Technoscience / Ecomateriality / Literature
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Information Transformations

October 10th, 2014 | Posted by Greg Lyons in Uncategorized - (0 Comments)

What does ancient oral storytelling have in common with cloud computing data centers?  The connection lies in the fact that information cannot exist without a medium to store and deliver it.  Before the invention of writing, human memory was the primary medium for storing information.  Stories were passed down through oral traditions, yet these stories were constantly modified and warped as they were passed down, as imperfections in the medium strongly influenced the information.  Information was lost whenever a story was told for the last time.  The invention and growth of writing revolutionized the way that information was stored, allowing people much greater access (writings of a long-dead author, letters from far away relatives, current events, etc.).  Writing increased the lifespan of information, although it was still very possible to lose data – history has seen far too many book burnings.

The advent of computing has brought about another information revolution, but it is important to remember that this data is still bound to physical media.  In “A Material History of Bits,” Jean Francois Blanchette argues that bits “cannot escape the material constraints of the physical devices that manipulate, store, and exchange them” (1).  Blanchette goes on to describe the mechanisms and processes that are used to store computer data.  These mechanisms have again increased the lifespan of information – when information is lost on one system, often it can be recovered through another system.  When most people log into Facebook or type in a Google search, they do not consider all of the physical computing systems that are involved in the process of bringing up the webpage on the screen.  But the truth is that computing data is very much anchored to physical materials.

Consider a data apocalypse, where every single computer storage system in the world was destroyed (all bits reset to zero).  It might seem intuitive that the information would still be floating around somewhere in vague immaterial space (as many people imagine the “cloud”), and that once the computer systems were rebuilt they would be able to dive back into the pool of information.  However, if every computer storage system were emptied, then there would be no backups or other way of reclaiming the information.  The reality is that once unanchored, the information would drift away like a balloon escaping from a child’s hand, never to be recovered.

Works Cited

Blanchette, Jean-Francois. “A Material History of Bits.” Web. 10 Oct. 2014.http://polaris.gseis.ucla.edu/blanchette/papers/materiality.pdf

 

Some words on data

October 10th, 2014 | Posted by Cathy Li in Uncategorized - (0 Comments)

The internet should always be related to quantified data tracking. As for why the internet should be accounted for this, we need to examine why we are quantified tracked in the first place. Reading tracking and other types of tracking should date back to the first human who wrote/drew something down. However, the revolution that led to a significant amount of quantification of matter is the science/technology/information revolution that has been taking place for more than 200 years. Quantifying things enables human to better control the environment and reverse the advantage-disadvantage relation between us and the environment. For example, it is much more reliable for engineers to design in AutoCad instead of drawing on paper. Quantification is useful and that’s why we are doing it. So back to the topic of why we are being quantified tracked, we now clearly see that the companies like Google and Facebook can very well utilize the data that we put in and generate what they need in order to keep the company running. It is the internet that delivers our information to the “Siren Servers”. Hence, the quantified tracking must be related to the internet. Exceptions are in cases where the data generated by the person is also used by the person himself/herself (people who want to know how many words exactly he/she reads in an hour) but those cases don’t concern our privacy and reality alteration talks.

Using a personalized device is not completely culpable just from the stance that we have all used it and enjoyed it to some extent. The practice makes us happy and keep using the personalized product, which is a win-win situation from which any human-based project is expected. However, concerns are raised because people worry that their privacy are violated and their understanding of the world is altered by the internet. Well, true that Google delivers what we want to see and Facebook never tells us who just unfriended us, it is also true that it is not practical to ask for complete truth or all facts from the internet because it is afterall a human-based project. The internet only delivers truths reducible axiomatically and the axioms would still come from us. When answering questions like “What is the most popular icecream on earth?”, the internet is only able to deliver the answer that satisfies our intellectual curiosity and provides us with closure, because there is not even an answer outside interenet. If someone has conducted a global survey on such question and did not keep the result secret, then Google should be able to find that. That’s what Google does, it gathers data but it does not generates data from nothing.

And this brings back to the discussion of the materiality of data. Well, in fact, there is a huge problem of the “material versus immaterial” language but we can continue the discussion without overthrowing the theme. We consider data as ‘0’s and ‘1’s and if anyone asks further what ‘0’s and ‘1’s are, he/she doesn’t want an easy answer. The method of obtaining binaries is to set a boundary and say what’s on one side is ‘0’ and the other ‘1’. In computer systems, the boundary is usually a voltage reading; in “pass/fail” classes, the boundary is a score. Therefore, one can say that there must be some materiality there for us to set the boundary. And hence the computers, wires, pipes, and optical fibres all exist tangibly to generate and deliver the ‘0’s and ‘1’s. In a way, the ‘0’s and ‘1’s might as well be anything: apples and oranges, voltage above 5 volts and voltage below 5 volts, likes and dislikes. There is no meaning of data without asking what the data set is about.

Digital Materiality Blog Post

October 10th, 2014 | Posted by David Builes in Uncategorized - (0 Comments)

There is a very big mismatch between the public conception of data and what data truly is. As Blanchette writes in “A Material History of Bits”, many of us who do not know the nuts and bolts of the technologies used in our information age see information as immaterial; a misconception that businesses sometimes consciously promote. A very dramatic and easy way to demonstrate this mismatch, a method we used during our class, is by simply google searching “cyberspace” under images, here. These images no doubt come from various popular fictional universes, and one might think this is all just harmless fun. However, Blanchette argues persuasively that these misconceptions can have serious real world consequences. For example, when laws and policies about digital media begin to be formulated on the premise that digital media are somehow immaterial, then these laws and policies are simply based on errors (4-5). 

Adopting a material perspective on the internet and networked digital systems gives us a more realistic perspective on them. For example, having a conception of information systems as immaterial can make us draw false conclusions about its risks. The idea that the internet can simply “break” during a bad natural disaster that harms the physical buildings where the internet is maintained is unthinkable if the internet is wholly immaterial, but fairly obvious once one recognizes its materiality. Furthermore, we can better appreciate the consequences that the digital has on the environment when we recognize its materiality. Again, if the digital were immaterial, then it couldn’t possibly have environmental impacts, but given that it isn’t, we have to be mindful about the environmental impacts it does have instead of assuming that the digital is always more environmentally friendly than the analog. Moving forward into the future, there is much interesting work to be done by future engineers to minimize these environmental impacts. While information will never truly be immaterial, we can try our best to make it as seamless as possible. Human ingenuity, coupled with Moore’s law and the new breakthroughs promised by quantum computing, gives us some reasonable hope that we can make progress towards this goal.

Works Cited

Blanchette, Jean-Francois. “A Material History of Bits.” Web. 10 Oct. 2014. http://polaris.gseis.ucla.edu/blanchette/papers/materiality.pdf

Big Data

October 8th, 2014 | Posted by Pooja Mehta in Uncategorized - (0 Comments)

I am worth $36 and change to Google. In order to be worth something, that means Google sells me or something I do to others. I am still here, in full ownership of myself—so Google sells something I do, and specifically, things that I do on Google and its partner websites. All of my searches, all of the websites I visit, everything I do through Google is data which the company can use and sell to other businesses for profit; therein lies my monetary value. But what does that mean, “sell my data?” Does Google have my entire history stored somewhere which it can then sell for a nickel a pop? Or does Google sell my privacy rights to other companies, who can then track what I do? I’m not confused about the ability to sell data. I assume it can’t be too hard to track what type of music I listen to, what kind of foods I like, what websites I visit, whatever, based on my internet searches. After all, the first place I go with any question is Google. I’m just wondering about how Google and other companies can put a value on my data, and what that means for data itself. The whole concept of buying and selling revolves around the notion of giving money in exchange for goods and services. Data is definitely not a service. I guess it is something that is produced and consumed, so therefore it could be classified as a good. I suppose that would be its medium as well—a consumer good. In terms of writing, reading and thinking I’m not so sure. I feel like if it is to have a role in these three areas, it would be in thinking, and not human analysis but rather data processing—kind of the way a computer program makes a computer “think” about certain data sets. In that sense data would be more like facts or input values, which can then be manipulated and modified to extract information. It really is fascinating that this is so relevant a topic that there are discussions about it, and enough of a discussion that me, with my $36 net worth, can contribute to them.

google worth

 

The Internet Knows All

October 8th, 2014 | Posted by Pooja Mehta in Uncategorized - (0 Comments)

Brb hiding in a cave

http://po.st/q65x5v

https://privacyfix.com/start#welcome

 

 

Google app by Luis Herman

October 8th, 2014 | Posted by Cathy Li in Uncategorized - (0 Comments)

His project website:

http://www.digitalethereal.com/

 

App page:

https://play.google.com/store/apps/details?id=processing.test.kirlian_device&hl=en_GB

Digital humanities projects hold different mediums through which they present their information. They aren’t simple 2 dimensional artistic representations of a humanities piece. They are a way through which humanities pieces can be transformed. The infographic “Every Scene in Great Gatsby”, is not technically a digital humanities project, we will focus on comparing it to other projects, why it is not acknowledged as a digital humanities project, and how to make it into an actual one.

First of all, the creator of the infographic has done a good job representing the series of events within the novel graphically. Each major event is represented through a picture. On the top of the picture, a map shows the protagonists’ geographic changes in the The Great Gatsby, particularly focusing on Gatsby’s death. The body of the picture is separated based on the chapters of the novel, and the characters, represented as circles with the initial letter of their names, participate in each chapter in a linear temporal order so as to provide the reader with the information of how the characters interact with one another throughout the novel.

Google the title of the infographic and not many articles regarding its merit appear. In fact, many articles state that the producers of this project are Pop Chart Labs, an infographic poster company who specializes in making popular culture items visual. In a sense, it loses some merit given that it was not created for the sole purpose of advancing scholarship. Nevertheless, many who stumble upon this Great Gatsby infographic find it useful. This project is described as “a stylish, elegant and beautifully designed graphic – another classic” (infographick.com). Although not necessarily a classic per se, it does provide its audience a mode of understanding the book better. There is some dialogue prevalent to the project. It appears in social media such as Pinterest and Twitter, basically portraying how the general public does find it useful enough to share amongst others. Fastcodedesign.com even has an article depicting the breakdown of the project along with comments about how it helps the reader.

In retrospect, it is clear that not enough dialogue about this projects is present throughout the internet, at least not enough to portray biases of the project. Also, although it is a platform that presents media objects, it doesn’t necessarily provide an argument. According to Shannon Mattern, a useful digital project is created on the basis of whether it could be argumentative or responded to. This infographic lacks enough elements to even be labeled as such. There isn’t sufficient links or annotation, but it does do justice to the initial literary work even if it is a simple derivative to The Great Gatsby.

The novel representation and the simplistic drawing does offer the reader a clearer outline of the novel. However, surely one can remake the infographics on a piece of paper so this project can hardly be called a digital humanities project. Nevertheless, one should never give up on a brilliant idea such as this but to turn it into something more modern, useful, technologically advanced.

Shannon Mattern, in her paper “Evaluating Multimodal Work, Revisited “emphasized the importance of “a strong thesis or argument at the core of the work”, which obviously is lacking from this infographics (Mattern, 2014). Transforming a dull poster that merely serves to retell a story into a vivid digital humanities project requires a strong motivation to make a point. In this case, the creator should reevaluate the essential ideas that Fitzgerald tried to convey such as Daisy’s vanity and Gatsby’s unconditional affection. What the revisor, as a reader, thinks of these (are they in vain? valorous? pathetic?) should be incorporated in the project and the details of the novel that embody the point should become the main theme of the project. The revisor’s motivation plays a crucial part of the project because it ensures what technical effort should be made and why it should be made to finish the project; it differentiates a thoughtful project from a directionless “cool-data-set” that cannot be interpreted.

There are many ways to transform this simplistic infographic into something with more digital affordances. Images are mostly the only types of mediums the creator uses to make this project work. But audio, code, and other types of technologies could’ve helped make this infographic livelier. After the creator settles on what his/her point of making the project, the structure and technical details need to be filled.

One must first decide what affordances will be utilized – whether it is going to be a visual computer interface that asks the reader to click on or an immersive environment that activates the reader’s other senses like auditory, olfactory, tactile, etc. The technic availability limits what a project can do; since the design and technique is concept/content driven as aforementioned, the revisor must consider whether switching from one affordance to another will affect the reader’s understanding of the gist and motivation of the project. For example, an easy revision of the project could be designed by creating a programmed interface wherein the main body of the infographics remains the same but extra function buttons are added. The reader could click on different scenarios throughout the novel and then a clip of the movie would be replayed or a segment of the novel would be reread for them. It could also be made interactive as the reader could ask the characters questions about the novel and the character would respond according to the content of the story. Or, the book could have simply been brought to life through the infographic itself. The creator could keep the temporal and spatial elements he incorporated and add more movement through programming and audio.

More types of data could have been extracted from other sources in order to create a more credible project, and more technology and design would have most definitely helped the infographic fit into Dr. Mattern’s criteria that qualifies a multimodal project. By tweaking this infographic with more data and research along with various mediums, a multidimensional project like this would provide an immersive environment for the audience, granting them a more interactive experience. In essence, both scholarship and multimedia should be synthesized to perfection in order for the audience to reap more benefits from the medium. By keeping the audience in mind and providing them with a digital resource that could help them better understand The Great Gatsby, the creator could have invented a whole new, innovative way to make literary media more digital.

Work Cited:

Mattern, Shannon. “Evaluating Multimodal Work, Revisited.” » Journal of Digital Humanities. Journal of Digital Humanities, Fall 2012. Web. 22 Sept. 2014.
Wilson, Mark. (2013, July 25). Infographic: “Every Scene in the Great Gatsby”
“The Great Gatsby Chart Infographic.” Infographickcom. N.p., 20 July 2013. Web. 22 Sept.
2014.

Following the definition given by Ian Bogost in How to Do Things with Videogames: a “medium [is] an extension of ourselves for just this reason: it structures and informs our understanding and behavior” (Bogost 2). I want to extend this by arguing that video games act as a medium because they allow people to have an interactive experience that allows the simulation of a real event.

In properly arguing video games to be a medium, a video game must have the trait of becoming extensions of people’s realities. This intrinsic connection between a person and the digital environment within the video game lies within the change of perspective that a video game can provide. By forcing or allowing a person to play a player role within the video game experience, it allows a natural immersion into the scope and rules of the game. Lev Manovich states, “as the player proceeds through the game, she gradually discovers the rules that operate in the universe constructed” by the game (McKenzie 21). People become players within the game and they have to learn the limitations and constraints of their abilities in an algorithmically controlled setting. To win, one must conform to the rules and bound oneself in that immersive environment as quickly as possible. This is interesting because this arguably imposed mentality to become a subject within the realm of the game delivers the trait of the extent of one’s self within the game.

To share a personal experience as a gamer, I used to play a lot of FIFA (a soccer game) during high school. In addition to that, I was very active as an actual soccer player, playing Varsity for my high school and for a travel team as well. When I think about the power of video games as an extension of ourselves, I always refer to the integration of my real soccer player experience and my simulated soccer experience. The power of video games created a gray area and meshed those two aforementioned experiences in terms of my personal abilities. When considering video games to be a set universe with limitations, those limitations many times are greater than those of real life. FIFA allowed me to shoot greater distances, do skill moves, and run without getting tired. This influenced me because after playing FIFA and going to a soccer game or training I would over-estimate my abilities in those areas. This speaks volumes of how video games can temporarily mind alter your own physical capabilities. This creates an extended real-life experience, and does so in an enhanced form.

The second important characteristic to consider is the role video games play in structuring and informing our own understanding and behavior. I think this is really speaking about a medium’s cultural influence and relevance in human society. This characteristic of video games is clearly demonstrated in today’s society. As Neil Postman is quoted saying in How to Do Things with Videogames, “in the year 1500, fifty years after the printing press was invented, we did not have old Europe plus the printing press. We had a different Europe” (Bogost 6). Video games have contributed to changes in the modern culture, especially among the teenagers. Just to give an economic perspective of video gaming prevalence in the United States’ culture, Amazon acquired Twitch.tv for $1.1 billion a month ago. Twitch is a site that live-streams video game footage to 45 million viewers a month. Amazon, a company that is always following innovation and generally makes sound acquisitions, is moving into the growing video game industry within entertainment. Video games create cultural movements and big franchise games such as Call of Duty, Halo, and World of Warcraft develop an astounding following. Now, with the creation and growth of Twitch, people do not only have the hobby of playing video games, but also watch players play video games. When it reaches this level of hysteria and enthusiasm among the gaming community, it can only signify that video game industry has permanently embedded itself in society.

Video games meet the two defining traits necessary by Bogost’s definition. However, video games take it a step further as a very versatile medium. Even though they are known for their first person shooter and sport simulation games, video games extend much further than that. Aside from the general main purpose of video games, which is winning, new technologies are pushing video games to become more useful for educational or preparation purposes. One example that was shared with us in the DiVE (Duke Immersive Virtual Environment) lab was that they are trying to create a cave-like simulation that can be used to train U.S. Army soldiers in cave combat and essentially prepare them mentality for the darkness and tight spaces that they are to encounter in real warfare. This is similar to the enhanced experience that FIFA gave me to a greater degree; however, this video game would be exposing a soldier to a cave experience, and in doing so, mentally enhancing his or her readiness of what to expect.

It is important to understand how dynamically video games are expanding in cultural relevance and scope. New developers are branching out and focusing on directions varying from educational games for math courses to perfecting the coding physics for airplane pilots that now have to spend 100 plus hours on airplane simulators before being able to practice in a real plane. These are a few examples of the different directions gaming is moving towards. As this grows, the quality of simulation video games is inherently increasing.

Playing video games means “to play the code of the game. To win means to know the system. And thus to interpret a game means to interpret its algorithm” (Wark 21). As simulations improve and slowly coincide with the limitations or algorithms of real-life, (which is already starting to happen, having experienced the DiVE simulations) winning in the game will essentially mean winning in the actual real-life situation. To this hypothesis of the future perfection of video gaming simulations, Wark’s statement that video games are real-life and real-life is a video game may become true, because the distinctions may blur and become one (it is a scary thought, but it may not be far off).

 

Bogost, Ian . “Introduction.” How To Do Things With Videogames. Minneapolis: University of Minnesota Press, 2011. 1-8. Print. Mckenzie

Stone, Brad, and Adam Satariano. “Amazon Bets on Gamer Website Twitch in $970 Million Deal.” Bloomberg.com. Bloomberg, 25 Aug. 2014. Web. 06 Oct. 2014. <http://www.bloomberg.com/news/2014-08-25/amazon-buying-gamer-website-twitch-for-1-billion.html>.

Wark, McKenzie. Gamer Theory. Cambridge, MA: Harvard UP, 2007. Print.

The Game Experience

October 6th, 2014 | Posted by Greg Lyons in Uncategorized - (0 Comments)

While scholars may not yet hold games to the same academic and artistic merit as written literature, it is undeniable that games are attracting more and more attention. Games are constantly evolving and reaching new audiences, and these days they serve a wide range of purposes, from education to fitness. The gaming industry has an undeniably massive influence in the realm of modern media culture – a 2014 study found that US consumers spent over $15 billion on games in 2013 (NPD Group, 2014). In the realm of critical theory, games are gaining further attention as a medium to be analyzed. Games can be evaluated as media through the experiences that they provide for their players, and these experiences are never identical.

For many people, games are a medium providing an escape from reality. This respite from routine can take the form of simple, addictive diversions (think Angry Birds (Rovio)) or massive, immersive worlds (think Grand Theft Auto (Rockstar)). In the former type, players can forget about their lives that seem to be slowly dragging along and can instead fixate themselves on temporary rewards and short bursts of action. The latter type provides a fantasy reality, where players can shed their real identity and take on the persona of an intergalactic conqueror or a powerful wizard. However, as much as these games strive to provide an escape from reality, in many senses they reflect and imitate that same reality. For many players, an immersive fantasy experience is much more powerful if it is believable. In his book Gamer Theory, McKenzie Wark dives into this complex relationship between games and reality. Wark describes the real world as a sort of “gamespace” in its own right – a place guided by “some arbitrary blend of chance and competition” that is “losing, bit by bit, any form or substance or spirit or history that is not sucked into and transformed by gamespace” (Wark 19). While many games may serve the purpose of escaping one’s own reality, players may lose sight of the fact that their escape realities often mirror the characteristics of their true realities.

Not all games aim to provide an escape from reality. Many games seek to augment reality in a way that is both productive and engaging. Fitness games are growing more and more popular, and new technologies like Wii Fit and Xbox Kinect are providing new affordances that allow for effective training capabilities. Educators have long recognized the value of games for engaging the interest of children, but games can be used to improve knowledge in skills in all subjects for all different sorts of age groups. While second graders might play a simple farm animal game to learn about basic arithmetic, adults can use professional, interactive games to learn to speak foreign languages (Sykes). Military and government agencies use games to train individuals for difficult missions (Shaban). Even games meant for entertainment can sometimes be used for practical purposes. For example, sports analysts often use sports video games to simulate and predict outcomes (Robinson). In all of these different examples, games act as a medium to augment existing reality, and they provide engaging and powerful affordances that other media cannot deliver.

Games, no longer a niche hobby for enthusiasts, are making themselves more and more evident in mainstream culture. From an economic standpoint, the gaming industry is a fascinating and influential sector of our modern commercial culture. In 2013, Rockstar’s Grand Theft Auto V reached sales of $1 billion in just three days, making it the fastest-selling entertainment product in history (Goldfarb, IGN). Games have demonstrated a remarkable power to influence and invade other forms of media, with countless video games spawning spin-off adaptations as books, television shows, and movies. In his book How To Do Things with Videogames, Ian Bogost describes how games have entered the shared realm of media, claiming that they are “as interwoven with culture as writing and images” (Bogost 7). He reiterates that video games are not just a niche part of culture “meant for adolescents”, but are instead “woven into everyday life” (Bogost 7).

In a purely technical sense, games can by studied as a medium by examining the evolution of game technology over time. From the simple graphics of Atari and Pong to the facial recognition software of modern Xbox Kinect consoles, games have come a long way – and there is no sign of slowing down. Virtual reality appears to be the next frontier for games. VR is compelling for the mystery that surrounds it, and the vast amount of potential that the technology holds. There are parallels between the development of virtual reality and the development of artificial intelligence – both are incredibly powerful fields that still have much to be explored, and both have their own haunting possibilities depicted in media. Films like The Matrix (Warner Bros.) portray a conceivable dark side of virtual reality for humans, yet this sort of portrayal might create more of a sense of excitement than a sense of fear. This sense of excitement associated with gaming is key to its growth, as developers feel a constant pressure to innovate without letting games and technologies get stale. If mediums cannot adapt, they die out (think of telegrams, record players, and VHS). Games are a dynamic and living medium that elude compartmentalization and continue to evolve at all times.

It is precisely this elusive nature of the game medium that makes it difficult to evaluate them in a critical context, although it certainly can be done. For many forms of media, like books, films, and music, consumers of content are very aware of an individual creator or other important person (fans will know who wrote the book, who directed the film, who performed the music, etc.). However, game players do not commonly associate their gameplay experience with a certain individual. The technical complexity involved in developing big-time commercial games usually requires massive companies and teams, and the independent developers who make simple games are not usually concerned with individual fame (following the principles of hacker culture). In games, the lack of a central creator or performer imparting a message is liberating. The focus is shifted to the player’s experience – games provide a world in which players can craft their own unique experiences. Some games, like Bioshock Infinite (2K Games), give players difficult ethical choices to evoke emotional responses. Puzzle games like Portal (Valve) and The Company of Myself (Piilonen) often enrich their problem-solving mechanisms with background stories that give the player a narrative context for gameplay. These enriching experiences vary greatly from player to player, and this is the true essence of games as a medium. Games should be evaluated critically for their ability to create a meaningful experience for the player and for their use of the affordances provided by the specific game technology.

Works Cited:

Bogost, Ian . “Introduction.” How To Do Things With Videogames. Minneapolis: University of Minnesota Press, 2011. 1-8. Print.

Infinity Ward. Call of Duty 4: Modern Warfare. 2007. PC

Nintendo. Legend Of Zelda: Ocarina of Time. 1998. Nintendo 64

NPD Group. “Research Shows $15.39 Billion Spent On Video Game Content In The US In 2013, A 1 Percent Increase Over 2012.” NPD Group, 11 Feb. 2014. Web. <https://www.npd.com/wps/portal/npd/us/news/press-releases/research-shows-15.39-billion-dollars-spent-on-video-game-content-in-the-us-in-2013-a-1-percent-increase-over-2012/>.

Piilonen, Eli. The Company of Myself. 2009. PC

Robinson, Jon. “Pittsburgh 24, Green Bay 20” ESPN.com. ESPN, 1 Feb. 2011. Web. <http://espn.go.com/espn/thelife/videogames/easims?id=6072052>.

Rockstar Games. Grand Theft Auto V. 2013. PC

Rovio. Angry Birds. 2009. iOS

Shaban, Hamza. “Playing War: How the Military Uses Video Games.” The Atlantic. Atlantic Media Company, 10 Oct. 2013. Web. <http://www.theatlantic.com/technology/archive/2013/10/playing-war-how-the-military-uses-video-games/280486/>.

Sykes, Julie M. ““Just” Playing Games? A Look at the Use of Digital Games for Language Learning.” The Language Educator 8.5 (2013): 32-35. Web.

The Matrix. Warner Brothers, 1999.

Valve. Portal. 2007. PC

Wark, McKenzie. Gamer Theory. Cambridge, MA: Harvard UP, 2007. Print.

2K Games. Bioshock Infinite. 2013. PC

Gamer Critique

October 6th, 2014 | Posted by Norma De Jesus in Uncategorized - (0 Comments)

A game is a mental stimulus engaging the focus of the brain in order to allow the player to reach a main goal. There are a variety of gaming experiences offered by multiple companies within the gaming industry. From games like Luminosity that help develop the brain, to first-person shooters that take the gamer into the main character’s role such as Halo, and MMOs that engage a wide audience like Leagues of Legends; there is everything for everyone. Video games are a form of entertainment, but alongside their main purpose, they also bring upon controversy. Whether or not games can be categorized as a medium depends on people’s personal opinions and how much experience they have with video games.

As someone who has dabbled in the gaming world, I can understand why people would categorize games as a medium. Life itself is a medium, it grants all living organism a unique experience molded and shaped by the perception of each individual. It allows for impressions to be made based on the senses that each individual withholds. Like life, games can be classified as mediums given their nature to engage the player and provide them an experience they can take in and make sense of.

Many videogame researchers argue that it is imperative to understand what a medium is in order to apply the definition to video games. Ian Bogost, a video game designer proposes that, “videogames are a medium that lets us play a role within the constraints of a model world. And unlike playground games or board games, videogames are computational, so the model worlds and sets of rules they produce can be far more complex…” One can see how we each gain a different experience by the different games that we immerse our minds into. When we take on the challenge to play a role within a character, we are allowing our minds to wander into the complexity of the game in order to reach goals and solve the problem the game offers. Because we are engaging the brain to that extent, we are allowing games to be a medium through which we play a role, provide our mental thinking and gain new insight and apply it on order to reach the end-goal of the game.

In order to situate and think about games through a critical context, once must be willing to experience first hand the mechanics of game play, and how it influences our perspective and way of thinking. Gaming – although it provides many wonderful scenes, plots and story lines – is not just a form of art. It is a medium that needs to be understood in order to utilize it in real world experiences. “For serious games proponents, videogame’s ability to create worlds in which players take on roles constrained by rules offers excellent opportunities for new kinds of learning.” In other words, through the different worlds that games offer, there are many things one can learn. The gaming industry caters to all types of people and their interests. The Wii can help keep people fit. Many Nintendo games can be useful to toddlers who are just begging to learn primary concepts. Even research has shown how much it has been useful to people who work in extraneous workplaces. For example, organized groups such as the military utilize gaming as a source of training.

Not surprisingly, a crossover between the medical field and the gaming field has taken place. According to the University of Utah, “A new publication by researchers from the University of Utah, appearing in the Sept 19 issue of the journal Science Translational Medicine, indicates video games can be therapeutic and are already beginning to show health-related benefits.” The article titled “Video Games Help Patients and Health Care providers” tells the readers of researchers’ findings of video games and patients. Some researchers from the University of Utah have invented “an activity-promoting game specifically designed to improve resilience, empowerment, and a “fighting spirit” for pediatric oncology patients” (Bulaj, 2012). By allowing patients to be influenced by this type of game play, their recovery can be helped and altered. They engage their minds in order to allow their brains to help them through their physical pain and recovery.

Education has also been positively affected by the revolution of video games. There exists no surprise that humanity has been devising means through which humans can gain more brainpower and capacity. Games such as Luminosity have been proven to help. Although we must take into consideration and not negate the brains limitations, we must not forget the ways such games help us improve our memory and get better at critical thinking. There are many companies that specifically target young brains. ABC Mouse for example is a website that allows kids to learn through games. It makes learning easier and it is a medium through which they learn faster. By incorporating gaming, kids are more willing to learn and their short attention spans are engaged.

Regardless of the many ways that gaming has helped people, there are people who speculate that specific types of games make people more lazy and violent. First person shooters such as Halo and Call of Duty involve violence and arms. MMOs provide many goals for players that they feel the need to continue to play in order to reach them all. But even games that seem to possess no value have something to offer. Apart from providing critical thinking skills, they also offer a diverse set of skills. Many videogame researchers have found that “gamers are faster and more effective at filtering out irrelevant information and spotting targets in a cluttered scene. The size of their field of vision and their ability to track different moving objects in it is greater” (Steffens, 2009). Even the small, simplistic PC game such as “The Company of Myself,” provides useful skills through the way it engages the player to find ways to reach the main goal.

By the multitude of ways video games has helped individuals, it would be helpful if more information were found surrounding the concept of gaming. If we were to study games, perhaps we could advance recovery for patients and advance the rate at which people learn. Yes video games is a type of medium, but it should be used as a medium through which people could get significantly better at developing their mental skills.

Bogost, Ian . “Introduction.” How To Do Things With Videogames. Minneapolis: University of Minnesota Press, 2011. 1-8. Print.

Bulaj, Grzegorz. “Video Games Help Patients and Health Care Providers.” University of Utah News. N.p., n.d. Web. 05 Oct. 2014.

Steffens, Maryke. “Video Games Are Good for You › Science Features (ABC Science).” Video Games Are Good for You › Science Features (ABC Science). N.p., n.d. Web. 06 Oct. 2014.