurs for women gamer. I am attempting to schedule some interviews from women gamer in order to receive feedback on the topic. At the same time, I’ve organized a couple of interviews of friends that easily fit in the higher percentage of ‘hardcore’ gamers (+ 10hrs of gaming a week), that were testers for different genre of gaming.
I will also utilize documentary footage and videos from various youtube channels in regards to state real statistics about gaming, as well as my own research when applicable.
Segment I: Video Game Industry at a glimpse (~2-3mins)
The aim in this section is to present the importance of gaming as an industry. Doing so will further the importance of female harassment that occurs within the medium.
The origin of video games is highly debated among gamers. Some consider the birth of video games in 1961, when MIT students created Spacewar! Others believe the birth of video games, through the creation of an actual video game company, placing Atari and Pong as the soul founder of video game culture, in 1972.
Regardless who stemmed the culture, the success of theses few games snowballed into the arcade age, where many arcade games such as Pac-Man, Asteroids, and Space Invaders were seen in malls, movie theaters, and even grocery stores. Unfortunately, Atari made a fundamental mistake. Believing they had struck a gold mine by creating a new market, they quickly produced multiple games with no regards to the quality of the individual games. Though gamers created a viable business for companies, they also were picky about what they wanted to play. Most of theses games did not create a turnover and forced Atari to go