I Can Smell A Bluff

A game is something that can be enjoyable and played by all ages regardless of what genre, type, and environment is required. Or to put it more academically, a game is following a base set of rules, and would not be present without these rules. (Cambridge University).

In class, we played lots of board games, exploring all different types of niche games. However, the two games that stuck out to me was Throw the Burrito and Sheriff of Nottingham.

Throw Throw Burrito

The game is as random as it sounds! The main theme of the game is burritos, as told by the title, and is better played in a setting that is outside or has lots of room. The main mechanic of the game is clearly the burrito and trying to get as many trios of cards as possible. Yes, I called it ‘Throw the Burrito’ in the video, whoops!

Games do really affect our behaviour, and as it took forever to understand the concept of the game, our behaviour shifted towards the game. The instructions were too convoluted and a visual presentation was the way in which the game concept was understood.

The idea of a soft burrito and being able to throw it at your mates made for a more enjoyable experience once the rules were fully grasped. The design and having those burritos standing in the middle of the table, staring at you intently really made you want to get those ‘burrito cards’ so that you could throw them at your friends. The idea was corroborated by the games mechanics to ultimately produce that feeling of angst of throwing those burritos.

Another emotion which was encountered during the game was anxiety, in a good way. Your brain has to pick up cards, making sure there is a certain amount of cards in your hand, as well as making sure you put down the trios, and ensuring you are ready in case there is a burrito battle. The game mechanics makes it work as a fast paced game, and one that is quick and easy to do, you can get 10 rounds in, in the same time it takes to finish ONE game of Monopoly.

This fast-paced feeling means that while playing I did not even feel bad that I lost, but would feel even better when I hit a burrito at someone, even though I would also feel bad at the same time.

The target audience is definitely for young adults. It can even be played after a late night and a few drinks, it does definitely feel like that would be the type of setting in which this game would be played. On top of that, the game is so niche, but it fits best under the category of a ‘party game’. Board Game Geeks sides with the genre being that of ‘party’ and even describes the game as ‘what happens when you cross a card game with dodgeball’. This description is definitely fitting once the game has started and everyone is in full swing ready to throw things at your friends.

Sheriff of Nottingham

This is a game in which it affects our behaviour. The Sheriff of Nottingham’s main theme is to deceive your way into making the most money, and believing the lies or not when you are Sheriff. The main setting of the game can be indoors and the theme definitely falls under fantasy, with the key game mechanic being the main pieces and cards that are involved with the game.

This game does require time, and once understood the game was very quick and easy to play. Seeing that the average board game duration is 30-60 minutes it is no wonder this was a quick game (CBR). The game even accounts for 3 players and has set instructions for a three player game.

I looked at the box, and instantly thought, as well as those playing “oh this looks complicated” and I felt like this game does not tick my box of niche. However, once playing, and seeing that big number of contraband that could be smuggled made me come up with a plan in my head. This plan had to be strategic and intricate in order to get passed the Sheriff and the more rounds you play the more you understand everyone’s bluff. This statement coincides with Y. Hsu and Y. Huang’s argument that lies are a part of our lives and when we understand lies it helps with relationships, but in this instance, the board game.

The fast-paced game went even quicker with communication with other team mates and seeing how much fake money you really have. It made you feel good, even though you could be getting absolutely thrashed in the game. The mechanics of adding fake money corroborated with the idea of bargaining and bluffing which are the main actions which are done within the game, as the fake money motivates you to get more money.

The board games definitely targets those who are intrigued with fantasy, and Robin Hood fans as the Sheriff of Nottingham is a character within the Robin Hood world.

Board Game Geeks describes this game as a family/party game, which definitely rings true, as the more people that are playing the longer it would last and the more fun it would be. Ultimately, having a family affair in a board game leads to a better experience as a whole as one sibling will catch another sibling out and a rivalry is formed. This can be especially true within this board game.

Conclusively, board games have the ability to shape emotions based on the progression of the player within the game. This allows for a real connections between the board game and the player as they become interested and one with the board game itself. Time is also a key factor in board games, as time needs to endured in order to complete these games. The games Throw the Burrito and Sheriff of Nottingham are games that once grasped, are fun to play and interact with their audiences without the standard ‘roll and go’ procedure that is seen in many board games. One game is luck based on cards, and one is luck based on how good the player can lie.

BIBLIOGRAPHY

M, Musso, 2023, 15 Best Board Games That Take A Long Time To Play, CBR.com, viewed 21st March 2023, https://www.cbr.com/best-long-board-games/

Sheriff of Nottingham, Board Game Geek, viewed 21 March 2023, https://boardgamegeek.com/boardgame/157969/sheriff-nottingham

Throw Throw Burrito, Board Game Geek, viewed 21 March 2023, https://boardgamegeek.com/boardgame/274533/throw-throw-burrito

Y, Hsu, Y, Huang, Verbal Behaviour in Digital Board Game: The Association between Personality Traits and Lying Behaviour, IEEE,

What is a Game?,1967, Cambridge, Philosophy of Science, Cambridge Care, https://www.cambridge.org/core/journals/philosophy-of-science/article/abs/what-is-a-game/40F5E5452EDEEDC5EF5BADB99E2225FD

Pitchilious

The Digital Artefact that will be explored discusses electric cars and their actual impact on ‘decarbonisation’. This of course is not limited to hybrid cars and the DA will dive into all brands and their electric cars, and deliver a rating as to whether they are really helping the planet. Cars are a passion of mine and so discussing this topic is close to my heart as I assess the actual these cars really have through research provided.

This Digital Artefact will be delivered through bi-weekly blog posts, through blog posts with visual or audio content embedded within the blog posts. Auto-ethnographic research will be conducted. This will help deliver a succinct research method and can make for more comprehensive research as facts rather than opinion are discussed. This allows for a fair rating and judgement system to be delivered within every car that is reviewed.

As mentioned in lectures, cybernetics discusses how machines operate and so seeing how these are machines operate is imperative. The cybernetics corroborate as to whether these ‘electric cars’ are really doing anything for the environment.

Sources used will be a mix of academic peer-reviewed sources and reviews of the cars themselves by car enthusiasts. For instance this piece on electric cars by Tesla, could be biased in delivering a fair review on Tesla models. So using this source and a review on the car delivers two perspectives which can help with the DA and seeing whether these cars are actually good for the environment. For example, a review like this can help more with the rating that will be given through the blogpost.

Having a week to research and develop a rating allows for a deep delve into the car. Using sources like the ones mentioned above shows care in the digital artefact and the image that is trying to be conveyed through these electric cars. One week the focus will be on Hyundai’s electric line, the next week Porsche etc. As we move into a world where car manufacturers are making electric/hybrid cars it is imperative to discuss these are actually helping the environment, or are just following a ‘quota’ of climate action.

The Digital Artefact should allow for a deeper understanding into the car manufacturing business and hopefully create change and a solution into electronic automation. Hopefully the Digital Artefact will encourage car manufacturers to think of sustainable actions for their cars, that will not have a direct impact on the environment.

All in all, the Digital Artefact will focus on electric/hybrid cars and their impact on ‘decarbonisation’ and whether car manufacturers are catering to that market. Whether the market is used to actually help the environment or for-profit means. There will be a range of sources used and these will help deliver a blog post every two weeks on the selected car brand. I hope at the end of the Digital Artefact an understanding of the car business will be gained and knowledge on electric/hybrid cars has developed.

SOURCES

M, Eberhard, M, Tarpenning, 2006, The 21st Century Electric Car, Tesla Motors

Talking Torque, 2018, Tesla Model X 100D Full Review, accessed on 14th March, https://talkingtorque.com.au/tesla-model-x-100d-full-review/

Little Interview

The process of interviewing my boss was one that was so smooth. I just sent a message to him and said “hey, I need to interview you for a Uni assignment”. He was down immediately, as they say, any exposure is good exposure and so we picked a date and time and we locked it in. This showed that I have gained my bosses trust and not only deliver results on the court but off the court, and I made sure that he had his microphones ready and I had my Tripod ready so that the interview could be heard and viewed in a coherent manner.

I prepared some questions that I knew would equate to 5 minutes and I was ready for the interview, this was not like a pro athlete video where all the pressure is on you, but was a chill interview. I used my values of listening, and, reading a person’s face in order to deliver an interview with lots of energy. Emile possessed a lot of passion and enthusiasm delivering the interview and definitely loves the field that he works in.

PsycNET explains that an interview is a conversation with a purpose to it. The purpose of this interview was not just to fulfil Uni requirements, but to gain perspective and inspiration into the future work place. Whether it has to do with the University degree or not, this interview develop a background and further understanding as to why Emile wanted to start this business in the first place.

I feel like this short interview is summed up perfectly by K. Steinar who says if someone knows what to ask for, why they are asking it, and how they ask it, then you can deliver a short interview with lots of meaning. There was lots of meaning in this interview, the main three points that I took from it were:

  1. Emile has a passion for his work.
  2. You can work hard, but you can also smart and be more effective.
  3. Morals you possess at home can be applied to the workplace.

One thing that happens whenever I interview someone is that one of the questions they will say “oh that is a good question”. This corroborates my interview experience and my values of getting the full picture of something that has been said to achieve maximum results. This also on reflection makes me feel like I have done a good interview and that both parties see this as a conversation rather than a chore, which it could definitely feel like for professional athletes who do thousands of interviews in their career.

Reflection after the interview was that, after getting to know Emile, we are both similar in how we act, how we are business driven and of course, our love for the sport of basketball. These are all key morals that are now being delivered into the workforce, and has helped maintain a reputable relationship between the boss and myself in a way where we can have an interview like this but is basically two fellas have a conversation.

Ultimately, the interview process as a whole is something that I have had a lot of experience with, and whenever I interview, I make it casual in order for the party to feel comfortable, and this was also seen in this interview. Emile repeatedly joked around and laughed showing that this was not just a to-do task but something he was passionate and happy to do. When I saw this, it also made me happy knowing I have succeeded in the interview and in delivering his business model to my fellow students.

Bibliography

Bingham, W, V, Moore, B, V, How to interview, viewed 31st October 2022, https://psycnet.apa.org/record/1931-04231-000

S, Kvale, 2007, Doing Interviews, SAGE Publications.

Twisting The Stream

Twitch is a platform with unique and different parameters unlike any other platform. Twitch, focuses on the creator and the audience, allowing them to play and create whatever they want, and also allows for interconnectivity between both the consumer and the producer. This has been developed by their own term, crowdsourcing. C. Zhang discusses that Twitch’s main aim is to allow for streamers to be able to stream in front of a large audience. A content analysis was also being discussed while streaming on Twitch to see whether or not Twitch favours those already established on the platform, or showcases new talents on Twitch. Maintaining three main concepts was tough as there was only stream that was created, however, the three main concepts ended up changing as they were interactivity, connectivity, and, developing a persona through a game.

Twitch is such a unique platform that it is constantly moving, ideation is happening constantly, with currently, while writing this, 107,330 live channels on Twitch showing how important it is for live streamers to get their names out there. Therefore, being able to keep up with the consistent moving of the platform means to be streaming yourself.

The Digital Artefact focused on using this concept to its advantage in order to expand the Mavro Productions entity and allow for more fist feedback to be created. However, this was not produced as much due to the time constraints that came within producing these streams. A key theme of interactivity was discussed however, and this is further corroborated with Bruce-Hilbert and others who state that others love to watch people do. Using the source given, I made sure that interaction was always key in the ONE stream I did. Talking and addressing the comments by the viewers, makes the audience feel like they are a part of the stream and will continue to watch it, because it is human nature to want to be acknowledged.

Only doing one stream allowed for myself to experiment with what viewers like, and play games that are interesting to stream about. Ultimately, streaming GeoGuessr is an interesting game as it allowed for all three concepts to be intertwined into the stream. Interacting with the audience, connecting with them through stories while playing local maps, and continuing the persona of my Internet self by playing and streaming this game. The one stream has helped identify myself as a streamer, as this will continue to be curated upon the termination of the Digital Artefact, purely due to the nature of just talking and playing games in front of an audience.

Researching whether established Twitch streamers are favoured was not truly discussed due to the lack of depth that was put into streaming. However, what was seen in the short time was that a stream automatically plays on the home page. More often than not, it is a local big streamer, rather than a small streamer. Based on this, it seems logical that Twitch favours the big streamers, but, many streamers venture to other platforms such as YouTube like Ninja who streamed across 10 different platforms in one go. This shows that small streamers have to work extra harder to get recognition, many YouTube videos are centred around this notion, however, it is clear Twitch is a tough platform to get big on. In the case of me, I started on YouTube and ventured out onto Twitch, something which is not often seen within Twitch streamers. YouTubers continue to share their clips from Twitch onto their own YouTube channels. This shows that although Twitch’s purpose is different to other platforms, they intersect with YouTube in order to continue their growth of the platform. The best interactivity is on Twitch, which was clearly seen in the live stream that was curated. This helps many YouTubers keep their own fanbase and grow with a new fanbase too.

Upon reflection, a key issue that should have been addressed was not sticking to the timetable of streaming. Although interactivity, connectivity, and a persona was created this could have been further seen as the viewers could look forward to a stream on that day, and allow for more viewers. Sticking to a timetable means that the viewers have a day to look forward to when streaming and will come back as a result of this.

Any time someone wants to watch someone play a game, they want to feel like they are playing the game themselves, usually rooting for the person they are watching. Most of the time, these people are doing something else or out and about and so can watch the content as they do not have access to the game themselves. According to D. Williamson Shaffer and others the viewers think like they are a member of the GeoGuessr community and get to control that community through the live stream. So sticking to a set routine could have attracted more interactivity and allowed for more of a community sense within the live stream itself.

Developing a persona is key within a live streaming context as it allows for the persona to be spread to the viewers as well as the producer creating the content. To create a persona as a streamer who is consistent is pivotal to the growth of content, and this was not developed nor assessed in the ideation of this live streaming digital artefact. However, a persona as someone who is a geography fan and a sports fan has already been established and will continue to grow as more streams are created, and the creation of a persona as a Twitch streamer has also been made.

Connectivity is also a key concept. Being able to connect with an audience makes them come back and watch the content even more. Connectivity was developed by talking about the local soccer field and the games that were played by me there, and also sharing common facts about the field to establish a rapport with the audience. This clearly worked as new fans came into the stream, as well as a new subscriber and someone who was constantly commenting and establishing themselves within the live stream through interactivity and connectivity which, those two concepts are heavily corroborated together. If there is no connectivity, there is no interactivity. In order to connect with the audience there must be interaction, and this was a key message that I wanted to deliver in the DA, making sure I am always talking to the audience. As someone who watched live streams, and the producer does not acknowledge you, it does not bring the audience back to the live stream. This to me is a failed live stream if there is no interaction, but rather just someone playing the games without acknowledgement.

The stream that was produced was an hour long, enough time for all three concepts to be put into one. There was plenty of interactivity, connectivity, and a persona was newly created all in that hour space of the stream. This shows the overall power that Twitch has and how it can the way a content producer makes content. For me, it was effective as the focus on proper content is better than just rushing to get out content that may not be good. Although there was only one stream, the thinking behind the one stream was immense in creating one that will allow for all users to come back to the Twitch channel, and ensure everything would run smoothly once the actual stream was going ahead.

A sub topic of interaction is fan interaction. E. Chow states that Twitter is different in the way it reaches its audience. So, for me, it was important to get affirmation of old and new fans in order to ensure that it was not only me enjoying the content, but others too. Upon feedback received, it was clear that the feedback was all positive and shifted towards the way I was interacting with the audience. This allows me to curate and ideate more content targeted towards the audience for the next stream that will be live.

Conclusively, the Digital Artefact not only helped with the content I want to produce in the future but taught me about interactivity, connectivity, and maintaining and developing a persona. The research shown saw the clear favouritism of big Twitch streamers and how it becomes harder for a small streamer to establish themselves on the platform. All three themes which were established work together in order to create an intriguing stream. Interactivity does not work without connectivity and the persona which is created is seen through the previous two themes which were developed and discussed through the streaming. All in all, creating more streams would have led to better results for the DA and for the viewers in general.

Bibliography

C, Zhang, J, Liu, On crowdsourced interactive live streaming: A Twitch.tv based measurement study, viewed 19th September 2022, https://dl.acm.org/doi/abs/10.1145/2736084.2736091?casa_token=vRpRutVYNbYAAAAA:YAAFCRJ-15mCQq-laJqkoO1zkiQu6KenRBN0t2zCzOLWAMTeRc1hxQCrBA7QHEGIZn7ONnjsVQZM_g

D, Williamson Shaffer, K R Squire, R Halverson, J P Gee, Video Games and the Future of Learning.

E, Chow, 2016, Crowd Culture & Community Interaction on Twitch,tv, Osuva, viewed 19th September 2022, https://osuva.uwasa.fi/handle/10024/3995

TwitchTracker, Twitch Statistics & Charts, viewed 19th October 2022, https://twitchtracker.com/statistics.

Uddin, N 2011, Decolonising ethnography in the field: an anthropological account, International Journal of Social Research Methodology.

Ridin’ Together

mavroproductions's avatarMavro Productions

When it comes to fans on Twitch, interaction is a key part of the platform and is formed as a ‘community’, closer to that of any platform. Upon many research findings, E.Chow found that Twitch viewers act more as a ‘crowd’ than any other platform.

The interactivity I hope to receive on my Twitch streaming will allow me to reconfigure and refine the streaming that I produce. The themes discussed are key in Twitch and can help with my content on other platforms I use such as YouTube, Instagram or Twitter.

We know that interaction is key as even the Twitch website has a page on Engaging Viewers, in particular, the idea of connecting with others who share their interests. If Twitch is expressing the fan interaction, than I will focus a lot on the fan interaction to grow my fanbase and hopefully garner affirmation from new and old…

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Ridin’ Together

When it comes to fans on Twitch, interaction is a key part of the platform and is formed as a ‘community’, closer to that of any platform. Upon many research findings, E.Chow found that Twitch viewers act more as a ‘crowd’ than any other platform.

The interactivity I hope to receive on my Twitch streaming will allow me to reconfigure and refine the streaming that I produce. The themes discussed are key in Twitch and can help with my content on other platforms I use such as YouTube, Instagram or Twitter.

We know that interaction is key as even the Twitch website has a page on Engaging Viewers, in particular, the idea of connecting with others who share their interests. If Twitch is expressing the fan interaction, than I will focus a lot on the fan interaction to grow my fanbase and hopefully garner affirmation from new and old fans alike.

Hopefully I also receive a lot of feedback in order to reconfigure my content and allow for the best type of content for the fans who are willing to tune in to my content, and will play many games in order to appeal to all the fan that watch.

There is always constant feedback loops developed when it comes to Twitch. Whether it is one person or thousands of people, it is imperative to take into mind what the feedback loops do in terms of reconfiguring the content that is created.

Bibliography

C, Zhang, J, Liu, On crowdsourced interactive live streaming: A Twitch.tv based measurement study, viewed 14th September 2022, https://dl.acm.org/doi/abs/10.1145/2736084.2736091?casa_token=vRpRutVYNbYAAAAA:YAAFCRJ-15mCQq-laJqkoO1zkiQu6KenRBN0t2zCzOLWAMTeRc1hxQCrBA7QHEGIZn7ONnjsVQZM_g

E, Chow, 2016, Crowd Culture & Community Interaction on Twitch,tv, Osuva, viewed 14th September 2022, https://osuva.uwasa.fi/handle/10024/3995

Engaging Audiences, Twitch, viewed 14th September 2022, https://www.twitch.tv/creatorcamp/en/level-up/engaging-viewers/

S,L, Anderson, Game Studies: Watching People Is Not a Game: Interactive Online Corporeality, Twitch,tv and Video Game Streams, viewed 14th September 2022, http://gamestudies.org/1701/articles/anderson

I JUST GOT HAZARD!

FIFA has always been a game of interaction, as the creators listen to the reconfiguration suggestions of the game. Audiences become more interactive, as they watch YouTube or Twitch videos of their favourite creators of the game they already play. This allows for them to connect online from anywhere around the world (Game Studies).

People create their identity through the games they play (Playful Identities). Therefore, they want what is best out of their experience as a ‘FIFA player’, so, refining and tuning the game allows for a better identification and interaction as this type of player.

As FIFA grows in popularity, it is imperative for the game to continue its identity as the best football game on the market. So, ultimately, reconfiguration is the best thing for the company as they adapt and adjust to their market and consumers that buy the games themselves.

Testing and growing the game can be integral for FIFA, if fans interact and test the game before it comes out, (which many streamers do), it becomes important for the game producers (Postigo). This intangible gain means that EA Sports will improve their game further as they listen to the reconfigurations suggested by those who interact with the game themselves.

Anderson, S,L, Watching People Is Not a Game, Interactive Online Corporeality, Twitch.tv and Videogame Streams, Game Studies, http://gamestudies.org/1701/articles/anderson

Playful Identities, Amsterdam, https://library.oapen.org/handle/20.500.12657/33239

Postigo, H, 2007, Games and Culture: of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modifications, SAGEPub, https://moodle.uowplatform.edu.au/pluginfile.php/3550087/mod_resource/content/2/Postigo%20-%20Of%20mods%20and%20modders.pdf

Scherbaum, L, 2022, EA With New Record Billion Earnings, EarlyGame, viewed 6th September 2022, https://earlygame.com/news/ea-financial-results-record-earnings-fifa-22

Sheth, A, D, 2022, FIFA 23: Ultimate Team Changes Could Make It More Beginner Friendly, Game Rant, viewed 6th September 2022, https://gamerant.com/fifa-23-ultimate-team-changes-building-player-position-flexibility-accessibility/

Cooking On the Burners

In this narrative reflection, there will be a reflection on an experience based on responding to change in a former workplace of mine. Using academic sources and personal experience it will reflect whether these changes helped hinder or further the professionalism that was intended to be possessed. Through this, we will chat about externalising conversations, re-membering conversations, soft skills, and absent but implicit conversations. All these concepts will be linked with the story that will be reflected upon.

A deep dive into the world of fast food, and the new change was moving from customer service, which, is my strong point, to the world of cooking and preparing the food. Let the burns commence, the pressure fold, and the battle of chicken ensue.

Some Context

The main thing that changed was the technique used to satisfy customers, the main people involved was the manager and I. The main thing that occurred was a conversation with the manager and how I want to be cross trained. The result of this, contrary to E. Rensi, who believes that technological innovation have made jobs easier, made me more diverse in skills, and improved my reputation within the workplace. The main strength I found was my ability to work hard, and used my extroverted asset to get out of any bad position. The main resources I had was my voice and my team around me.

Yes, Be A Softie

One of the challenges that has been taught that interest me is the adaption of soft skills. The adoption of making quality food, in a team and exploring and agreeing on something collectively and individually, according to Dixon and others. Which focused on making the best fast food. One of the main soft skills I learned was working in a fast pace manner, and delivering food on time but a challenge was the harsh conditions in which I was working in at some points.

Emotional Damage

Working in any environment can produce so many emotions. In the case of me, the main emotions were those of hunger, thirst, hurt, and annoyance. Especially when there was a lack of staff and I had to overwork without breaks. This can easily be described as ‘emotional labour’ which is discussed by A. Hochschild in which unpaid work is aimed to keep others happy. This is definitely apparent in that workforce as I learnt to ‘suck it up’ and just work to make more money for the already billion-dollar company. This type of pain at work is also something many other people experience as well, as according to, I. Poggi and M. Germani, lots of workers also feel hurt at work. This emotional experience was one of the key reasons I left the place of work and this ‘emotional labour’ was never really dealt with within the workplace and is one of the key challenges faced during this time.

I Remember This

Remembering this conversation with the Manager has helped with the professional identity I try to remember, especially as Michael White discusses this. Michael White also explains that economic discourses invite people to review their achievements to get personal credit. The personal credit in remembering why I acted in a way of hurt and hunger, but still pushed myself was for the simple reason of wanting an income and pushing myself for the future jobs I could have. Going outside of the boundaries of my extroverted nature, says that I want to try many things and not just stick to the basic routine. The strength to push through was instilled by my hard working ethnic parents who worked hard to come to this country and deliver a great future for my siblings and myself. Using this lens helps see a future of forward thinking whether I make choices to navigate bad emotions, by simply thinking positive thoughts and being grateful in the position I am in. This type of mindset helps me in all types of events in life, which becomes applicable in a work scene.

Wrapping It All Up

Conclusively, the strengths used in the workplace help the future professional and general manners of life. These strengths are corroborated with Michael White’s concept of re-membering conversations which was reflected through the story of work which I had to explain. Using downfalls as a way to pick myself up, and thinking of my parents is a key way to think and approach any future implications that might occur in a professional sense.

Bibliography

Dixon, J, Belnap, C, Albrecht, C, Konrad, L,2010, THE IMPORTANCE OF SOFT SKILLS, ProQuest, New York, https://www.proquest.com/docview/751644804?pq-origsite=gscholar&fromopenview=true

E, Rensi, 2018, McDonald’s Says Goodbye Cashiers, Hello Kiosks, Forbes.com, viewed 24th August 2022, https://www.forbes.com/sites/edrensi/2018/07/11/mcdonalds-says-goodbye-cashiers-hello-kiosks/?sh=3ef007746f14

I, Poggi, M, Germani, Emotions at work, ResearchGate, https://www.researchgate.net/profile/Isabella-Poggi/publication/228721774_Emotions_at_work/links/5545cacc0cf24107d397c7a8/Emotions-at-work.pdf

M, White, 1997, Re-membering and Professional Lives, Dulwich Centre Publications, https://supervision.org.au/wp-content/uploads/Re-membering-and-professional-lives-by-Michael-White.pdf

Catch That Comment

The comments on the pitch of others really helps those understand the use of reflective thinking and gaining inspiration from other people’s works. The comments are utilised in a way that allows for positive affirmation of a certain pitch, and also providing constructive criticism that allows for both parties to benefit from the construction of the comments.

It is also great to see how games can be analysed and critiqued through the observation of other pitches. Seeing how simply turning on a game can lead to a realm of analysis is truly unique to the game industry and has revolutionised the way we see games today.

Another major thing that was learnt is the ability to assess others works. It is imperative in the media space to be able to evaluate other people’s work in a way that is not ridiculing or shaming the work. This can also allow for the individual to improve their own work upon reading the works of others in the media space.

Ultimately, comments are crucial for everyone. It allows for reflection, analyse, and critical thinking to all be intertwined into one big bubble.

The blog posts which received comments are below:

Pwitch

The Digital Artefact which will be a live stream series on geography and sports quizzes will take place on Twitch. The key analysis will be based on users of Twitch and whether those users gravitate towards new users or stick with the current streamers that they have always watched. With this, the interface of the website will also be analysed as to whether preferences and history appear within the website or whether the whole database is random.

In accordance with the lecture material, text is something we make meaning from, therefore the quizzes will be evaluated as to whether they are ‘strong’ or ‘weak’ texts based off making meaning from these texts. To add, as well as creating content, I will also be observing content in order to emphasise the point that viewers are both a streamer and a viewer. N. Ussin used this research in order to help with his studies, and corroborated both the viewer and creator concept into one. This will be achieved through content analysis, stats and figures, and conceptualisation. This will be explored through the analytical framework of cultural capital to see whether these quizzes are enjoyed or not by the users of them.

This DA will open a new platform for the ‘Mavro Productions’ entity which has already been established in previous years and Digital Artefacts of the past.

Twitch is a platform which has not yet been analysed or even used by myself. This new platform will hopefully provide more background and knowledge into the game media industries, and could, build an ever larger online presence and expanding it onto another platform which will be Twitch and also increase the skills of online media.

Gertz, C 1973, Thick description- Toward an interpretive theory of culture, Basic Books, New York.

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