Technoscience / Ecomateriality / Literature
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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.

Reading Response

September 8th, 2014 | Posted by Norma De Jesus in Uncategorized - (0 Comments)

Despite the DIVE being a little bit less than what I expected, I gained more appreciation for virtual reality, programming, and how the human brain works to deceive our perception. The six-screened cube provided us an immersive experience that engaged the senses of sight and sound. Had the DIVE engaged additional senses such as touch and smell, the experience, apart from being completely different, would’ve made us feel 100% part of the cybernetic experience. Perhaps in the near future, technology will develop a virtual reality so immersive it will be difficult to distinguish fact from fiction. These types of overarching themes are portrayed in William Gibson’s novel Neuromancer. The setting of the story gives us context of the type of virtual atmosphere Gibson wanted to convey. “Synonymous with implants, nerve-splicing, and micro bionics, Chiba was a magnet for the Sprawl’s techno-criminal subcultures” (Gibson, pg.3) The book portrays proper various examples of virtual reality. From Molly being swiped free of her memory in an attempt to forget her past, to Case attempting to utilize technology to fix his damaged nervous system, the type of ways the author involves technology shows us that this novel offers a different type of reality than the one we are used to. A story about a computer hacker who loses his job for stealing from his employer, Neuromancer develops the ideas of augmented realities and alongside, coins the term “cyberspace.” This word in particular takes us back to how the brain and cybernetics combine forces to offer humans a false sense of reality. “Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts . . . A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the non-space of the mind, clusters and constellations of data. Like city lights, receding….” (Gibson, pg. 38). These words that are mentioned in a “kid’s show” when Case and Molly are flipping through the channels show us what Gibson thought of the idea of this new term. This notion can bring us to question whether our own reality could possibly be cyberspace itself. Perhaps, we could be mere computation data, working together to create the reality we live in. Or perhaps our origins are deeply rooted in a software program being infinitely developed in the vast darkness of outer space.

Work Cited:
Gibson, William. Neuromancer. New York: Ace, 1984. Print.

Reading response – 08/09/14

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

I will update this after finishing Neuromancer (over the fall break).

 

Neuromancer is the very first sci-fi I have ever read, honestly. So far, NOT so good, and here is why. According to my friend, this work started the generation of “cyberpunk“, which is “subgenre of science fiction in a near-future setting”(Wikipedia). Naturally, Gibson invented his unique language such as “matrix” “crack an AI” and “jack into the cyberspace”, regardless what they actually mean. Also, Gibson is such a name-dropper that he incorperated lots of multi-cultural themes throughout the novel, things like, “a pack of Yeheyuan” (Gibson 108) which is a cigarette that no one smokes anymore, or the “Kandinsky table” or the “Neo-Aztec bookcases” (Gibson 108). I appreciate the effort of his research but he also made this novel so hard for me.

Meanwhile, under current artificial intelligence technology, the novel at the same time raised more questions than it could answer about the nature of cyberspace and human activities about it. In the novel, the cyberspace can be hacked in by one’s mental abilities, shown by Case’s brain damage also damaged his capability of hacking. In Neuromancer, Gibson indirectly showed us what one can do in the cyberspace by giving out very extreme examples such as merging Wintermute and Neuromancer. However, the cyberspace also in a sense resembles the DiVE “physically” because we were physically invited into the DiVE and it is perfectly possible that one lives in DiVE. Same with the Cyberspace: the Neuromancer invited Case to stay in the cyberspace with his dead girlfriend Linda Lee. For all we know, Case is a physical person (he was in Chiba, Japan) and were Neuromancer’s world completely mental, there would be no way for Case to actually “live” there. So the cyberspace becomes this intriguing place that seems to wander at the edge of the physical and the mental.

We also discussed the ethics surrounding artificial intelligence and the advancement of other technologies. Related topics have become the themes of lots of popular animes/mangas in Japan because Japan is extremely advanced in this field. This is also the reason why Gibson set the first scene of Neuromancer in Chiba prefecture in Japan. Related anime (that I’ve watched) include: Mirai Nikki, Steins;Gate, Ivu no Jikan (short, highly recommended). The first two concern time-travelling. The first one is also closely related to the game space concept that we talked about. The last one is related to the ethics of artificial intelligence and it made me emotional in the end.

 

Sources:

“Cyberpunk.” Wikipedia. Wikimedia Foundation, 09 June 2014. Web. 08 Sept. 2014.

Gibson, William. Neuromancer. New York: Ace, 1984. Print.