Critique Week 1-2
Critique: Gaming can make a better world by Jane McGonigal
In this week’s critique I will be using three assessment/evaluation traits from Jason Ohler’s assessment traits. The three traits I have chosen for this digital story are as listed:
Story
Originality, Voice, and Creativity
Research
Story: 10/10
Jane was very engaging and pushed the audience to think about how games can make a better world. My favorite statement from this segment is “in game worlds we become the best version of ourselves.” Jane also supported her findings with statistics and examples of her own work.
Originality, Voice, and Creativity: 10/10
Jane gave a fresh perspective on how in game worlds players feel motivated to do something and push through failure, while outside of virtual reality individuals tend to quit when they fail. Her presentation was clear, understandable, and engaging. Her use of personal experience and examples connected to the audience to better understand who she was.
Research: 10/10
Though most of the presentation was of Jane discussing her beliefs, she did give some statistics and research data that she collected in her work. However, there were no visuals to support the data.
What these traits fail to capture about this story and what other characteristics are noteworthy?
What is failed to be captured in this story is why do players play certain games. Just because gamers love games does not mean they would play any game that is made. When presenting a game to a player, it has to be appealing enough for a player to want to take up the challenge. Just because games are made does not mean they will be played.
How could this digital story be improved?
This digital story could be improved by adding visual examples of how strong the gaming community is. By giving examples of how gamers come together and create communities gives a better sense of how prevalent games and gamers are. I think games can be taken for granted for, especially in presentations. However, visuals give the audience a better sense of the scale you are presenting when discussing the prevalence of games and gamers.