Professional Documents
Culture Documents
Matt Stapleton
Dr. Frith
ENGL 8130
23 October 2019
Proposal
In this paper, I will explore the dynamics of social gaming through the advancement of
Nintendo hardware, specifically within the aspect of the 3DS’s StreetPass function. The basic
question I will inquire about is the purpose of passive data transmission-based game design
towards the user experience, particularly focusing on elements of gameplay that take place in
public. Data transmission-based game design is defined within the context of this paper as
entailing gameplay requiring the explicit transfer of data between two different devices, which
can range from intentional passing of memory bits to simply gathering player data between
systems. While older games included data transmission (for instance, with specific Pokémon
only able to evolve through being passed as data from one system to another), the switch to
wireless technology from the DS onwards within Nintendo products allowed for asynchronous
data transmission elements of a game. StreetPass was introduced on the 3DS, a handheld console
released by Nintendo in 2011. Building on the ability to wirelessly transfer data present on the
original DS (released in 2004), StreetPass was an optional function wherein the user’s 3DS
would passively communicate with other 3DS’s, collecting information about the player, games
played recently, hometown, gender, and additional information that specific games would
include in this digital handshake. The primary focus of this piece will be on three of the most
popular 3DS games that utilize this system feature: Pokémon X and Y, the first pair of Pokémon
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games on the handheld console that used this function; Animal Crossing: New Leaf, which
allowed players to use StreetPass to share their aesthetic designs; and StreetPass Plaza, a free
game that came with the console entirely comprised of StreetPass-based mini-games. Each of
these games utilized StreetPass in different and scaling manners, allowing for a variety of game
For the purpose of my paper, I will argue that the StreetPass functions native to the 3DS
detailed above complicated game design to an extent, but were ultimately a boon for the system
due to the prevalence of social gaming in other spheres. By focusing predominately on the
intersection between game design literature and rhetorics of social dynamics, I believe I will be
able to communicate how the influence of data transmission software positively impacted the
user experience of those who played 3DS games. Within my current research on this topic, I
have already been able to find a combination of reviews of games based on their social aspects,
as well as analysis of the software used therein and how that affected aspects of the gaming
experience. While social gaming has a variety of works to look into, specific articles on
StreetPass are less well known and prevalent, but still available and ready to be utilized.
This paper will be designed for submission to the quarterly publication Games and
Culture. The journal focuses predominately on discussion and analysis of both game mechanics
and social events in media that surround gaming; this piece will be focusing on the former, and
predominately be based on theoretical discussions about the nature of handheld gaming and
passive data transmission software. By focusing on the user experience derived in these games, I
will be able to identify possible avenues for further study of this system in other gaming
mediums.
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Annotated Bibliography
Bogost, Ian. “The rhetoric of video games.” The ecology of games: Connecting youth, games
It’s difficult to discuss rhetoric within the realm of video games without acknowledging
this piece by Bogost, being one of the formative structures for the genre as-of late. While this
piece contains on a variety of details of gaming without focusing on any one particular aspect for
too long, I’ll be concentrating on the discussion of formative gameplay as a result of game
design. With regards to StreetPass, this will take the form of viewing how games change as you
use the function more; would this serve as enough motivation to go out and explore for other
players with Nintendo 3DS’s, or are the benefits not enough for true emergent gameplay to arise?
This piece is complicated somewhat with regards to the Merikivi discussion around ease-of-use
of this mechanic, which I believe will allow additional discussion to take place within my paper.
This article looks specifically into the problems that StreetPass as a feature has in
relationship to other social games; Briceño states that while the mechanic is quite novel and
interesting in its need to be something used physically close to other users, this extra step does
Despite that, people used it heavily, leading to its importance as a piece of review. I think this
piece serves as a wonderful basis for my work, tying together the discussion of social gaming
alongside how these mechanics are actually and practically influencing players using these
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devices. I’ll be predominately using this piece to identify where to place the actual gamers in
these analyses.
Fizek, Sonia. “Why fun matters: In search of emergent playful experiences.” (2014): 273-287.
This piece is fantastic, in that it already engages Bogost and challenges some of the
concepts of “fun” that are proposed in that piece. Emergent gameplay is discussed as a result of
the given mechanics being somewhat dynamic, and displays various ways that gaming itself can
be subverted due to players’ literacy in gaming as well as their motivation to think outside the
box. I’ll be using this article because of its stringent and intensive discussion and definition of
the word “fun” within gaming; with regards to my own work, having a solid understanding of
this concept will allow my work to expand upon the premise of if StreetPass is something that
Merikivi, Jani, Virpi Tuuainen, and Duyun Nguyen. “What makes continued mobile gaming
By delving into the practical applications of game design with regards to mobile gaming,
this article proposes a series of interactions and discussions in which various aspects of mobility
are considered in the design of a game, and the subsequent enjoyment of players once these
games are analyzed. With a variety of factors for analysis of enjoyment through surveys, they
found that enjoyment is far and away the key factor in what gamers look for in their games on
mobile, rather than any other categories that other forms of gaming contained better responses
for. This piece will contribute to my work in the analysis of game design in the three games I
chose; I will mostly be focusing on the practicality of how StreetPass affects these titles, and if
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the end product produced with the mechanic is something that can be qualified as useful for
gameplay or not.
Moore, Kyle. “Software Sorted Streets: Nintendo 3DS’s ‘Streetpass’ and the Reconfiguration of
Communication Association Conference: The digital and the social: communication for
This piece gives a practical basis for how others have gone about discussing StreetPass in
the past; in particular, Moore views a specific individual, Mark Serrels, who decided to acquire
50 StreetPass ‘hits’ each day, and see where a majority of those passes with other players’ were
occurring. Comparing the function of the 3DS to other social, interactive games such as Ingress,
I feel that an apt comparison in my own work will be updating these examples to Pokémon Go,
considering the continued Nintendo property use between the 3DS and this other mobile game. I
particularly enjoy Moore’s discussion of how StreetPass encourages the user to view their device
as an actual device, rather than some way to engage in a physical space; its relation to social