Lit 80, Fall 2013

Tag: Video Games

[ABSTRACT] Videogames: Purely Entertaining Or Perception Altering

[Abstract]

The gaming market has been continuously spiking as computer and digital devices emerged around our lives from the 1980s till now. The exponential increase in video game companies has led to a boom in players as well. Video games, compared to its first emergence, seem to play a much bigger role in our lives now, and still little do we know about how such a potential medium could influence our thoughts.

This project aims to investigate the different genres of videos-games, such as action-adventure, role-playing (RPG), strategy games etc. and seeks to compare and contrast how these games, set in virtual (digital) worlds,  subconsciously alter our perceptions and decision-making process in the real (physical) world. The project will first attempt to boldly recontextualize the setting, plot and characters in various games to illustrate the societal impact if people acted exactly like video game characters. Subsequently, to comprehensively and specifically discuss the impact of games in our lives,  numerous attributes of games, such as linearity versus non-linearity, sandbox versus just narrative, will be scrutinized. Game samples that are representative of each attribute will also be taken into account. By making these concrete analysis, the project attempts to ask the reader: How do different game genres and game styles change our perspectives in our real world?

Last but not least, the project seeks to research how subconscious perceptions of the physical world is different for a person who is playing a game (controlling the protagonist and making the decisions) and for a bystander who is watching a game. To minimize error, the same part of a game (genre and attribute to be determined) will be presented to the player to play and remediated as a video for the “watcher” to watch.  This interesting comparison will give us a glimpse about how interactivity/interpassivity of video games encompasses potential societal implications.

 

Video Game Flow Chat

Hey Everyone,

 

I randomly came across this so I wanted to share. It reminded me of how we were discussing interactive and impassive video games, but this gets very specific.

I included the actual image and site where I found it.

 

Enjoy

videogameflow

http://visual.ly/how-pick-perfect-video-game

Game(r) Critique

            I have played video games for most of my life. My first video game device was the Gameboy Color, on which I played games like Pokémon Yellow, Red, Blue, and an assortment of others religiously. My first console, the Nintendo 64, was also played into the ground – 3D environments of the Legend of Zelda and Mario 64 brought me to a place that a 2D handheld screen could not. However, regardless of what the game looked like, I’ve always been able to immerse myself in both the environment and storyline of the game. Rather than a mere diversion, most games became an alternate reality for me – I handled the tasks and challenges of the game seriously and sometimes forgot that I was even playing a game. This early experience to video games was definitely a formative experience for me as an individual.

Games have a profound academic value and should be studied – they are multidimensional works that have value in the natural sciences and humanities alike. A game is absolutely a work of art – this is evident in the video game Journey for the Playstation 3. Simply looking at the game is breathtaking – serene landscapes, minimalist ambient noise, and character designs are carefully detailed to produce a pleasant audiovisual experience. One could study a game environment similar to how he or she might study a painting in a museum – more often than not, game environments are specifically designed with a purpose (as opposed to simply repeating a series of textures to fill empty space). Perhaps the environment seeks to disorient the player with bright colors or strobe-like visuals. These types of games could be classified as abstract art:

LA Game Space Experimental Game Pack 01: “DEPTH”

As technology and computer hardware are continually advancing, so too are the graphics of the games being produced in terms of replicating real-world images. Games are becoming so life-like by way of texture detail, colors, shading, and a slew of other computer miracles. In a decade alone, one series managed to completely reupholster its image while maintaining its gameplay:

Halo: Combat Evolved Anniversary Edition (2011) vs. Halo: Combat Evolved (2001)

These types of games are prime examples of realism in art and can be classified into their own genre.

Further, games can also be studied from a psychological or neurological perspective. Exposure to video games, especially at a younger age, changes how individuals choose to handle real-life situations (BBC). Depending on its difficulty, a game can make an individual more detail-oriented or thorough in real-life tasks. Additionally, studies have shown a correlation between playing video games and hand-eye coordination skills (CNN). Also, the effects that the environments of games have on the visual cortex can provide information regarding certain patterns that explain how humans direct their attention to external stimuli (USC). The level of engagement required in individual games would be interesting to study as well. As Laetitia Wilson describes in her “Interactivity or Interpassivity” (2009), all video games are interpassive experiences. Compare this idea to the idea of interactive games, which have a direct effect on the player. An interactive game (such as Portal) requires a serious level of engagement from the player. It requires critical thinking skills, spatial reasoning skills, understanding of changing physics, and much more. Interpassive games, such as Flow, are much less taxing and serve a different purpose. They are “calming” games which feature soothing colors, music, or simplified gameplay. Interactive games have the player creating his or her own emotional states, whereas interpassive ones transfer these emotional states to the player passively.

Games are also quite useful in providing concrete examples to abstract philosophical concepts. Many philosophical or ethical dilemmas are difficult to understand on paper; video games allow the player to more profoundly understand the dilemma by “living” the experience. For example, The Company of Myself requires the player to kill what is assumed to be his girlfriend/wife in order to progress. The player can choose to continue the story and kill her, or cease playing. Another example is found in the Bioshock series. The game takes place in a dystopian society under the sea. Without getting into too much detail, the player is often times presented with the decision to harvest a parasite from another type of character (which yields more monetary gain but kills the characters) or exorcise the characters (which saves them but yields less monetary gain). The effects of this decision are manifested in the ending of the game, which changes according to how many characters were killed or saved.

Bioshock 2: Harvest or Adopt (Rescue) Little Sisters?

Bogost says that a medium is characterized by the variety of uses it has: “we can understand the relevance of a medium by looking at the variety of things it does” (Bogost 3). The aforementioned examples already qualify games as a medium, but they merely scratch the surface of what games have to offer. It is quite easy to see games as a medium when they are compared to classical examples of media. Books, for example, contain information and, in some cases, rely on the reader’s imagination to transport them to a different reality. Video games do much the same – they contain text information, graphical information, and also serve the function of transporting the player to an alternate reality. The feeling one can get from playing certain games is an escape from the real world. The avatar/perspective in the game is a conduit for the player to experience a wider variety of physical skills or abilities. This alternate world allows us to use our imagination and experience sensations beyond our physical capabilities. Cloud gives players the gift of flight; The Company of Myself and Braid gives players the ability to control time. These functions provide something books cannot – they have a wider range of functions and can convey information in a different manner. It is likely that people consider games as not being a medium due to the subject matter and general stigma of many commercial video games (violence, sexual themes, time-wasting, etc.) However, games have serious potential to be used as valuable tools of transmitting information and should be utilized as such (in addition to recreational purposes).

Works Cited

Bogost, Ian. How To Do Things With Video Games. Minneapolis: University of Minnesota, 2011.

Fleming, Nic. “Why Video Games May Be Good for You.” BBC.com. BBC, 26 Aug. 2013. Web. Nov. 2013. <http://www.bbc.com/future/story/20130826-can-video-games-be-good-for-you>.

Roach, John. “Video Games Boost Visual Skills, Study Finds.” National Geographic. National Geographic Society, 28 May 2003. Web. Nov. 2013. <http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html>.

Steinberg, Scott. “How Video Games Can Make You Smarter.” CNN. Cable News Network, 31 Jan. 2011. Web. Nov. 2013. <http://www.cnn.com/2011/TECH/gaming.gadgets/01/31/video.games.smarter.steinberg/>.

Tortell, Rebecca, and Jacquelyn F. Morie. Videogame Play and the Effectiveness of Virtual Environments for Training. Http://ict.usc.edu. USC, 2006. Web. <http://ict.usc.edu/pubs/Videogame%20play%20and%20the%20effectiveness%20of%20virtual%20environments%20for%20training.pdf>.

Wilson, Laetitia. “Interactivity or Interpassivity: A Question of Agency in Digital Play.”Fine Art Forum 17.8 (2009)

Video Games: A Critical Analysis

Very much from the occurance of colossal computers that filled rooms in the early 1970s to the ultrabooks super thin laptops we have nowadays, video games have existed to fill our needs for entertainment and maybe even learning. Video games have increasingly become sophisticated as newly operating software were produced and better-performing hardware were invented. Indeed, the digital information boom at the end of the 20th century engendered a series of ultrafast developments that led from the creation of multi-pixel 8-bit video games such as Pacman, to the open world non-linear games such as Grand Theft Auto, which take on several gigabytes on the computer’s hardware storage capacity.

With the sophistication and proliferation of games, people have engendered more complex and mixed reviews about them. Computer games were originally for entertainment for those very few who could afford computers only. As software became cheaper to manufacture, the word “PC” (personal computer) emerged, and families were already buying PCs and software (including video games) in numbers.

Before we go deep into the societal impact video games have for the generations around this time, a choice must be made of whether video games are mediums or not. A simple look-up in the dictionary tells us that mediums are “an agency or means of doing something.” Ian Bogost, in his book How to Do Things with Videogames, claimed that: “ games are models of experiences…we operate these models…our actions [are] constrained by their rules…we take on a role in a videogame, putting ourselves in the shoes of someone else…” (Bogost 04) Simply said, video games are a means for people to immerse themselves in information models to assume a role in a certain environment. Therefore, according to Bogost, (and I would strongly agree) video games are a medium.

It is not untrue that video games caused quite a dilemma for families in the 80s and 90s. In fact, many families reported that their children were virtually addicted to video games and did not put enough attention on the family. The problem persists till today as a main family and societal issue. This is also why “All-too-familiar questions arise about whether games promote violent action or whether they make us fat through inactivity.” (Bogost 05) In his bestseller, however, Bogost talks about how parents and people alike have simply misjudged video games as a dichotomous choice of good or bad, which he dubbed as the “media ecological approach”, rather than seeing games as a medium which is able to influence culture in numerous ways (microecology). I generally agree with Bogost’s idea. Games act as a medium by impacting people’s daily lives continuously, both in communication and perception. I will explore this along with examples in the next three paragraphs.

YouTube, a large video-sharing website as you might know it, has a very large gamer community. And many game commentators post game walkthroughs and reviews for the large audience on YouTube for a living. In fact, according to YouTube statistics, gaming commentators and reviewers alike will upload up to 75 gigabytes of video data to the website every ten seconds. Each gaming video might have more than a million comments (many of which the commentators rely to) and there are plenty of private discussion and public Q&A sessions. From this perspective, I believe that these videos undoubtedly have a large impact on the lives of millions of people who are watching the videos on a daily basis in terms of communication. Again, the gaming content of those videos are irrelevant compared to the impact the videos have on collective communication in gaming communities, as Bogost would have it: “The things a medium does to a culture are more important than the content it conveys.” (Bogost 04)

On the other hand, video games can alter our perceptions dramatically. How our perceptions are changed depend on the type of the video games and our perceived cosmopolitan view of the world. When engaging in video games, we are both acting out the role of the protagonist according to our general perception of the world while simultaneously abiding by the rules of the “model” (the gaming environment) that were created by the game developers.

A good example would be the Portal series created by Valve Corporation. The protagonist in the game is a test subject who has to navigate across numerous test chambers with her portal gun, which can created interdimensional space. Her goal is to flee the “unethical” testing facility, but is constantly stalled by the facility’s main AI computer, GLaDOS. Each test chamber is unique, and there are several ways to finish a particular level. It all comes down to how the video game player perceives the level. Also, there are many moral decisions to make in the game, further altering the gamers perceptions about certain aspects. In one level, for instance, after using the Companion Cube extensively, the player has to make a choice of whether incinerating the cube and pass the level or get stuck in the level with the cube. And it again depends on how the player perceives the game. In fact, many players on the Steam Community Hub reported feeling extremely emotional at that moment.

To acquire a more comprehensive view about video games in our society, we must think more critically about them, not just dismiss them as superficial objects that someone might get addicted to. Parents and families, along with other people who are in presence around video games, need to regard games as a medium which has multifaceted uses rather than only one or two. That said, games are currently used not only in entertainment, but also in medicine, psychiatry training sessions, tools for soldiers to simulate real combat and even placebo means in hospitals etc..In terms of communication and perception, as aforementioned, video games acts as an indispensable means to a medium by encouraging all sorts of discussions and perceptual alterations. The various uses of games cannot be overstated, and most of them have profound impacts in different sections of our society.

Last but not least, I definitely believe that it is vital for people to study gaming behavior. There are myriads of reasons for doing so. Social-cognitive psychologists could research brain pattern behavior when people are playing games. I personally have always wondered  why people’s body do physical movements when they are actually playing games set in virtual reality. Furthermore, researching possible changes in perception of thought would be a great basis for developing our understanding of human behavior. The bottom line is, as games become more and more a part of people’s daily lives, the necessity to study them extensively is ultimately of extreme importance for the comprehension of human physical and psychological behavior to our community.

Sources:

[1]Bogost Ian, HOW TO DO THINGS WITH VIDEOGAMES, University of Minnesota Press.

[2]Portal, Valve Corporation, http://www.valvesoftware.com/games/portal.html. Accessed Sep.29, 2013.

Changed The Game

Are video games a medium?

There is an apparent answer isn’t there?

Although you may think there is, it is a controversial debate with both supporters and opponents. In fact, when I told my roommate what my assignment was he immediately responded “video games don’t teach anybody anything” and he asked me to explain why I thought they did. Rather than replying I told him to read my blog post.

My method of answering this question is based on the definition of medium. According to Merriam-Webster the definition of medium is “a means of effecting or conveying something.” Based on this definition I suggest that video games should be included under the umbrella of media.

From cave paintings to motion pictures, forms of media have co-evolved with society to more accurately and effectively communicate “something” to people. Similarly to any form of media, video games send direct messages, but what sets video games apart from other forms of media is how they communicate them. Video games are an interactive form of media that allows players to be a part of the game and to make choices. Yes, one can argue that in board games like dungeons and dragons this is equally true and that with proper imagination a reader can become part of a book just as easily. However, in How to Do Things with Video Games Ian Bogost highlights that “videogames are computational, so the model worlds and sets of rules they produce can be far more complex” and much more realistic (Bogost 2011). The dungeon master asking you to slay a dragon is much different than a mission given to you in Call of Duty. Missions in these games challenge your morality. In 2009, Call of Duty: Modern Warfare 2 presented a controversial mission entitled “No Russian” where the user is told to massacre hundreds of civilians. This is different than the dragon because the player has to pull the trigger, witness the pain, and hear the suffering of the victims. However, game play allows for the user to not participate and act as a bystander (which is arguably just as bad). Decisions like this make gamers reflect on themselves and who they are. Not all the lessons of video games are as deep and thought provoking though. Pokémon for example, allows players to control an avatar that is an adolescent traveling the world with animal-like companions. Through this journey the player learns about independence, fiscal responsibility, and the importance of treating “animals” with kindness.

Image from Flickr

Image from Flickr

 

Understanding the relevance of video games as a medium is not limited to lessons learned, but includes how video games are impacting society. Scholars in the field of media ecology have started investigating the effects video games have on life. In McKenzie Wark’s Gamer Theory, he proposes that “the game…is the sole remaining ideal” in life, and the world we live in is “gamespace” (Wark 008). He elucidates his point by describing the world of “The Sims.” In this world there is no such thing as idle time because every action is just a part of the overall plan to advance the life of your avatar. Although video games are more notably abstract, you find more parallels between our world and The Sims’ world than expected. In today’s society, more and more people are focused on advancing their lives to achieve a goal, but when “[they can do what [they] secretly wanted to do all those years ago… [they]can’t remember” what it was (Wark 017). The game’s designer, Will Wright explains how “The Sims” also acts as a parody of consumerism because players spend all their time acquiring objects that are meant to save time. Just like in “The Sims”, today’s society is overwhelmed by the compulsion to have the next big thing, but all of this time spent on these objects defeats their initial intent to save time. It is not just what games are saying about our lives that needs to be studied, but how these games are affecting our psyches and lives. The most popular topic in this genre is the potential correlation between violent video games and shootings in America. Is this truly the case? Or is this as baseless as schools banning Catcher in the Rye after the Lennon shooting? Millions of people have read Catcher in the Rye or played a violent video game and only a small percentage have participated in a shooting. Rather than focusing on this, I believe that the attention should be shifted to studying military training, especially those of drone pilots. Earlier I discussed how video games challenge our morality, but is it possible that games could potentially dull that sense? Pilots use video game simulations during training, and then when they execute missions their stations resemble that of a hardcore gamer. Bogost argues that technology is “changing how we perceive, conceive of, and interact with our world… it structures and informs our understanding and behavior” (Bogost 2011). By making it a less realistic scenario, is the military using technology to isolate morality from killing? (Though one could use this same argument to defend that video games correlate with shootings, there is an inherent difference between the two. This is intentional training, with the purpose of training to kill).

With the introduction of more mobile technology, video games are no longer limited to time spent at home. Sony has allowed for game play to transfer from console to handheld and the Facebook app has allowed for players to harvest their “Farmville” crops on the go. With the ability to keep this connection with video games at all times it has become harder to “jack out” and return to reality (Gibson 1984). Perhaps the break suggested by Wii during gameplay is not just advocating exercise, but jacking players out to remind players what reality is. As video games become more accessible, it becomes a medium for a more diverse population. Although gaming was once thought to represent a niche audience, times have changed. Video games are “woven into everyday life,” but not everyone is aware (Bogost 2011). Unfortunately, as suggested in The Matrix, “no one can be told [this]. You have to see it for yourself” (The Matrix 1999). So now this leaves you with one question. Which pill will you take?

 

Works Cited
Bogost, Ian. How to Do Things with Videogames. Minneapolis: University of Minnesota, 2011. Print.
Gibson, William. Neuromancer. New York: Ace, 1984. Print.
The Matrix. Prod. Andy Wachowski and Larry Wachowski. Dir. Andy Wachowski and Larry Wachowski. By Andy Wachowski and Larry          Wachowski. Perf. Keanu Reeves and Laurence Fishburne. Village Roadshow Pictures, 1999.
Wark, McKenzie. Gamer Theory. Cambridge, MA: Harvard UP, 2007. Print.

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