Sunday, 5 October 2014

'Playing With Fire - How Do Computer Games Influence The Player'





'Playing With Fire - How Do Computer Games Influence The Player' 
by Simon Egenfeldt-Nielsen & Jonas Heide Smith
(2004)

The reason I picked up this book was due to the previous research I had carried out - relating to the stigmatizing use of Mental Illness in games. This book is a report that highlights how computer games influence the player. The researched that is carried out and delivered in this report was split into two sections:

1) Research which poses the basic question 'What do people do to media?'

2) Research which poses the basic question 'What do media do to people?'

In all honesty this book was not exactly what I was looking for. I was wanting to find out how to influence a player in order to find out a way to entice someone to play through the whole interactive experience I create and not get bored and stop half way through. I did however read the book and found out some interesting points that does distantly link into my project.

Interesting points were raised such as the idea that video games are destroying children's imaginations and not helping with there development however this theory has been proved wrong:

Contrary to what has previously been believed, children's imaginations are destroyed by popular video games. However, international research shows that they adopt a far more strategic way of thinking. (Carstensen & Vestergard, 2003; our translation) - p09

Sadly this research was carried out by a Danish newspaper - 'Berlingske Tidende' which is difficult for me to find and understand however this report has translated it and given us the translation above. If I'm honest I always thought that video games were not healthy for children too play however now I think about it, I would only find this the case if it was excessive play. With this report of a more strategic thinking being developed I can see how this could be the case as when playing these games a lot of thought is involved on how to simultaneously play, plan, think ahead as well as many other factors to consider.

What this report primarily focuses on is how computer games influence players especially when dealing with violent games. It is well known that some serious crimes committed have been blamed on violent and therefore influential computer games:

Negative effects of computer games have become the centre of renewed attention, however, primarily because of tragic incidences of violence, especially the tragedies in Littleton, Colorado (1999) and Erfurt, Germany (2002), in which school pupils shot and killed a large number of their fellow pupils. Violent computer games of the time were explicitly accused, both in the media coverage and in subsequent legal proceedings. During the Littleton case, the perpetrators' fascination with the 3D shooting game 'Doom' was regularly referred to as a contributory factor. - p10

These are only a few examples of games that were influential to perpetrator's; as in recent years, there has been many more. This report looks into whether or not it's actually the games that are causing the violent behavior. What the report heavily states and keeps proving is that this is not easy to research. It gives evidence and examples of different research methods that have been carried out over the years looking into this idea however none of them actually have concrete evidence that computer games influence the player.

There is plenty evidence that suggests that computer games do not cause violence - in fact, it's hard to prove otherwise, you see in all honesty, there are an abundance of factors that need to be considered and simply just cannot be tested and proved accurately:

A computer game does not do any harm per se and is only problematic for some children and young people in certain circumstances (Gauntlett, 2001; Liestol & Liestol, 2001; Sorensen & Jessen, 2000a). -p13

This is a very valid point and this report gives plenty of examples into how this is true. My favourite example is a simple yet effective one which is easy too understand and easy to picture. This example is explaining how certain activities may appear and seem different depending on which persepective you look at it:

For example, if two boys are playing Star Wars in a backyard with wooden swords and tree stumps as props, it may resemble aggressive behaviour to an outsider. From the boy's perspective, however, it is a game, and it would be wrong to consider it violence. - p14

In relation to a video game, this example merely means that from afar and with a glance, a certain game may appear violent and inappropriate however it depends on the mind-frame of the person playing the game. Contrary to this point, there are games that have excessive violence however that does not mean that by playing them you are going to be violent yourself.

Through observations and interviews (in after-school clubs, kindergartens, etc.) conducted over a 10-year period, Jessen has found that children use computer games as toys in the same way they use other types of toys, and that the nature of their play cannot, therefor, be said to be dictated by the machine. Jessen stresses that children use the games in a different manner that that which outside critics might imagine - children are imaginative and creative. - p15

Again, this is raising the point that children use their imagination for nearly everything. What goes on in their head is completely different to what an outsider thinks. Hence that playing games is just like playing with their ordinary toys; they could be violent or not, depending on how their imagination works. It is fair too say that certain things may affect how we think however due to the difficulty of proving otherwise. American psychologist Sherry Turkle believes; 'technology may well have an effect, but that this effect cannot be classified as predominantly positive or negative.' - p17. This was made clear when Turkle wrote, in relation to people and technology:

.....that they are getting an instrumentally useful product, and there is little question that they are. But now, it is in their home and they interact with it every day. And it turns out they are also gettign an object that teaches them a new way of thinking and encourages them to develop new expectations about the kinds of relationships they and their children will have with machines. (Turkle, 1995 49). - p17

With all this in mind however, there has been research by recognizable groups that prove that video games do have an effect on aggression level. In 2000, several associations issued a joint statement to the US Congressional Public Health Summit stating:

The conclusion of the public health community, based on over 30 years of research, is that viewing entertainment violence can lead to increases in aggressive attitudes, values and behavior, particularly in children. Its effects are measurable and long-lasting. Moreover, prolonged viewing of media violence can lead to emotional desensitization toward violence in real life. (ACoP, 2000) - p19

The associations that contributed to this statement were:

American Academy of Pediatrics, the American Academy of Child & Adolescent Psychiatry, the American Psychological Association, the American Medical Association, the American Academy of Family Physicians, and the American Psychiatric Association.

As you can see these are respectable professions which have clearly done plenty of research however I still feel that it really depends on the individual and the environment.

On page 21 & 22, the report discusses in depth about certain study's that suggested a more realistic result and shows that violent games to increase aggression etc.

Overall I still feel it truly depends on the individual and the environment. Obviously some games should not be played until you are at a suitable age to understand the difference between what you can do in a game and what can be done in real life. This report has given me great insight on the matter even though it is not directly what I plan on studying. This report will be useful for some aspects of my study.

Friday, 3 October 2014

Scoping Down My Idea

So sitting in a lecture today I had a thought about my project with respect to the comments made after my pre-presentation. I decided to think about it mroe logically with different aims:

Educate the user through atmosphere

Educate through interactive experience

Educate through visual representation

So to sum up with these points I am looking to educate the user, via an interactive experience about the historical change in an environment - in this case Mental Institutes - and to do this through accurate visual representations and intense realistic atmosphere that helps immerse the user into the setting.

I would also like to do this through the eyes of someone with a mental illness; most probably Schizophrenia. The reason for this is I'd have to keep it in the scope of Mental Institutes however after a little more research I will have a better idea on what illness to showcase.

What I need to do now is begin researching if anyone has done this type of thing before and research similar ideas. I also need to explore all the ideas I have and get a better understanding of how large the scope would be so I know what I can aim to complete and what will have to be left out.

My Week Plan


We were given a letter from a student last year who had just finished their honours year. This letter was about what this student would have done differently and recommendations. This has actually made me feel a lot better about myself and the year ahead. They recommended to treat it like a 9-5 job and hence - give yourself evenings and maybe even weekends off. Due too my commitments and busy schedule I knew I had to treat University like a job this year. So basically I decided to do uni work Mon-Fri, 9 till around 5/6. Monday's and Wednesday's I could only work till around 2 as I have work at 3. With this idea in mind it means I can use weekends and evenings to carry out my other hobbies and activities which I truly do not wish to give up. I have now created a rough plan - 2 week plan due to my works contract hours - which I aim to stick too. If for some reason I miss out doing University work during the day, it means I can easily catch up on it on a weekend or evening.

So far things have been going very well - I'm a little behind as I missed a few days due to my best friends wedding and various other events however I now have nothing major planned until the Christmas Holidays which means I can stick to this as best as possible. Due to the fact that I did miss a few days I am using the evenings this week and the weekend to carry out some University work which means by next week I can get back into a more natural routine.

Thursday, 2 October 2014

Week 4 - Presentation Preperation



Just as a heads up - the picture above has nothing to do with this blog post or even anything in particular. I just felt like I should put up a picture with some of these posts. This one is one I took whilst on holiday in Spain...

...Anyway, this week, we discussed our progress presentations that are happening next week. We discussed what needed to be said and showed and in small groups, we quickly prepared a short version of our presentation in order for some initial feedback that we can perhaps sort out in time for the actual presentation.

There was four of us including me in our group. It was useful hearing everyone's topics and how they had gone about it. Giving feedback to them and hearing what others said really helped in shaping up my own ideas.

I got a lot of very useful and very interesting feedback and pointers. This exercise has proved more useful than I would of realised. I summed up what I was looking to do which was something along the lines of:

To create a 3D environment showcasing the historic transformation of Mental Institutes and to showcase this through the eyes of someone with a mental illness to help raise awareness and empathy for those who suffer from a mental illness.

I want to create a believable atmosphere with a high quality environment focusing on textures and lighting. I also want to portray an accurate representation and knowledge of Asylums and mental health issues and show how they have changed over time.

As well as saying all this I went on to explain the research I have carried out and my idea a little further. The feedback I received was very good and emphasis that  I still need to narrow down and cement my idea.

One point was raised about whether or not I was actually making this into a game or not. The reason being because I kept calling it a game although I don't actually want it to be - I just couldn't think up another phrase to explain it. Someone in the group suggested 'Interactive Experience' which sounds much more accurate.

It was also mentioned that if this was the case, I need to make it somewhat interesting in order to entice the user to interact through the whole experience and not get bored. This is something I feel narrative can hopefully solve in order to keep up an interesting flow.

They asked me to give examples of mental illness' I was looking to showcase - I mentioned Depression, Schizophrenia and Multiple Personality Disorder. They raised an extremely good point that did not even cross my mind - depression as a mental illness is highly unlikely to be a reason for being in an institute. This was an excellent critique which I will have to sort and decide what too do with.

A huge aspect of my project that was raised is that it is an extremely delicate area and I need to be careful when attempting to replicate these places and illness'. I am aware of this and will be doing my best to accurately portray the asylum and mental health illness'.

Here is what my group wrote as Strengths:

If done well, could bring a lot of new ground to representation of mental illness or treatment of, in games.
Project has a lot of room to evolve into a number of interesting avenues.

Here is what my group wrote as weaknesses:

Research has to be very accurate. Slight Misrepresentation could ruin validity on project.
Easy to use too grand a scale. Aim for a great representation of only a few elements.

All this feedback has already opened my eyes to different ideas and ways of going about my project. I was also given some research suggestions that may help in my progress of things. These were to check out the new Silent Hill Playable Trailer and to look at Brood Hollow - some sort of comic that involves portraying the effects of O.C.D. I find myself becoming even more interested in my project and cannot wait to progress further. Fourth year is beginning to shape up much better than I had imagined so I'm pleased with that.

Tuesday, 30 September 2014

Some More Good Links

We have been told to put everything into our blog and even though I have seen a lot of sites and shared my opinion on the matters there is still a few sites I have yet too share. I feel  I will be repeating myself so I am just gonna leave the links here for you too visit and for myself to visit for more information and valid arguments on Mental Illness in Games.

Video Games Can Change The Way We Think About Mental Illness

http://killscreendaily.com/articles/videogames-can-change-way-we-think-about-mental-illness/

They're Mad, I Tell You: Portrayal Of Mental Illness In Video Games

http://www.samanthablackmon.net/notyourmamasgamer/?p=3557

Gaming's Favourite Villain Is Mental Illness, And This Needs To Stop

http://www.samanthablackmon.net/notyourmamasgamer/?p=3557

Again I do not wish to repeat myself but these sights have some interesting responses on the subject matter and with all this in mind I hope to create something that is welcomed by people and encourages positive feedback.

Last Friday I bumped into my friend who introduced me to his mum (after I told him my project idea) due to the fact she works in the School of Nursing & Midwifery, more specifically Mental Health Nursing, at Robert Gordon University. I had a long conversation with her and she said she would happily help me in my research in order for an accurate final piece.

Something for a few weeks away

Ether One (2014)
The Cat Lady (2012)
Among The Sleep (2014)


Sadly at the moment my bank balance is not too healthy however in a few weeks I will get paid and I look to purchase each of these games to enhance my research!

I have played the demo of 'Among The Sleep' and thought it was fantastic. The art style was amazing and the whole concept of the game was original and interesting. The techniques it uses to create that horror vibe is done exceptionally. You think to yourself that as you grow up, the things you fear as a child all disappear however after playing this game, you realize that you still fear these things deep inside and in a way, playing this game gives the feeling of you being that scared child once more.

'The Cat Lady' is a game about a lady who lives in a neighborhood and is on the brink of suicide. Sh has no friends, family or anything else to live for. The reason for me wanting to buy and play this game is because it touches on mental health issues such as depression. Suicide being a very real thing is something that happens to someone who is at rock bottom and feels there is no one or nothing to help them. i would like to see how they show this in their game as well as seeing the style of the overall game which can hopefully inspire my ideas further.

'Ether One' is a game that actually showcases the illness, dementia. I have viewed the trailer and already I can see how they are carrying out the feeling of dementia and as this is also a mental health illness, I would like to see how they apply this to a walkthrough/exploration game.

As I said, I need to wait for my money to come in but this is something for me too look forward too and by the time I actually have these games to try out, I will be even further into my project!
Having already downloaded and played some games, I can see how they really help towards researching and developing your own ideas. Playing them gives you a feeling that you hope and want your audience to feel when they play your game. It also helps to see an array of different games in order to help figure out your style in art and gameplay when it comes to designing your game.

3D Environment Artists

I have decided to take a look at other 3D artist's portfolios, in order for a better understanding of how to perhaps make my portfolio and assets look more professional. This has proved very useful. Seeing such examples that showcase the steps they used as well as the various maps (texture/normal etc) really opens my eyes into how I can showcase my creations.

This is Clinton Crumpler who is a 3D artist that has also got various tutorials on digital tutors that I will take a look at as they look like they will be a great help.

http://clintoncrumpler.com/74261/portfolio

It is really helpful seeing the layout that he uses to showcase his work. Especially the progress images that showcase how the polys look on his 3D objects etc.

This is John Valenti. What is remarkable about him is that he is near enough self-taught which by the look from his work informs us of his self discipline as his pieces are fantastic. Again he has a very nice laid out portfolio showing you the polys and maps used for his environments.

http://johnvalentiart.com/


However I have found a portfolio site which is incredible and looks to be extremely useful for my learning.

http://www.artbywiktor.com/index.html

Wiktor Ohman's portfolio goes into incredible detail and he seems very knowledgeable in his work. On one of his bigger pieces he even gives a pdf breakdown which looks like could help me with my project and my general improvement overall.

http://artbywiktor.com/apartmentbreakdown/breakdown_sd.pdf

The reason for looking at these portfolio's is to help inspire me into creating something of high quality as well as teaching me how too. Seeing these artists breakdown there environments into pieces really helps me picture how to do mine.