Podcast
Podcast
Podcast
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Questions and Answers
Questions and Answers
According to the lecture, which of the following is NOT a component contributing to the meaning of 'love'?
According to the lecture, which of the following is NOT a component contributing to the meaning of 'love'?
- Emotionally driven.
- Established through attachment.
- Culturally specific.
- Financially beneficial. (correct)
Gratzke argues that love acts are entirely independent of any normative framework and are solely individual expressions.
Gratzke argues that love acts are entirely independent of any normative framework and are solely individual expressions.
False (B)
What does Gratzke call the concept that encompasses the understanding of what love is, constituted by the interplay of discourses, practices, and material conditions?
What does Gratzke call the concept that encompasses the understanding of what love is, constituted by the interplay of discourses, practices, and material conditions?
- Romantic Paradigm
- Love Algorithm
- Affective Construct
- Love Dispositive (correct)
According to critical love studies, the currency of love is considered to be ______.
According to critical love studies, the currency of love is considered to be ______.
Janice Radway's work explores romance novels as cultural practices by focusing on:
Janice Radway's work explores romance novels as cultural practices by focusing on:
Tania Modleski argues that Harlequin romances always promote healthy relationships and equality between the sexes.
Tania Modleski argues that Harlequin romances always promote healthy relationships and equality between the sexes.
Rusch associates the primary power of games to teach us about ourselves with:
Rusch associates the primary power of games to teach us about ourselves with:
What does Lee Mackinnon argue about the communication of love through digital media?
What does Lee Mackinnon argue about the communication of love through digital media?
According to lecture 4, the medium is always ideologically neutral and does not shape the message.
According to lecture 4, the medium is always ideologically neutral and does not shape the message.
Match the game love type with its definition, according to Olli Tapio Leino:
Match the game love type with its definition, according to Olli Tapio Leino:
What does the term 'bleed effect' refer to in the context of role-playing games?
What does the term 'bleed effect' refer to in the context of role-playing games?
Olli Tapio Leino suggests that 'love in bad faith' is a type of game love unique to the medium of games because it cannot be fully controlled by external authorial factors.
Olli Tapio Leino suggests that 'love in bad faith' is a type of game love unique to the medium of games because it cannot be fully controlled by external authorial factors.
According to lecture 5, What is the primary goal in the graphically abstract game 'The Marriage'?
According to lecture 5, What is the primary goal in the graphically abstract game 'The Marriage'?
According to Lakoff and Johnson, what is a conceptual metaphor? Provide an example.
According to Lakoff and Johnson, what is a conceptual metaphor? Provide an example.
In Mystic Messenger, what is said to become the 'real currency' for the player?
In Mystic Messenger, what is said to become the 'real currency' for the player?
In Mystic Messenger, achieving romance does not require prioritize nurturing activities alongside real world- roles
In Mystic Messenger, achieving romance does not require prioritize nurturing activities alongside real world- roles
What is emotional labor, as it is defined in the lectures?
What is emotional labor, as it is defined in the lectures?
According to lecture 7, what is the materiality of love understood as?
According to lecture 7, what is the materiality of love understood as?
Within game spaces, locations never influence cultural understanding of love-related ideologies.
Within game spaces, locations never influence cultural understanding of love-related ideologies.
How is questing framed in relation to love and romance within the context of video games?
How is questing framed in relation to love and romance within the context of video games?
Questions and Answers
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Flashcards
Flashcards
What is love?
What is love?
A strong feeling of affection for another person, often arising from kinship or personal ties, attraction, admiration, or common interests, and includes an assurance of affection.
What is romantic love?
What is romantic love?
Love as a strong attraction towards another person, expressed through courtship behavior and resulting emotions.
What are 'Love Acts'?
What are 'Love Acts'?
A concept by M. Gratzke, referring to individual occurrences where love comes into being, such as saying 'I love you'.
What is a love dispositive?
What is a love dispositive?
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What are Critical Love Studies?
What are Critical Love Studies?
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What are Popular Romance Studies?
What are Popular Romance Studies?
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What is a romance novel?
What is a romance novel?
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What are 'Mechanisms of the Soul' in videogames?
What are 'Mechanisms of the Soul' in videogames?
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What is procedural rhetoric?
What is procedural rhetoric?
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What are love discourse machines?
What are love discourse machines?
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What does 'the medium is the message' mean?
What does 'the medium is the message' mean?
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What is the 'bleed effect' in gaming?
What is the 'bleed effect' in gaming?
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What is vicarious love (in games)?
What is vicarious love (in games)?
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What is fictional love (in games)?
What is fictional love (in games)?
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What is love in bad faith (in games)?
What is love in bad faith (in games)?
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What is emotional labour?
What is emotional labour?
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What is the materiality of love?
What is the materiality of love?
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What is the spatiality of love?
What is the spatiality of love?
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What is questing in games?
What is questing in games?
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What is courtly love?
What is courtly love?
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Flashcards
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Study Notes
Study Notes
Lecture 1: Love
- Love involves strong affection arising from kinship or personal ties.
- It can be based on sexual desire, admiration, or common interests.
- Romantic love includes strong attraction and courtship behaviors to express overall feelings.
- Love is a combination of emotional attachment, construction, socialization, and cultural spread.
- Love can be approached through psychology, medical sciences, biology, sociology, history, human geography, cultural studies, literary studies, art, and religion.
Performativity and Narrativity of Love
- Gratzke states love needs individual occurrences, termed "love acts."
- Love acts occur within a normative framework, making certain acts intelligible.
- Love happens through actions and utterances engaging with a normative framework.
- A love act may either embrace or oppose accepted love behavior, but both dimensions stay interrelated.
- Gratzke introduces "love dispositive" to explain love acts, encompassing the understanding of love.
- Love dispositive constitutes the interplay of discourses, practices, and material conditions for existence.
- There is no dichotomy between practices and discourses; they form the same dispositive.
- Gratzke posits love happens against dominant norms, also undergoing constant renegotiation.
Critical & Popular Love Studies
- Critical love studies consider the currency of love to be “love acts,” modeled on linguistics' "speech acts.”
- Each love occurrence should be judged by socio-historic circumstances.
- Cannot grasp fullness of love (langue); instead, look at patterns of love acts (parole) in context.
- Focus on love acts to understand social undercurrents and performance.
- Popular romance studies include the logics, institutions, and social practices of romantic love in global popular culture.
- Pamela Regis studied the formal elements and history of romance novels in “A Natural History of the Romance Novel."
- Janice Radway explored romance novels as a cultural practice and reader response in “Reading the Romance: Women, Patriarchy, and Popular Literature".
- Reading practices of romance are interrelated with patriarchal context and female identity.
- Catherine M. Roach researched the "happily ever after" theme in Western culture.
- Romance literature is deeply ingrained within the hegemonic cultural context.
- Romance novels function as reparation fantasy, helping readers deal with paradoxical relationships with men in a patriarchal culture with threats of violence.
- Lynne Pearce's work examines repetition in romantic narratives in Romance and Repetition: Testing the Limits of Love, focusing on more than structures and characteristics of texts/media.
- Tania Modlewski's Loving with a Vengeance: Mass Produced Fantasies for Women studies Harlequin romances.
- Romance novels contribute to women's subordination in patriarchal culture through romanticizing hostile behavior as love, promoting heroine acceptance.
- Lynne Pearce looks at underlying ideologies and cultural patterns.
Cls and Prs
- Topics include love, desire, and intimate relationships.
- Interests lie in gender, power, the global and local, viewing love in real life and media, linking them without conflation (Selinger).
- Cultural depictions of love influence and are influenced by loving behavior patterns and ideologies.
- Their analysis helps reveal connections.
Lecture 2: Romance
- Romance novel is a prose fiction telling a courtship or betrothal story.
- It belongs to the subgenre of comedy.
- It needs eight elements: a definition of society (corrupt & romance will reform), the meeting, attraction, the barrier, point of ritual death (union seems impossible), recognition, declaration, and betrothal.
Critical Rejection of Romance Novels
- 1960s/70s feminism: Traits invented for the hero are from women cherishing chains, not existing in reality (Germaine Greer).
- 1980s T. Modleski: Heroine achieves happiness by self-subversion, sacrificing instincts and life, resulting in Self-imposed bondage.
- Keya Ganguly views romance novels as perpetuating heterosexist family ideology.
- Kay Mussell argues the core assumptions of romance formulas, such as primacy of love, female passivity, monogamy support, and domestic values, have not faded.
- Jan Cohn: deep flaw of romance fiction is the failure to provide a satisfying answer to female powerlessness, even in fantasy.
- Anne Cranny-Francis: Romantic fiction encodes gender, class, and race discourses of social order, encoding the bourgeois fairy tale.
- Regis claims simplification.
- Radway says romance gives the reader a strategy.
- Romance showcases both the status quo and fantasies offeres that are resistant to reality.
- The barrier and ritual death are more crucial emotionally, and discursively than betrothal/ HEA.
- It's the heroine's liberation, not bondage, and marriage is her freedom (acc. to Regis).
- WHATEVER the perspective, structurally- it's the conflict and rendition defining the ideological underlinings and interpretation of love.
Lecture 3: Rusch on Video Games and Human Condition
- Doris C. Rusch explores video games' unique means of expression and use in telling stories about emotions, feelings, and human relationships.
- Rusch presents a study on the affective, procedural, and metaphorical potential of digital games from a design outlook.
- Focus especially on games that "tackle the human condition," associating it with abstract experiences, including emotional content.
- Rusch associates “primary power [of games] to teach us about ourselves” with their unique capacities and “game-ness.”
- Rusch presents procedural rhetoric and the potential of games to depict processes applicable to experiences.
- The game-part brings real-world affective strength, fiction contextualizes emotions, and players attribute them to the gameworld.
- While fiction provides the most obvious human connection, the true potential lies in expressing experiences and communicating emotions through procedures.
- Rusch's perspective concerns phenomena of human experience of love, romantic relationships, and related behaviors.
Bogost & McLuhan
- Ian Bogost's procedural rhetoric: Rules craft representations of processes as they define and limit possibilities of interaction during play.
- Love discourse machines: Romantic love communication uses digital technologies, claiming love is considered differently based on the discourse machine facilitating it.
- Echoing McLuhan, the medium is the message, delivery systems shape perceptions of notions communicated.
- Lee Mackinnon believes medium characteristics affect and involve meaning-making processes.
- Mackinnon points to changes in communicating and thinking about relationships in the post-digital era, from features of digital technologies.
- Digital media participate in distributing behaviors through social systems and shaping these paradigms.
- The medium is the message of love; love patterns are processed, distributed, and determined by the processing medium.
- Discourse machines are technical systems of socio-cultural communication shaping meanings, especially social perspectives on love.
- Games can be included among them.
- The medium is the message: What counts is not how a measure is used, but the measure itself.
- Media content is often invisible or completely covers the medium (e.g., electric signal).
- One medium's content is another medium: speech and writing, stories vs. film, film vs. games.
- The medium is never ideologically neutral; it actively shapes its propagandistic or politically oriented message.
- The media influences society and shapes its operation.
Lecture 4: Games, Players, & Love
- Explores games as playable artifacts and players trying to tackle these issues.
- Includes the question of player agency & tension between player and PC.
- Annika Waern asks "I'm in love with someone that doesn't exist!! Bleed in the context of a Computer Game.”
- Dragon Age game play allows players to actively engage in romance: creating an experience similar to the “bleed” effect.
- Bleed effect- distinction blurs and player/character start to bleed: bleed-in (player -> PC) and bleed-out (PC-> player).
- Role-playing games involve character adoption different from real-life identities; encourages identification.
- Player identifies with a "projected identity"- player wishes to be in the game world.
- Design choices in Dragon Age encourage bleed-in may cause bleed-out, including the romantic layer.
- Olli Tapio Leino analyzes Fallout: New Vegas and “I know your type, you are a player” Suspended Fulfilment in Fallout.
- Based on Cass, in New Vegas, presents three love kinds: vicarious, fictional, and love in bad faith.
- The vicarious love is where One of them has a one-night stand with Cass.
- Leino suggests that Love in bad faith is unique to games, not being under full control.
- It involves the player feeling a relationship between player character and the non-player character.
- Characters act as a fly on the wall as the fictional other.
- There is fictional love since Player may have own attraction while knowing virtuality.
- He asks "Could my romantic attraction to Cass be described without the Courier as the vehicle of empathy or the role-playing attitude on my behalf?"
- The unreality of Cass causes Leino to believe that It is the long for the " virtual side.
- While experiences with Cass must remain pretense, Leino seeks to avoid facing "inconvenient truths.”.
- Renata Ntelia focuses primarily on the design practices in relation to psychological processes.
- States "Love as embodied and intentional, and how games try to tackle that.”
- Dialogue refers to Leino who’s concerned primarily with the design practices.
Interpeting The Player and NPCs
- One is able to engage in Overcoming the non-psychical as an embodied perception."
- Must look human-like and perform actions associated with romantic love.
- NPCs cannot realize the other crutial aspects of love.
- A love can not be real through that a digital game provides to a human player.
Lecture 5: Love & Metaphors in Games
- Sebastian Moring analyzes the graphically abstract game, The Marriage, for its representation of love.
- Here the primary goal is to play and maintain the relationship.
- Moring notes a distinction between literal and non-literal speech in rhetoric.
- Detailed/realistic simulations and abstract/non-realistic metaphors are applied to games.
- It can be based on a cognitive model of love/ unity of the squares.
- The love can be considered a bond of moving towards space. Moring suggests the intimacy is vital to a good relationship.
- Love is contained with limitations within a game. The player is like a psychic force.
Understanding Models
- Simulations are often based on real-world issues.
- Moring describes the models: that they must maintain fidelity and stylization.
- The game must have understanding of relationships to be structured.
- The designer must know this relationship for metaphor construction.
- These are not properties of words, but of understanding structure.
Theories of Metaphor
- Lakoff and Johnson: conceptual metaphor- when one conceptual domain is understood in terms of another (i.e love as a journey)
Lecture 6: Mystic Messenger
- Time management is the real currency
- Involves careful resource management.
- The answers in romantic routes demonstrate empathy.
- Players assumed to be the female character must understand character types/empathy.
- The game also makes the player prioritize nurturing in real life.
- The player controls their day and their character.
Understanding Emotional labor
- The Emotional labor is defined as managing emotion to have specific emotional requests.
- The differences in the genders will determine degrees of soctialization.
- Women are more capable of managing the male.
Key Points of the Messenger
- Messenger represents stories of romance.
- Players commodifies time and currency.
- Bad endings can result because there is the theame is heval dramatization.
- The results of failures are not only a procedural failure. But have the theme of abuse.
- Rhetotric is both and emotional and has a good analysis.
The Monetization of Games
- Chou and Wang 2017: gameplay can generate emotional responses.
- Can be monetized.
Players and Actions
- Julian Kucklich studies modders. The blurred lines will blur activities which produced capital.
Lecture 7: Materiality of Love
- The ways in which love is expressed/materialized through objects.
- Must understand changing ideas.
Expressions of Love
- The materiality of love solidifies the notion of the emotion.
- This could effect the change with matters and emotional connections.
- The potency of objects can hold a variety of emotions throughout the performance.
- Both as possessions and as props there is complexities of love.
- The objects of interest include both relationship of object.
- Gesture is shape by the cultural or even historical.
Expression of Spaces
- Schrape says: understand the expression of channnels of players.
- Geographies of love are are the places of relations of love developed.
- Morrison states in relation we can express love differently from space to culture. Love in relation to spaces. Spaciality is one of the definition of what is an achitecture. They can contribute stortytelling, Guide the gameplay. Both metaphors the space or scene. Game spaces also help communicate ideology.
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