Title: Social and contextual issues of CG
1Social and contextual issues of CG
- MITJA KOTOMAJ
- Thames Valley University,
- Faculty of the Arts
- Interactive game play week 06
2Todays 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
3Violence 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)
4Violence 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
5Violence 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
6Violent 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)
7Violent 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.
8Violent 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.
9Violent 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.)
10Violent 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.
11Violent 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.
12Violent 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.
13Violence 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.
14Addiction 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.
15Positive 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
16Games 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.
17Games 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
18Games 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.
19Games 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.
20Games 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.
21Games 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.
22Games 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.
23Games 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
24Games 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.
25Games 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.
26Diplomatic 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
27Women 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
28Women 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.
29Women 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
30Women 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.
31Women 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.
32Women 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?
33Women 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.
34Questions??