For 3 weeks in January 2015, a group of 21 students and 2 professors tested various theories about how "bingeing" on multimedia affected our bodies, minds, moods, and appreciation for narrative form. We binged for 24+ hrs of tv series, 20+ hrs of book series, and 16+ hours of video games. Throughout, we tracked the phenomenology of multimedia consumption and the effects of our immersion in fictional worlds. These are some of our reflections.
Tuesday, January 20, 2015
PsychoNOTs
My experience with video games has been minimal if not nonexistent in my twenty-one years. I was not ready for the gaming binge let alone the game that I had chosen for myself, Psychonauts. It's a game about a psychic boy named Raz who crashes into a camp without permission and must master the Psychonaut training before his father comes to pick him up. To master these elements you must go through the professor's mental obstacle courses that consisted of different levels that ultimately help you learn new abilities and gain merit badges. I thought it was an overall well directed game, with its graphics and narrative arch, which kept me engaged for the first day and a half. I had trouble using the controls with my fingers and mouse, and trying to get through the obstacle courses, which were frustrating. During many of the group sessions there were spontaneous outcries when someone died, or when they could not get to the correct place on the map. I watched other less intense games that were played and came to the conclusion that Psychonauts just is not for me to binge on. I will probably continue playing it interspersedly, but as for bingeing on it, this game might not be the best choice for me to play.
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