Saturday, April 3, 2010

Active Research Part 4: Virtual World


1.Identify 3 components in the interface or world provide you with text-based information. How are they designed and how do you interact with them?

The picture above displays the text-based information within the interface of YoVille. At the very top you will see boxes of which are links in text getting the player what they need or want to do. For example “Invite Friends” who hasn't gotten the YoVille application on their Facebook or “My Neighbors” will enable you to check on your current neighbors via players. Also the Free Gifts section is to get gifts and give it to someone you know or a stranger who is new to YoVille. I think its designed to get around the interface in a more technical and ethical aspect of YoVille.
2. Identify 3 components in the interface or world provide you with Non-text based information. How are they designed and how do you interact with them?

The little icons like the party hat called “Events,” the little sunglass in the corner called “Change Appearance,” and planet Earth called “View Map” are more of a playful type of non-text interface used at YoVille. Also, sending in messages or gifts to your friends/neighbors and such can also be a good aid in those who are young can be attracted to it. These interface is separated to those that are Text-based for I believe its purpose to separate the playful style and the ethical style of YoVille.

3. Give 3 examples of how color, shape, contrast, position, motion, or sound function in the world or interface design.

The visual effects are complimenting each other for its vibrant and eccentric use in making it look real and yet its a cartoon style design. I believe Zynga's, YoVille's company main point in terms of color, shape and contrast between everything next to each other is the fact that it looks very lively and make yourself believe everything is real. The avatars move around pretty easily since its so small and cute. For every event or place I visit its rare to hear background music or audio to express the current mood at that place.
4. How are various tasks and goals communicated to you at the start? How does this evolve as you gain more experience? Name a few ways that you are encouraged to complete tasks and attain goals.

At the start of YoVille, I would be working at a factory gaining Yoville Money 7-8 hours a day as well as about 200 points/day gained. Also, when interacting with other avatars, you'll also gain prizes, points and move up levels. The higher you gain, the more experience you'll be with your avatar.

5. Which features of your selected world contribute to an immersive feeling (like you are really there) (reading: HOH-Immersion) and which features break it?
I believe the only way of communication I went through that made it feel real is through the chat service in YoVille. Though it is design as an online game community, everything seemed so real and seemed to have that 3D effect, chatting made it even better.

6. Attempt to socialize with other avatars. Describe the basics of what you did and the results. What were the limitations you experienced?
I did chat with one avatar, it was a female character name “RoseBleed.” I usually like to find out where they are from and how old they are but I never find out their name for private purposes. I am the type of person who likes to talk in face to face rather than online. What's limiting me in finding out more about her is the things she likes or what her real personality is like.

7.What is the basis of the economy of your selected world? Give some concrete examples of ways your avatar participates in that economy.

In YoVille, there is a factory where my avatar works to gain points and money to use and spend; also interacting with other avatars and play games, they do too receive points. Fishing is also another way to obtain points and boost my avatar's economy.

8. Identify your favorite in-world activity and why it was your favorite.

I like to attend the events because I get to meet new avatars and the players participating. Also, buying furniture to furnish the avatar's apartment so it can look good as well.

9. How do in-world objects tell you how to operate them and/or aid in that operation?

When my arrow key is over an icon or text-based interface on Yoville, it will clearly state what it is and will show its glow around the icons, etc. If its glowed it is enable to do this or that for the avatar if you click on it, otherwise there isn't any action.

10. Identify 1 aspect of your selected world that relates directly to the HOH-Agency Chapter and explain how.

From the HOH-Agency Chapter, I found one aspect that is related to YoVille. On page 9, “Games as a Symbolic Drama” it briefly describes YoVille in a way that when I was reading that particular article, it makes everything sensible. Yes in relations to the article, Yoville is still a confusing game and hard to adjust in playing it; especially on the financial issue, as well as taking risks in chatting with other players perhaps having information be leaked out. For the most part, I just have to work at the factory for money and it doesn't need personal duties like taking a bath or brush its teeth.

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