TITLE: Game Proposal
MEDIA: Text and Digital Imaging
SOFTWARE: MS Word
HARDWARE: Windows 64bit
CLASS: COM 346 Writing for Interactive Media
PROFESSOR: Stephanie Tripp
SEMESTER / TERM: FA 20
INSTITUTION: University of Tampa
DESCRIPTION: An 11-page document proposing a mobile game idea. I chose to make a game that fit in with the quarantine that was going on at the time, thus the purpose of the game is to encourage players to stay at home and not go out as much as possible. The game achieves this by having focusing around a virtual partner that the player can grow attached to, putting it in the “Dating Sim” category of games. Reimagining some of my own original characters as romanceable was a very funny opportunity.
LINK: Full document can be downloaded below
"As the global culture industry continues to expand and develop to fit technological innovations, certain mediums are becoming increasingly relevant for companies and consumers all over the world. The video game industry is a burgeoning example. Combining entertainment and cutting-edge technology, video games offer limitless potential in terms of spreading, defining, and influencing cultural values. This creates a unique niche for video games as a potential battleground for global powerhouses- historically, the United States has dominated the international video game market with its large pool of consumers and prominent game development companies. Other powerhouses include Japan, Korea, and as of recently- China. China’s complicated history as a communist nation led to several decades of contention between conservative anti-gaming policies that aimed to diminish citizens’ participation in “passive and unproductive” entertainment and pro-gaming policies that aimed to educate Chinese citizens about the up-and-coming industry of information technology. As Lin Zhang states, “the relative newness of the video game medium--with its unique characteristics such as interactivity, rapid technological updates, and bridging of virtual and physical space, as well as linkages to TV, software, the Internet, and other technologies and industries--has rendered it a particularly contentious site.”  In current times, China now boasts the largest video game company in the world by revenue and stands in a position to further capture a global market. Speculatively, the United States will have to learn how to adapt to this new challenger if it wants to retain the lion’s share of cultural relevance in the video games industry. "

TITLE: “Video Games in the Global Culture Industry” Essay
MEDIA: Text
SOFTWARE: MS Word
HARDWARE: Windows 64bit
CLASS: COM 323 Digital Communication & Society
PROFESSOR: Stephanie Tripp
SEMESTER / TERM: FA 19
INSTITUTION: University of Tampa
DESCRIPTION: An 8-page paper about the relevancy of video games in the global culture industry. The paper focuses on the interplay between the United States and China, censorship, and market domination. I decided to explore this topic for an essay because at the time, a Chinese E-Sports player had an award taken from him after speaking out in support of the then-ongoing Hong Kong protests. I wanted to further research how video games were influenced by differing cultural values and how those cultural values in turn influenced video games. The full essay can be downloaded below: