User:The FVP/sandbox

This is bold

Article Evaluation
The article Film Director needs be expanded upon significantly. The beginning of the article gives a sufficient overview of what a film director is, but the rest of the page is missing a lot of information that could be helpful for someone attempting to research film directing. The third paragraph in the beginning of the article is redundant as there is a separate section where career pathways are discussed. In addition, the overall organization of the article needs to be worked on. There is information under each section that does not entirely relate to the topic of its section, so it should be moved to its own distinct section. The article could be vastly improved if it were to include additional information, such as a history of the film director position and notable film directors for each era of the job's history. The FVP (talk) 23:09, 1 February 2018 (UTC)

Choosing Possible Topics
The article Television studies is severely lacking in references, even in sentences that have quotations. There is only one reference in the entire article. I would want to look for sources that can back up literally all of the information in the article.

The article The medium is the message lacks secondary and tertiary references, and relies too heavily on primary sources.

The article Game studies seems to have too long of a beginning section. This information should be reorganized into more appropriate sections. Game studies refers to all games, not just video games, which this article primarily focuses on. The FVP (talk) 02:09, 17 February 2018 (UTC)

Finalizing My Topic
On the Game studies article, I plan on adding to its history section, as well as exploring the extent that it covers games beyond video games. Users on the Talk Page believe that the page should cover all games, so I would like to add a section for that missing information. Game studies is also referred to as ludology, which is the users believe to be the study of all games. I would also like to rearrange information and reorganize the rest of the article, as it feels very unbalanced.

Finding Sources
http://journals.sagepub.com/doi/full/10.1177/1046878111422111

http://journals.sagepub.com/doi/full/10.1177/1555412016676661

http://journals.sagepub.com/doi/pdf/10.1177/1555412005281404

http://journals.sagepub.com/doi/pdf/10.1177/1555412005281620

http://www.jesperjuul.net/text/endlessriverofgames/

https://www.jesperjuul.net/ludologist/2004/02/22/the-definitive-history-of-games-and-stories-ludology-and-narratology/

= Gaming Studies First Draft =

History
It wasn’t until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term ludology (from the Latin word for game, ludus) in 1999, the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research Association in 2003, that scholars began to get the sense that the study of games could (and should) be considered a field in its own right. As a young field, it gathers scholars from different disciplines that had been broadly studying games, such as psychology, anthropology, economy, education, and sociology. The earliest known use of the term "ludology" occurred in 1982, in Mihaly Csikszentmihalyi's “Does Being Human Matter – On Some Interpretive Problems of Comparative Ludology”.

Ludology vs Narratology
(This paragraph comes from the current "Humanities" section, which I intend to replace with the bold text below it. In my changes, I have left unbolded what will remain from the previous paragraph.) However, this particular field has also caused a lot of controversy in ludology, known as the ‘Ludology vs. Narratology’ debates. The Narratological perspective is that games should be looked at for their stories, like movies or novels, while the ludological perspective says that games are not like these other mediums due to the fact that a player is actively taking part in the experience and should therefore be understood on their own terms; there is a third party however that says separating scholars into different camps is not a good idea and can hurt the field as a whole. The idea that a video game is "radically different to narratives as a cognitive and communicative structure" has led the development of new approaches to criticism that are focused on video games as well as adapting, repurposing and proposing new ways of studying and theorizing about video games. A recent approach towards game studies[which?] starts with an analysis of interface structures and challenges the keyboard-mouse paradigm with what is called a "ludic interface".

'''A major focus in game studies is the debate surrounding narratology and ludology. Many ludologists believe that the two are unable to exist together, while others believe that the two fields are similar but should be studied separately. Many narratologists believe that games should be looked at for their stories, like movies or novels. T ''' here is a third party however that says separating scholars into different camps is not a good idea and can hurt the field as a whole.

'''Academics across both fields provide scholarly insight into the different sides of this debate. Gonzalo Frasca, a notable ludologist due to his many publications regarding game studies, argues that while games share many similar elements with narrative stories, that should not prevent games to be studied as games. He seeks not "to replace the narratologic approach, but to complement it." '''

'''Jesper Juul, another notable ludologist, argues for a stricter separation of ludology and narratology. Juul argues that games "for all practicality can not tell stories." This argument holds that narratology and ludology cannot exist together because they are inherently different. Juul claims that the most significant difference between the two is that in a narrative, events "have to" follow each other, whereas in a game the player has control over what happens.'''

Garry Crawford and Victoria K. Gosling argue in favor of narratives being an essential part of games as "it is impossible to isolate play from the social influences of everyday life, and in turn, play will have both intended and unintended consequences for the individual and society." The Last of Us is a video game released in 2013 that has been referred to as a narrative "masterpiece." Proponents of the narratology side of game studies argue that The Last of Us and similar games that have followed it and preceded it, serve as examples that games can in fact tell stories.

Additional Changes
I would also like to go through the article and make simple grammar and structural changes such as changing any mention of "videogames" to say "video games" and to fix any typos.

Peer Review
I think you did a really good enjoy adding depth to an article. In addition, great care was made to make it as balanced as possible. Besides minor grammatical changes (like the word and instead of is,) I think one thing that you can add is that third camp of scholars mentioned before, about the people that say that separating the people into different camps is a bad idea because it hurts the field. That seems like a pretty big statement so I'd be curious to hear from a specific scholar why that might be. Besides all of the scholars, looking at the source titled A Ludicrous Discipline encouraged me to think not only about the figure heads that lead the conversation, but about the culture that surrounds it. What is it about gaming that draw the masses. Is it narrative, or gameplay, or some kind of intersection beyond that? Goldbond Goblin (talk) 01:32, 7 March 2018 (UTC)

Under "game culture" I believe you should add the most recent developments of the game structure in 2018. Battle Royale games have been taking over the game structure and are an ongoing trend starting in 2017. In 2018, one of the most famous battle royale games, “Fortnite” set the world record for viewers of a live twitch stream. They even got rapper Drake to play it! I think there is a lot good information you can find about how gaming culture and become a huge influence in the younger generations and is becoming a way to bring together other influencers in different industries.