Social and contextual issues of CG - PowerPoint PPT Presentation

1 / 34
About This Presentation
Title:

Social and contextual issues of CG

Description:

Other games that involved physical activity i.e. arcade games: ... UN World Food Programme online game how to feed thousands of people on a fictitious island. ... – PowerPoint PPT presentation

Number of Views:65
Avg rating:3.0/5.0
Slides: 35
Provided by: natasa
Category:

less

Transcript and Presenter's Notes

Title: Social and contextual issues of CG


1
Social and contextual issues of CG
  • MITJA KOTOMAJ
  • Thames Valley University,
  • Faculty of the Arts
  • Interactive game play week 06

2
Todays topics
  • This lecture discusses social and contextual
    issues of CG in following dimensions
  • Censorship Violence
  • Addiction to games
  • Mental and physical health
  • Positive aspects of games
  • Games can teach
  • Diplomatic games 
  • Gender - Women in games conference 2005

3
Violence Censorship
  • Violence is Sword of Damocles of CG industry.
  • Censorship auto censorship anti censorship.
  • David Cronenberg interview about auto censorship
  • http//www.igda.org/Forums/showthread.php?s52408f
    8d755129e641eec293e4c919ffthreadid18671
  • Movies Crash (1996), Videodrome (1983), ExistenZ
    (1999), A History of Violence (2005)

4
Violence Censorship
  • David Cronenberg
  • "As an artist, one is not a citizen of society.
    An artist is bound to explore every aspect of
    human experience, the darkest corners- not
    necessarily-- but if that is where one is led,
    that's where one must go. You cannot worry about
    what the structure of your own particular segment
    of society considers bad behavior, good behavior
    good exploration, bad exploration. So, at the
    time you're being an artist, you're not a
    citizen. You have, in fact, no social
    responsibility whatsoever.
  • http//www.igda.org/Forums/showthread.php?s52408f
    8d755129e641eec293e4c919ffthreadid18671

5
Violence Censorship
  • David Cronenberg
  • When I write, I must not censor my own imagery or
    connections. I must not worry about what critics
    will say, what leftists will say, what
    environmentalists will say. I must ignore all
    that. If I listen to all these voices I will be
    paralyzed, because none of this can be resolved.
    I have to go back to the voice that spoke before
    all these structures were imposed on it, and let
    it speak these terrible truths. By being
    irresponsible I will be responsible." -- David
    Cronenberg, Mondo 2000
  • http//www.igda.org/Forums/showthread.php?s52408f
    8d755129e641eec293e4c919ffthreadid18671

6
Violent video games and real-life violence
  • 2000 USA Health department produced a review of
    the possible link between violent video games and
    real-life violence.
  • 25 reports of scientific studies were identified
    at three age groups
  • preschool and elementary school children
  • middle and high school students
  • and college students and young adults.
  • (7 to 9 studies per age group)

7
Violent video games and real-life violence
  • Study concludes
  • At present the research evidence is not
    supportive of a major public concern that violent
    video games lead to real-life violence. However,
    this conclusion might change as more research is
    conducted on more recent and increasingly violent
    and realistic games.

8
Violent video games and real-life violence
  • Preschool/elementary school children (ages 4-8)
  • Research indicates (3 out of 4 studies) that
    preschool and early elementary school children
    show increased aggression or aggressive play
    immediately after playing a video game with
    aggressive content.
  • Report questions experimental designs
    (providing strong evidence of causality) and the
    realistic outcome measure (behavioral
    observations during free-play),
  • studies did not provide evidence that harm was
    inflicted as a result of the aggression, or
    assess whether there were any long-term effects.

9
Violent video games and real-life violence
  • Middle and high school students.
  • Research indicates that at this time it is not
    known whether violent video games have
    detrimental, positive, or no consistent effects
    on aggression in this age group.
  • (1 experimental study showed no effect 8 others
    had varying findings)
  • 3 studies looked into whether more aggressive
    boys are more likely to prefer violent video
    games.
  • Results were mixed 1 study found the predicted
    association, 1 found no association, and 1 found
    the reverse pattern (boys who preferred
    non-violent games scored high on a measure of
    delinquency and boys who preferred violent games
    did not.)

10
Violent video games and real-life violence
  • College students and young adults.
  • Studies showed mixed results.
  • 1 of 4 experimental studies of self-rated hostile
    mood after violent video game play, only two
    showed increased hostile mood.
  • 1 of 4 studies using other measures of hostility
    / aggression, only 1 showed an association
    between hostility/aggressions and video game
    play.
  • Because of these mixed results, this research
    indicates that at this time it is not known
    whether video game play affects aggression or
    hostility in this age group.

11
Violent video games and real-life violence
  • Major limitations of the current research
    include
  • Lack of experimental studies addressing whether
    playing violent video games causes increased
    aggressive behavior in teenagers or young adults
  • Lack of studies addressing whether individuals
    with other risk factors for violence (e.g., a
    history of being abused) might have more negative
    responses to video game violence than other
    youth
  • Lack of longer term measurements of behavior in
    young children.

12
Violent video games and real-life violence
  • Summary
  • findings from experimental studies indicates that
    playing violent video games may lead to increased
    aggression in young children immediately
    following play.
  • additional well-designed, experimental
    studies are needed.
  • with levels of violence that reflect games
    currently available to children.
  • studies should focus on moderate to long term
    effects of playing violent video games among
    young children.
  • more experimental studies for students in
    middle and high school.

13
Violence Censorship
  • Games Censorship or Self Censorship?
  • Anti-censorship http//www.igda.org/censorship/
  • IGDA Position statement
  • The IGDA opposes any effort that would treat
    digital games differently from other forms of art
    and creative expression. Digital games are an
    expressive medium worthy of the same respect, and
    protections, as movies, literature and other
    forms of art and entertainment.
  • The IGDA fully stands behind voluntary, industry
    driven, content ratings that allow consumers to
    make informed purchasing/playing decisions for
    themselves and their families. Games are part of
    our cultural fabric and are enjoyed by diverse
    audiences.

14
Addiction to games
  • www.Gameaddict.org.uk is a website dedicated to
    providing information to gamers on healthy gaming
    along with providing advice and support to those
    affected by gaming addiction.

15
Positive aspects of games
  • Games can teach!
  • Nesta - www.nesta.org.uk/
  • Learning and Skills Development Agency
    www.lsda.org.uk
  • Mitchell, A and Savill-Smith, C (2004). The Use
    of Computer and Video Games for Learning A
    Review of the Literature. Learning and Skills
    Development Agency Ultralab m-learning
  • Games That Educate, Train, and Inform
  • www.gamasutra.com/features/20051031/chen_01.shtml
  • Diplomatic, negotiating and games a la How to
    save the world from poverty? 
  • www.washingtonpost.com/wp-dyn/content/article/2005
    /10/15/AR2005101500218_pf.html

16
Games can teach
  • Learning and Skills Development Agency
  • Mitchell, A and Savill-Smith, C (2004).
    www.lsda.org.uk
  • How good computer games are? producers,
    parents, teachers, governments
  • Many young people spend a significant amount of
    leisure time each week playing computer games
    (often 7 hours or more)
  • Computer games have become for many children the
    chosen form of play
  • Computer games might improve visual intelligence
    and reaction times
  • Some complex computer games might incorporate as
    many as 36 important learning principles.
  • Computer games are seductive and the challenge of
    wining the game is motivating.
  • Frequent gaming help users to adjust to a
    computer-oriented society.

17
Games That Educate, Train, and Inform
  • Dr. Mark Wiederhold, co-founder of the Virtual
    Reality Medical Center, states many uses of video
    games in modern medicine
  • to distract patients during painful medical
    procedures.
  • to improve rehabilitation.
  • to improve motor skills.
  • for therapeutic interventions.
  • to teach doctor and nurses.
  • to raise awareness of their health problems (ie.
    diabetes, asthma).
  • www.gamasutra.com/features/20051031/chen_01.shtml

18
Games That Educate, Train, and Inform
  • First CG that merged fitness and computer games
    was Konamis arcade game Dance Dance Revolution
    (DDR), (1991) re-released for console in 2001.
  • HOSPITALS AND HEALTH CARE
  • Hospitals experiment with alternatives to
    treatment and therapies.
  • Integrating video games in treatment and recovery
    process.
  • Video games as training tools for doctors and
    nurses.

19
Games That Educate.. Distraction Therapy
  • How much pain a person experiences often depends
    on how much conscious attention the person gives
    to the pain signals?
  • Video games and virtual reality (VR), with their
    ability to immerse the individual in a
    computer-generated environment, have been shown
    to be effective in focusing a patient's attention
    away from their medical treatment and the pain
    they are experiencing.
  • Immersed in the world of the game, they are not
    as consciously aware of what is going on around
    them, and they miss a proportion of the pain
    signals.

20
Games That Educate.. Distraction Therapy
  • Believe In Tomorrow Foundation (USA charity 1982)
  • uses distraction as a pain management
    technique
  • virtual reality immersion via headsets
  • Anticipatory anxiety
  • Children feel this more deeply than adults
  • partnerships between Believe In Tomorrow
    Foundation and BreakAway Games (2005) resulted in
    a new study in the effectiveness of VR techniques.

21
Games That Educate Self-Management
  • Self-management - key element in the treatment of
    chronic diseases (asthma and diabetes).
  • patients adjust their lifestyle and habits to
    deal with the disease
  • consequences could be health problems or even
    death.
  • Watch, Discover, Think, and Act (2000), a
    computer game designed to enhance self-management
    skills and improve asthma outcomes in inner-city
    children with asthma.
  • Packie Marlon, by ClickHealth, was designed to
    help children and teenagers with diabetes improve
    their diabetes self-management.

22
Games That Educate Self-Management
  • Glucoboy (Guidance Interactive Healthcare, 2005)
    - a glucose meter that can be connected to a
    Nintendo GameBoy. As a reward for maintaining
    good blood sugar control, Glucoboy downloads
    video game programs into the GameBoy.
  • Win the diabetes (2001-2005, Slovenian Diabetes
    society) awareness games for children and
    teenagers with diabetes.

23
Games That EducateHealth Education and Physical
Fitness
  • EXERGAMING or EXERTAINMENT
  • Games try to help players stay healthy
  • nutrition,
  • physical fitness,
  • sexually transmitted diseases
  • Squire's Quest
  • Dance Dance Revolution (1991) RedOctanes
    Ignition Pad (2004)
  • Sony EyeToy (2003) for the PlayStation 2

24
Games That EducateHealth Education and Physical
Fitness
  • Squire's Quest medieval game from squire to
    full knight nutritional content of different
    foods (40 minutes per week in 5 weeks)
  • Konami's Dance Dance Revolution (DDR), (1991) -
    video game that mixes physical activity with game
    play. DDR uses dance pad, with four panels, up,
    down, left, and right, arranged around where the
    player stands.
  • RedOctanes Ignition Pad (top selling dance pad
    in 2004)
  • Tanya Jessen, the campaign spokesperson, lost
    95 pounds (43 kg) by playing the Dance Dance
    Revolution).
  • DDR is used in number of studies
  • increases the metabolism and causes the body
    to burn more calories.
  • examines the possibility of cutting claim
    costs from obesity and how exergaming products
    can help reduce childhood obesity.

25
Games That EducateHealth Education and Physical
Fitness
  • With EyeToy for the PlayStation 2 there is an
    emerging market for new controllers and
    interfaces
  • Cateye GameBike and the Reebok CyberRider for
    PlayStation 2 or Xbox (1200).
  • QMotions baseball controller for console and
    PC.
  • Other games that involved physical activity i.e.
    arcade games
  • - Pedalling a bicycle (Prop Cycle, 1993)
  • - Holding ski pole handles while standing on
    moveable skis (Alpine Racer, 1995)
  • - Sega's Top Skater (1997) skateboard,
  • - Namco's Final Furlong (1997) racehorse
    riding.

26
Diplomatic games How to save the world from
poverty?
  • Carnegie Mellon University educational CG that
    explores the Mid-East conflict
  • -- negotiating peace between Israelis and
    Palestinians.
  • UN World Food Programme online game how to
    feed thousands of people on a fictitious island.
  • MTV announced a contest for a video game that
    fights genocide in Darfur, Sudan.
  • http//www.washingtonpost.com/wp-dyn/content/artic
    le/2005/10/15/AR2005101500218_pf.html

27
Women in games conference 2005
  • Conference looked into
  • female representation
  • female players
  • female developers
  • Ernest Adams Look back in high heels
  • Ref
  • http//www.womeningames.com/
  • http//crystaltips.typepad.com/wonderland/2005/08/
    women_in_games_.html

28
Women in games conference 2005
  • Female Representation
  • woman as icon
  • target of misogyny (hatred
    towards women)
  • object/plaything
  • damsel in distress
  • sidekick/assistant
  • evil opponent
  • man with breasts e.g Lara Croft
    (is manish and does not engage in any female
    activities/behaviour does this breakdown gender
    boundaries or create man in women body for male
    audience?
  • herself. This is also known as
    the fully self-realised woman she defines her
    role and is not defined by it. Her choices are
    governed by her character not gender. Doesnt
    give up feminity to advance her aims. Lots of
    examples from history Marie Curie, Rosalind
    Franklin, Margaret Thatcher. These women may
    struggle against stereotypes in pursuit of larger
    goal.

29
Women in games conference 2005
  • Sheri Graner Ray, Gender and inclusive game
    design (book)
  • Female Players
  • Purple moon made games for girls but unsuccessful
    as market driven rather than being led by a
    vision. Free games on web attract 1000s of
    women. Women prefer character depth in games.
    Need to develop 3 dimensional characters in
    gaming thatll appeal to women.
  • 0 dim characters atomic emotional states jump
    from hate to fear.
  • 1 dim - such as bond girls
  • 2 dim - 007 bond no
    conflicting emotions or emotional ambiguity
  • 3 dim - neutrality, sympathy,
    antipathy and psychotherapy? Captain Aubrey in
    master and commander.
  • http//pc.gamezone.com/news/05_28_04_01_01PM.htm

30
Women in games conference 2005
  • Sheri Graner Ray, Gender and game design (book)
  • Female DevelopersWomen bring new perspectives
    and values to the medium. prioritise and plan
  • think of your audience not yourself and bring
    empathy to the job.
  • Storytelling is mostly about people whereas games
    are mostly about things? Is this really true?
    Need to learn to make interactive drama such as
    Façade interactivestory.net is more about
    psychological engagement with a story.

31
Women in games conference 2005
  • Elena Bertozzi
  • Self-efficacy this is the idea that men are
    more likely to engage in techy activities and
    jump in women hang back if not confident.
  •  
  • T.L. Taylor http//www.itu.dk/people/tltaylor/
  • Social network, domestic configurations,
    different between girls and women in their
    approaches needs to be considered.
  • Identity are you a gamer first or is your
    gender first? The way we understand sex is
    socially constructed.

32
Women in games conference 2005
  • Jennifer Jensen
  • Its not about making better games for women. Keep
    games for M and F and keep those tensions there.
    Otherwise there are 2 types of games and no real
    engagement with gender issue. Were producing,
    co-producing and re-producing these findings and
    research. Need to start asking different
    questions.
  • Girls dont have direct access to game playing,
    dont have primary access to tech access is
    re-mediated thro male relations.
  • Cultural assumptions that females dont like
    aggressive games is not found true in research.
    Cant make judgements on likes and dislikes of
    females especially if they dont have opportunity
    to try these things out! So if girls already feel
    outside what is point of marketing to them?

33
Women in games conference 2005
  • Aphra Kerr
  • High level of risks/failure in games which is why
    companies stick to tried and established genres,
    sequels etc not a lot of new ideas in games
    industry in general mostly in-house teams
    rather than independent makers. 

34
Questions??
  •  
Write a Comment
User Comments (0)
About PowerShow.com