Friday, January 20, 2012
Like a Movie
Violence in Video Games or Halo?
So does it mean that something's mentally wrong with him or maybe it is a bit true that some video games do make people a bit more violent? Or maybe it's just Halo because I realized that the people I know who play Halo get very agitated really easily?
These are the issue that confuse me....
The King of Kong
Thursday, January 19, 2012
My pre-determined freedom
Anti-agency peeps have the point of videogames being a constructed space. As such, we are limited to the parameters some guy with developing carpal tunnel and jelly-donut crumbs on his shirt has set up. Theres no such thing as getting a 25 kill-streak nuke in farmville, nor is there the option to mug a prostitute in spyro. We are subject to the underlying codes written in terms of what is possible, and what is impossible in the diegetic world. In this regard, we are, as Kevin put it, 'rats in a maze'.
However like a rat we too have the ability to 'stop running'. A rat has the ability to run back or jump or scratch its butt if we so desired. Like the rat a gamer is restricted to a 'path', but we can still engage in this path in several ways. With games the ability to look or shoot or t-spin our brick or run a random hooker over allows us to express this agency however we feel. Yes jelly stained shirt dude programmed it to be so but the mere fact that you chose to run that hooker over and not "follow the road code" (LOL at that person) is exactly tha 'A or B example' of choice.
When these points are combined we see that they aren't counter intuitive, put work in conjunction with one another to create that experince that makes videogames what they are. The ability to act and affect, albeit within a certain framework, this diegetic world of the game. In other words, gamers are simply pseudo-scottish rats running over dead hookers in a maze cleverly constructed by some divine entity intent on making us fools of fortune. or there abouts.
The Hypodermic Model
To set the context of my discussion I want to define violence: Behavior involving physical force intended to hurt, damage, or kill someone or something.
I recall watching Sky Television several years ago when they were screening an advertisment for Sky Sports channel. It featured a man walking briskly and seriously down a dark inner-city road. As he paced towards the camera he said (or something vaguely along these lines), "If you want to touch other men, if you want to tackle someone senseless or just want to slug someone across the head, you can. Just call it sport."
This raises several questions for me in terms of criticisms of games and violence. A person might participate in a sport such as boxing, watch it on television and may even play a video game of it. Surely the actual participation of the sport which is at its core, a violent sport, has more direct behavioural effect than the game does. The link here (http://www.youtube.com/watch?v=nepBG1PtFd0) is footage of Fight Night Champion, a boxing game which contains blood yet only has an M rating in New Zealand, interesting. What I am trying to get at here is that i think that the model fails to account for the fact that people understand violence in context. I watched boxing as a kid, but have never punched someone in the face. The hypodermic model is one which is based on conservatism and contradiction. It allows for violent past times but not for violence of new kinds. It is a direct parallel between the argument of whether the rapper "Common" should be allowed in the White House for having gun sounds in his songs, yet the same people making the criticisms can sing every word to Johnny Cash's Folsom Prison Blues, a song which explains a senseless killing by a prison inmate, made and performed by a man with extensive criminal history who has visited the White House several times.
I have a major issue with how the Hypodermic model doesn't allow people to understand a text but instead makes the subject to it. If conservative's want to control violent behaviour in teens it lies in societal contexts. Bowling for Columbine(http://www.youtube.com/watch?v=EUSpszWfu_w) expresses this point very well, that it isn't what you watch or listen to at all. It is more a question of personal situations.
I also think is is hilarious to think that the majority of the people in mass media images are slim and fit, yet you don't see everyone buying a bowflex. It just doesn't work like that!
Anyway, I am going to rob Munchy Mart, just cos' I can. I learned it from playing GTA.
To game... or not to game?!
"Columbine Shootings..1999"
Uh oh...moral panic!
Wednesday, January 18, 2012
Response to "Just Saying"
... Just Games.
I am an old school Crash Bandicoot fan (back when Naughty Dog made it). Numerous suppliers took over creation of this game, each of them changing it slightly - often enhancing the aesthetics of the game by making them more digitalised. The games began, it seems, to treat the player (no matter how experienced or inexperienced) as ignorant through a compulsory tutorial explaining the most basic of controls. This is not just restricted to the Crash Bandicoot games. In general, in previous games one was encouraged to figure the controls out through the easiest beginning levels that gradually increased to more challenging ones. Thus players’ received the satisfaction of learning something for themselves as well as their improved ability to solve issues throughout the game and thus improving their overall ability. Games have reached a wider audience and it can be argued that due to this they need tutorial stages in order for people to differentiate between other games and learn the controls for a new one. However, no matter the age or experience of a player it is unnecessary for an interactive tutorial phase to say "Press (square) to spin". These cues remove the ability to become immersed in the game as you are aware that you are not actually in the gaming world and consequently it negatively affects the overall experience. What ever happened to trial and error?
Kula World. Now there is a great game. It challenges the player mentally, there are no outrageous aesthetics to cloud the game’s aims, and its controls are basic and easy to use. In this game one is a ball that travels through different levels. To unlock the next level one has to reach the designated amount of keys and reach the exit in the allocated time limit without getting harmed by a range of different dangerous obstacles along the way. It is considered an educational game as each level is a problem solving challenge. These kinds of games are debatably among the most popular because they are frequently played by middle-aged women. This demographic is steadily increasing and most indie game developers are starting to take note of this, hence the huge surge of simplistic flash-based facebook games appearing lately. These casual games are easy to get into predominantly because there is no jargon or presumption of prior knowledge or skills. This is a different style of gaming, but it is actually very profitable and stable compared to the 3D video game industry. However, like Xbox games and other consoles, casual games such as these are pushing the “multiplayer” experience. The multiplayer experience appears to be encouraged online and with consoles as people want to play with their friends. Social networking is becoming so integrated into society that everything has to follow suit or is left behind. So games are doing just that and, in a sense, becoming social networks themselves. In addition to this, multiplayer offers developers more chances to make after sales profits from things like in-game content and tournaments.
Wanda Hart
Violence in Games
Jack Thompson and the hypodermic model
Korean Addiction and....
Digital Education
Which brings up an interesting point in regards to education. While video games are often brushed off as a danger to children’s willingness and ability to learn, this is an unreasonable and narrow argument. Like in the example above, video games provide an excellent way to learn English, expand vocabularies and understand the language in an entertaining fashion. Similarly, video games such as LA Noire and Braid force players to think logically in order to uncover the mysteries. The Nintendo DS-title Professor Layton is based around mini-games which often encourage mathematic solutions. Hints are available to the player, at the cost of points when the puzzle is complete.
Thinking about it, these games have a fantastic potential which typical blackboard teaching could never hope to reach. Video games are stimulating not only to the eye and ear, but also the brain. Youths have increasingly shortened attention spans, making video games a good alternative to wordy textbooks. It can virtually solve the problem with bored students in classrooms if used properly. Of course, this means that the right kind of games must be used; even I can admit that God of War 3 might not be the most intellectual game on Earth. Even so, I highly doubt it’s actively reducing anyone’s IQ. Or encouraging someone to grab two chains, attach blades and awkwardly attempt to swing them around like a massive twat.
In the Digital Age, it is widely accepted that teaching methods should be re-imagined to suit modern lifestyles. Video games have helped me more than school in grasping English, and I know I’m not the only one. Why then, I have to ask, is everybody so hesitant to seize this wonderful tool?
It annoys me to no end how constant moral panics regarding video games blind people from seeing its potential. Because there is. There is a lot, in fact.
Lars Hermans
Just Saying
A question about immersion
The concepts of diegetic and situated immersion, which were described in last weeks a tutorial really makes you, think. How is it that one can so easily be immersed into a game and unconsciously get so evolved in a particular virtual world? Mark described that situational immersion can only be found alongside or after diegetic. However if you think about it carefully is this really the case. I know this is a point that could be argued for a very long time but I thought I should just express my personal opinion on this theory. In video games you immerse yourself into the world, which is the whole point of the game. When the immersion is broken the impact of the game becomes less and less. So the whole point of them is to involve the player as much as possible to keep them interested. Therefore the immersion becomes an advertising technique on how good the game is. The concept of diegetic immersion is where the player is embodied into the playing world. However why is it that situated immersion needs to be diegetic first. Why cant there automatically be situated. I understand the fact that you must first learn the game to for it to become second nature. Wouldn’t you say though that because of this generation’s adaptation to video games that the hardcore gamers are automatically in situated immersion? Where also the longer you have this immersion technically the better the game. Therefore doesn’t this cancel out the dietetic before the situated. I am curious as why we need both in order for the game to be good and why it can’t just be situated.
Modern world mogul’s aka virtual entrepreneurs.
The first time I watched the video, I was amazed by what I saw, as I had know idea a virtual business world even existed. Obviously, I knew the internet was central to conducting modern day business; however I was unaware that real businesses were starting to develop within virtual games. I thought that online games were just for entertainment and couldn’t lead to any real monetary profit, oh how little did I know.
I have attached the link here if you would like to watch it yourself. The video is in two segments: http://www.youtube.com/watch?v=SM6b_DBmolM&feature=related
http://www.youtube.com/watch?v=IdX02VADGZE&feature=related
The video reveals how real people are frequently creating avatars, ultimately extensions of themselves, and developing virtual shops which earn them real world money. My first thoughts were ‘this is absolutely genius, utilising the internet, the fastest growing market place in the world, all by the click of a mouse’. As I thought about the possibility for commerce in virtual communities a little more, I realised that there were indeed many benefits. Virtual entrepreneurs are able to access an extremely diverse marketplace, but in a much more manageable space. For viral entrepreneurs, the cost of setting up a shop in Second Life is much more economical than setting one up in the real world, thus the risk is also a lot less.
As the clip went on my thoughts on the benefits of virtual selling, were solidified by the experiences of various virtual entrepreneurs. A lady called Nyla Kazakoff established the House of Nyla in Second Life, a fashion hot spot. Nyla explained that the virtual world has managed to achieve something amazing; it has bridged the gap between reality and imaginary. Once I thought about this, I realised Nyla was indeed correct, she was able to sell fantasy designs for Linden dollars, and then have that money exchanged into US currency. Nyla also explained that setting up her business in the virtual world, meant she has been able to do business in foreign countries, something she would not have been able to afford to do in the real world. Evidently, Nyla’s ability to access foreign markets has also meant, that she has been able to generate more widespread attention for both her online and real world House of Nyla brand.
The success of virtual entrepreneurs is resulting in many real world businesses following suit; creating brand presence in online community’s aswell. STA travel has bought space in Second Life, because they believe that is an efficient and inexpensive way of rapidly growing their youth target market. I predict that over time more and more businesses will venture into gaming communities such as Second Life, eventually making virtual worlds a universal way of conducting commerce.
Throughout the clip I began to think that conducting business in the virtual world sounded pretty easy, all you need to do is think of something you want to sell and rent a virtual space to sell it in, right? Wrong. As I continued to watch the clip, I learnt of disgruntled virtual entrepreneurs who were offended by the fact that people thought their job was easy or not a real job. I quickly learnt that just like setting up a business in the real world, virtual businesses also require strategy and a lot of time. Virtual world businesses need a strategic marketing plan, which specifies who the target market will be, how the brand will be advertised, the best location for the shop and so on. Not only do virtual entrepreneurs need to apply real world business concepts, but they also need to study the virtual world. I can imagine learning about virtual communities in regards to business would be quite hard. For example, you would have to consider how an avatars needs and wants are different from that of real people, you would have to learn how to use Linden dollars and transfer that into real currency, aswell as how much people are willing to spend on goods and services in the virtual world.
After familiarising myself with virtual entrepreneurs and really reflecting on what they do, I think I can safely say being a virtual entrepreneur would not be as easy as it sounds. In fact, I commend people who have managed to establish a viable business in the virtual community, because it really would require a good understanding of real world business, as well as an appreciation for virtual games, like Second Life. Becoming a successful virtual entrepreneur like any other entrepreneur, requires a creative mind and a good eye for identifying gaps in the market place, even if the market place isn’t exactly real. For now, I think I will stick with real world business, but I will definitely keep an eye on virtual commerce, because I believe it has a very powerful potential.
Amanda Pearce
Tuesday, January 17, 2012
Gaming can make a better world?
So many theorists O_O
Week 1
~ Scott McCloud (and the "infinite canvas")
~ Steven Poole
~ Marc Prensky ("digital native"/"digital immigrant")
Week 2
~ Andrew Darley
~ Martin Lister
~ Alison McMahan
~ Ron Burnett
~ Laurie N. Taylor (immersion)
~ Chris Chesher ("invocatory devices")
~ Edward A. Shanken (agency)
~ Janet Murray (agency)
~ Jane McGonigal
~ Christine Ward Gaily
~ Peter Bell
~ Johan Huizinga
~ Roger Caillois
~ Greg Costikyan
~ Katie Salen/ Eric Zimmerman
~ Gordon Calleja (immersion/ structural limitations )
~ Bruno Latour
~Yanfang Tang (Western vs. Asian approaches to reading different poetry)
In 4 days we have covered 21 theorists... Wow.
Some of the concepts and vocabulary being taught on last friday i'm still getting my head around as the material is so many and new - I get it easily confused (i.e. Actor- Network theory..Tmesis)
...And it doesn't help if the theorists write in a way just to make everyone's lifes harder to read and understand lol! :P Lecture 2 content is no where as deep as lecture 4 imo...
Have to catch up... >:l
