Sunday 23 August 2015

S10- Virtual Reality
Video games combined the concept of moving images with interactivity. Virtual reality is therefore a step further into the immersion of a different world constructed by artists.

The main difference between games and films is that the protagonist of a film is set on a path directed by the story-writers. Yet while the story of a gamer's character is certainly restricted to some degree by the writers, the player is given the opportunity experience the world in their way, maneuvering around the problems the environment presents and ultimately taking the story in their choice of direction.

On Motiongrapher.com, Justin Cone stated, 'This “argument” is simply a failure to understand that VR is not a new vehicle for old experiences (i.e. films) — it is a new medium entirely'.

Virtual reality is new tool for artists- such as filmmakers and game designers alike- to communicate their work. While images on a screen in front of the viewer can be skillfully crafted and lit to create a compelling atmosphere and give them the sense that they can feel the space portrayed, VR surrounds the audience with that location. By eliminating any other view of their true surroundings, the sense that they are in this new world comes to life.

Merely scratched upon is the surface of the uses for virtual reality technology. With more artists and developers exploring this medium, its capabilities and the places it can go shall be revealed.
S9- Game Addiction
The vibrancy of thrilling worlds and experiences video games provide render them very compelling mediums. When created right, they often produce a desire in the player to continue the game, gaining levels, unlocking new areas and discovering the next segment of story. However, once this drive becomes all that the player enjoys and disregards their life in favour of the virtual world, it is labeled as a game addiction.

Expressed by Tod Essig, on Forbes.com, '“Video game addict” works as metaphor because it captures the out-of-controlness and abject misery of the experience. But as diagnosis it over-simplifies, prematurely closing off further inquiry and mis-directing clinical interventions'.

Whether video games are addictive or not is up to the player. They may compel them to continue but an addiction is created by the player choosing the game over other elements in their life. It is their responsibility to balance their life and game time.
The reasons that drove the these such 'addicted' players need to be addressed before the games themselves are labeled as the cause of the addiction. This will improve the affected players' lives and enable them to game in a much healthier way.

Sunday 9 August 2015

S8- Violence in Video Games
From even the earliest video games, most are still based around the concept of violence. And while some are able to create an engaging gameplay experience without the use of it, the most popular and entertaining games involve it. This is not a bad thing, as society is generally intelligent and is aware of the difference between staged violence and real violence, understanding that the latter is not acceptable.

Stated by Tim Biggs on The Sydney Morning Herald, '...the debate has slammed back to the same old rhetoric: that violent representations inform a violent society (not the other way around), and that obliterating the representations will somehow result in a safer environment'.

Banning video games merely because they display violence won't solve anything, real violence will still occur. Those of society who blame video games are overlooking the fact that there is violence displayed in books, movies and all over the TV as well. Before video games, it was certain movies, music and even books that were blamed for society's violence.

While some games may take things too far, parents need to be aware of the content of game before allowing their children to play it. And this doesn't mean dictating over everything they are allowed to watch and witness, but acting as a guide for what is appropriate for them at their age.

Looking at the video game society in particular reveals that the violence perpetrated in the game remains on the screen and overall, game have a more positive effect on people than negative.
S7- Gender
The role of female characters in games largely started out as being intensives for quests as something for the hero to rescue, attributing them little power and, noways, even less clothes. Male characters also tend to be stereotyped as having huge amounts of muscles and the ability and responsibility of protecting things. These stereotypes are fair to neither gender as the people of society rarely conform to either constructed view of each gender and to while it is ok for there to be characters like these every, diversity is what is needed. Games coming up with interesting, varied characters is always a good thing, as it reflects society’s own diversity.

'By lifting the 'damsel in distress' heuristic from female video game characters and designing female characters that are as capable and badass as are present in real life, women could easily take the role of the hero- and could absolutely sell video games' stated by Eugenia Zobel de Ayala on hastac.org.
What many publishers seem to believe is that female characters who are respected for who they are won't sell games and thus prefer their presence to be hidden from the game covers.

One of the issues strong female characters have is not necessarily their costuming, but their poses and what their designers are trying to communicate by positioning them in suggestive ways- that their body is the only thing of relevance. Any abilities they have or any positive contribution they make to game's story is overlooked in favor of the eye candy they can be made to present. This denies them of any real purpose they may have in the game.

As more and more people become aware of this issue and voice their opinions, the game industry will change, bringing about more diverse characters treated with the respect that they, and society, deserve.