Sunday, April 11, 2010

The MAIN Model

The four affordances that Sundar identified were Modality, Agency, Interactivity, and also Navigability, these four affordances brings us the MAIN model. Each affordance cues an heuristic, that goes through the quality and finally to a credibility judgment made by the viewer and/or the observer.

First we have Modality, which is generally regarded as the most structured of the affordances and different modalities command differential levels of processing by the users of the videogame. Modality is one of the affordances that speak to people’s senses such as vision, hearing, touch, taste, or smell. Modalities trigger visceral responses, both physiological and psychological. Example: Peter turned on his Playstation 3 and decides that he wants to play Call of Duty. When Peter plays the game he can feel the controller in his hand and he can move the character via the controller. He can also see and hear what is happening on the TV screen and thereby moves his character in a certain way. By playing Call of Duty, Peter is using three of his five senses; Touch, vision, and hearing.

The second affordance is Agency, this is also known as the source of the info. In other words; where the information comes from. Anybody could serve as a gatekeeper of information. Example: Peter is having a conversation with a friend face to face one day and Peter states that the Olympic Games is going on right now, because one guy said that when I played Call of Duty today. Peter got his information from another person via a videogame.

Interactivity, serves as the third affordance created by Sundar. As the name states, here you can interact and be active with the videogame, but even with no universal definition, this is regarded as the most distinctive affordance. The activity heuristics credibility may be depending on the individuals mood state. Example: Peter is playing Call of Duty single player and walks around and shoots people. “Soap” tells him to not shooting civilians so Peter walks his character up to a civilian and asks for information where he can find terrorists. Peter is interacting with the game and the secondary characters in the game.

The fourth and final stage of the MAIN model is Navigability. Navigability may trigger heuristics based on two options; first, various navigational aids, secondly, content that is generated from use of those aids. Example: Peter is about to start playing Call of Duty. The first thing that shows on the TV screen is the main menu, here you can decide if you want to play as a single player, play online, or play as a operating force. If he decided to go with the multiplayer option the Multiplayer menu shows. Here Peter can decide if he wants to create weapon combinations, play a game, or go back to the main menu. This exemplifies how Peter can navigate the game and decide where and when he wants to do something.

Tuesday, April 6, 2010

Future thoughts

Here you will find everything about video games and thoughts that belong to the area. This will be my Final Project for Comm 3560 at UMD