After watching the Call of duty black ops 2 live action trailer, it takes the realistic events of human life into computed action. The camera really has you engaged within the action. Putting people in these fantasy settings creates the video game world to be proposed as normal. This type of gamic cinema, as recognized by Galloway, creates the audience to feel as though they are actively in this gamic space. The camera gets jostled around, it stops and starts, it pants and tilts; this helps create the gamic space to interfere with real life. By utilizing this in the Call of Duty advertisement really introduces the ability to feel full stimulation. It follows the rhythms of the whole body, not just that of the eyes. Additionally, this really allows the player to have control and interaction. The ability to explore the space first hand is introduced by having real life people engage in these fantasy and video game like environment. Therefore, this form of advertisement in the video game world is very intriguing. I, personally, felt very captivated and entertained by the idea of connecting this realistic experience throughout the trailer. This form of digital media really allows you to engage in affective experiences.
Furthermore, in aspects of race and gender, the video game trailer introduces all genders and races. Yet, I noticed that all of the female gamers in this trailer were attacking the males as if it was a “surprise.” Both females that were in the trailer were wearing suggestive clothing, showing a substantial amount of skin. This perhaps can coincide with the societal construction of females in the digital game arena. A Hispanic man was introduced with using stereotypical jargon that argue against the stereotypical gamer as a white middle class man. However, throughout the trailer the white male outweighed all minorities throughout the trailer. Therefore, this still expresses the societal construction of game playing in a more suppressive way. Moreover, this depiction of white male representation in game playing was also recognized in my Wolfenstein 3D, game playing.
Immediately the white males are introduced on the first image of the game. Also, I began my exploration through the website by clicking the story-after going through 22 pages-I felt that depicting this as a “Nazi” first-shooter-game experience instills this terrible depiction of white males. Not only that, but I felt a sense of discomfort when knowing I would have to play this game that focuses on the Nazi Regime. I did not like this. Yet, I began by selecting Episode 3 to play with, just to understand how I was going to approach this scenario. Wandering through the various rooms with locked or unlocked doors appeared to all look the same-I did not know what I was doing. Having minimal gaming experience, I was unaware of certain capabilities I could perform throughout my playing. Therefore, after wandering through a few rooms, uncertain of what I was doing, I found myself facing a sergeant who immediately started to shoot at me. Noticing my decreasing health levels, I was so unaware of how to approach this-I was constantly being shot at. Next thing I knew, I was dead. I thought it was really interesting the way they angled this first-player-shooter dynamic because the “face” of myself in the game was below with all of the other statistics. Creating this type of dynamic between the player and the information bar on the game makes the player feel as though they are being directly shot at. I would imagine this game can relate to the many complications of creating an openness for this type of behavior in modern society.