1.2
Student ideas:
Case study: Sci-fi genre games.
Case study: How video games are made.
Case study: Video gameplay may provide learning, health, social benefits.
Case study: Playing video games doesn't lead to violent behaviour.
Case study: What is game programming and how to become a programmer.
Chosen ones:
1.2 Case study: How video games are made.
1.3 Case study: Playing video games doesn't lead to violent behaviour.
Case study 1.2: How video games are made.
1.1 Critically describe a range of contextual perspectives influencing a chosen discipline in creative media production
Historical context:
Article examples of how games are developed in the past and present:
https://en.wikipedia.org/wiki/Video_game_development
https://www.cgspectrum.com/blog/game-development-process
In order to have a better understanding of where video games started to where it is now in the current world we would have to look back and see what they've managed to achieve and how this is a popular hobby for nearly everyone and how this has adapted and achieving sponsorships to produce mass amounts of money for the game and for the company..
The history of video games has been around as early as the 1950s, where academic computer scientists began designing simple games and simulations as part of their research or just for recreations. Video games did not reach the mainstream popularity until 1970s and 1980s, when video arcade games and video games consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. First generation of home consoles emerged during the 1970s including the popular game Pong and various "clones". Computer games started to also shine in the 1970s which was the era of mainframe for computer games. The 1990s saw the resurgence and decline of arcades, the transition to 3D video games, improved handheld games, and PC gaming.
Video game development is the process where you would develop a video game. Developers range from a single person to an international team dispersed across the globe. Development of traditional commercial PC and Console games is normally funded by a publisher, and can take several years to reach completion. Indie games on the other hand usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been growing ever since, and facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine and new online distribution systems such as Steam and Uplay, as well as the mobile game market for Android and IOS devices.
Theoretical Context:
Article example of marketing:
Big companies are always looking for in game marketing tactics in order to reach interest towards gamers from specific age groups and also specific genders. Gaming audiences do also mirror target audiences from many consumer facing brands. This means video gaming platforms can be a place to get brands to connect with their target audiences.
Gamers are primarily millennials, evenly split in gender, and have aged with the gaming industry. Even when they were children, the less-sophisticated games came out, millennials have become very tech-savvy and have embraced today's more innovative gaming platforms. Due to their age, millennials are also able to make both big and small purchasing decisions in their households. At this point in their lives, millennials are also able to buy or lease a wide range of products, from soft drinks to mobile devices, to cars which is why marketers zone in on mediums where this age group is prevalent, such as the gaming space.
Not only are video games more detailed and visually pleasing when played, but many online games and Wi-Fi powered consoles connect players and strangers from all around the world. Due to the gaming environment evolved, so has video games marketing. While reaching gamers used to require marketers to create an entire branded video game, big bands are now able to re-work traditional strategies such as influencer marketing, product placement, and native advertising to fit into the game space.
1.2 Apply knowledge of critical perspectives to inform own practice.
How this might inform your practice:
After researching in depth in ways on creating the type of game I want to create by my research of my historical and theoretical context, I now understand the importance in which how to draw more attention towards my game and how it can be playable to anyone. For the historical context, I decided to go more in depth on how games were back in the 1970s and how it has adapted to what it is today. I can get ideas on what is more interesting to this day such as the types of themes that people enjoy such as stealth games. Allot of story based games are usually Sci-fi when it comes to an alien figure roaming around the place ect.
The theoretical context part is there to help me see how have games gained allot of attention and how games have helped build up a massive community of people from different age groups and how this is helping for other company's to build up their businesses. As this is only going to be an FMP, I wont be working with other company's to work on my game so instead, I'll be making sure my work is detailed and also finished to the best of my ability. I have researched all over YouTube on how I can implement certain specific elements such as the whole mechanism of the game with the alarms, cameras, lazers, doors, ect... and how I can also implement certain objects into my game.
So overall for my FMP, in order to achieve at a high standard in particular for a game project, I'll have to spend allot of time planning and creating such as brain storming ideas and creating a mood board. I'll have to start on it asap as if I would like to create something very good, then starting it asap is my best bet. Time wise will be used efficiently throughout my FMP days by settings goals on what I would like to complete before the deadline. Different types of sound tracks to create a more atmospheric feel will also for sure be implemented to help achieve the whole atmospheric feel when playing.
Sources (Harvard referencing)
2.1 Identify a range of relevant academic and cultural sources for a personal research project
Source 1: (HOW VIDEO GAME IS MADE - MATERIAL, MANUFACTURE, MAKING, HISTORY, USED, COMPONENTS, PRODUCT, INDUSTRY, MACHINE, HISTORy)
Madehow.com. 2021. How Video Game Is Made - Material, Manufacture, Making, History, Used, Components, Product, Industry, Machine, History. [online] Available at: <http://www.madehow.com/Volume-5/Video-Game.html> .
Source 2: (HOW VIDEO GAMES ARE MADE! | GAME DEVELOPERS REPUBLIC | SKILLSHARE)
Skillshare. [online] Available at: <https://www.skillshare.com/classes/HOW-VIDEO-GAMES-ARE-MADE/1383144693> .
Source 3: (GARDEN, H., HOWSTUFFWORKS, TECH, ELECTRONICS, GEAR AND DEVELOPMENT)
Garden, H., HowStuffWorks, Tech, Electronics, Gear and Development, 2021. How Making A Video Game Works. [online] HowStuffWorks. Available at: <https://electronics.howstuffworks.com/making-a-video-game.htm> .
Source 4: (ANON)
2021. [online] Available at: <https://www.youtube.com/watch?v=PYNftj1DNKc> .
Source 5: (THE VIDEO GAME REVOLUTION: HOW A GAME IS MADE | PBS)
Pbs.org. 2021. The Video Game Revolution: How A Game Is Made | PBS. [online] Available at: <http://www.pbs.org/kcts/videogamerevolution/inside/how/> .
2.2 Critically evaluate information from a range of sources to inform ideas.
Evaluate sources and their use/ relevance
Source 1: (HOW VIDEO GAME IS MADE - MATERIAL, MANUFACTURE, MAKING, HISTORY, USED, COMPONENTS, PRODUCT, INDUSTRY, MACHINE, HISTORY)
Madehow.com. 2021. How Video Game Is Made - Material, Manufacture, Making, History, Used, Components, Product, Industry, Machine, History. [online] Available at: <http://www.madehow.com/Volume-5/Video-Game.html>.
In this article, it talks about the background of video games, history, design, raw materials, the manufacturing process, quality control and the future. The article heavily goes in depth when it comes to stages of creating a game. For instance, creating the story, "writers are responsible for creating a game's story complete with setting, characters and plot." Another example is for programming. Until all of the preliminary design elements are determined, programming, or coding, can begin. Allot of testing also happens in the game development phase which helps reveal any fundamental design and programming problems. The future for computer game programming, it has become more sophisticated as the available hardware improves. All of the stages that this article has provided, they're very important stages when creating games as it goes into detail to what is needed to be done and what type of process happens during that stage.
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Source 2: (HOW VIDEO GAMES ARE MADE! | GAME DEVELOPERS REPUBLIC | SKILLSHARE)
Skillshare. [online] Available at: <https://www.skillshare.com/classes/HOW-VIDEO-GAMES-ARE-MADE/1383144693> .
In this video, it talks about how games are virtually everywhere and played by people of all ages, from casual games on your phone to the Triple A ones on the consoles. Game design and development can be accessible to anyone who have the driving motivations to lean what they wanted. Starting off Preproduction, it is the first phase of the video game development production cycle, it is critical to define what your game is, how long it will take to complete and resource that will be needed and how much everything will cost. In a professional environment, preproduction can last from one week to more than a year, depending on the size and complexity of the project.
Production is the main and longest part of the stage when developing the game. At this point is where the game gets developed in a professional environment. New staff and team members are hired for the various roles and new positions. The production focuses on content, asset and code creation, as well as implementing content and completing the various tasks needed in the Games development.
Post-Production is a process where it doesn't end when the game is fully complete and released often times during the post production phase. Several subsequent versions or patches might be released that replace or improve upon the original game. A path can be used and created to add additional fixes and bugs or address performance issues.
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Source 3: (GARDEN, H., HOWSTUFFWORKS, TECH, ELECTRONICS, GEAR AND DEVELOPMENT)
Garden, H., HowStuffWorks, Tech, Electronics, Gear and Development, 2021. How Making A Video Game Works. [online] HowStuffWorks. Available at: <https://electronics.howstuffworks.com/making-a-video-game.htm> .
In this article, it introduces us on what video game makers do, how it is combined, specific software's for making video games and that creating video games is not only fun, but also a growing field. We firstly get introduced on how users that play games tend to spend up to four hours a day playing games such as, Grand Theft Auto, Guitar Hero and Call Of Duty. According to this article, video game makers are the creative masters behind today's video games. It consists of visual imagination from artists and the storytelling skills from the author. In order to combine all of the ideas and creations together, the computer programming skills comes in which is the most vital part when creating game as it is what helps to create the game into a reality from their ideas. Video game makers also turn to video game software, which is specially designed to facilitate the vast amount of computer software code needed to bring a game to life such as Unity or Unreal Engine.
Video game planning are like any other visual art form, such as a movie. The production involve a plot, characters and action. In order for the plan to turn out the best way possible, those three elements will have storyboards to plan the route they want the game to be. Storyboard is something that is very essential according to this article as its something that should be done before the video game maker even begins touching the computer. Reason being is that if a game hasn't been planned well enough, it will fall short, no matter how good the graphics.
Video game makers are now ready to get to work and create the ideas into a reality. Allot of programs are out there for making video games and software packages to the novice and experienced game maker that allows them to bring their creations to life without heavy use of coding. Software packages generally consist of three categories: 3D Games, 2D Games and role playing games. 3D software are more powerful than 2D. Role playing game software is different all together. In most cases designing more sophisticated games quires writing code. So typically, the more advanced the game is in terms of performance and graphics, the more advanced the coding. Programs for making video games generally work by automatically entering code in response to simple commands.
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Source 4: (ANON)
2021. [online] Available at: <https://www.youtube.com/watch?v=PYNftj1DNKc> .
In this video we get introduced what the types of games were back in the day compared to what they are now a days. The person describes the todays games as vivid, sophisticated and fast moving due to the latest and high tech graphics of software's. The whole process begin with the "Core Team" where they would brain storm ideas meeting after meeting by how the game will look and how the game will work. After this the production schedule is planned out by making sure who will do what and when. The team break down the game in paper and colour code the components and post them on a bulletin board which acts as the production nerve centre.
Work on the artistic then begins where characters and backgrounds get sketched out on paper in a scene by scene storyboard. Graphic artist then jump in and re create the storyboard drawing and creating them into a 3D dimensional scene on the computer. This helps the development team to use the latest animation technology to bring the game elements to life by adding colours, textures, shading and lastly movement. After developing each of the characters, the animators then jump in and use the skeleton to help the character move. The movements are experimented to suit its character for the game. The animators have to design every movement each character can potentially make in the game. For instance in this video that is shown, one of the characters have 700 character movements alone.
Once the character movements are complete, it then gets its features and costumes to completion. Other animators work on the backgrounds for the games playing field. Once their version is complete, they refine it by adding detail, colours and textures. To give it depth and dimension, they would use virtual lighting to create shading and shadows.
Cinematics on the other hand are animated in high resolution to produce a top quality image. The interactive game is in low resolution reason being is because, computer cant process high resolution images quick enough depending on the specs of course so the animators have to create the characters twice in both high and low resolution. The cinematics are made by using the storyboard using rough draft characters in order to calculate the timing and to map out the pathing across the background so that the characters don't collide with the scenery. In order to make the animation more realistic, the animators use a thing called motion capture. They would film themselves performing the action then use animation software to reproduce it on the computer.
Computer programmers create video games menu settings among other features. Computer engineers design the artificial intelligence. The brain of the game which is made up with of thousands of computer codes. The actors record the characters lines in the cinematics and the audio technician mixes the voices with music and sound effects and synchronises everything with the action.
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Source 5: (THE VIDEO GAME REVOLUTION: HOW A GAME IS MADE | PBS)
Pbs.org. 2021. The Video Game Revolution: How A Game Is Made | PBS. [online] Available at: <http://www.pbs.org/kcts/videogamerevolution/inside/how/> .
In this article there is also production, preproduction and post production. Starting with the Preproduction, the ideas for story's tend to come from game designers themselves or are pitches by outsiders. Once the basic game concept have been decided, writers and artists work together to create a storyboard. Storyboards consists of rough sketches and any other technical instructions sequentially organized to depict each scene of the games.
Characters are then created from designers with rough sketches of major characters are drawn and redrawn until they are perfect. The characters must be refined by the artists as much as possible at this stage so that it isn't going to be as costly when making changes later. The finalized characters are then transformed into controllable 3D characters. The more detailed the exoskeleton is, the more realistic the motion of the character will be.
Putting everything into motion helps bring the character to life by the use of help from game programmers which will instruct the computer to move the character. Several techniques can be used to create this depending on the type of game and motion desired.
The environment is one of the most important aspects of modern game creation. Subtle touches like reflections in shiny surfaces, shadows and cloud patters often go unnoticed by players, but they help create a much more immersive environment. This can also help achieve a more engaging story line such as also adding small detail like a walking across puddles, walking in a ally way whilst its echoing from walking, crunching leaves ect. In the current state of computer technology has advanced massively when it comes to its capability in achieving highly graphical games which allows game developers to create a ever more realistic and complex environments.
Coding is the missing puzzle of creating the finished product. Without coding's, the games would never become a reality. Coding is a computer language which instructs what control's what and how it controls and how the game works overall.
Postproduction is used to do extensive game testing's, reviews, marketing and finally distribution. Game testers play the games repeatedly to find all the mistakes, or "Bugs" if possible. "Fatal" bug are a must fix in order to not harm the games performance. A detailed report will be sent back to the developers to see if any problems were discovered.
Lastly this article mentions about marketing and how games as a whole is a massive business. With so much money at stake, the publishers go to great lengths to hype their games. This begins early, often while the game is still being designed. Designers and public relations staff to trade shows and conventions all over the world to promote their latest games.
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Conclusion:
Overall what I think about these articles is that I agree with all five of these as they all go to the same path but a slight different explanation from one another but the same outcome on producing a game. All of these articles and videos go in depth to what is needed to be done and how the process is done. This is also a good opportunity to give a better understanding in the games industry on how each part of the game are produced.
Case study 1.3: Playing video games doesn't lead to violent behaviour
1.1 Critically describe a range of contextual perspectives influencing a chosen discipline in creative media production
Historical context:
Article:
https://en.wikipedia.org/wiki/Violence_and_video_games
During the 1970s-1980s, the 1975 Shark Jaws which is a single player arcade game under the name of horror games. It is an unlicensed tie in to the movie Jaws which attempted to play on the film's violent context. The player was also hunted by the shark in the game. As Arcade games were spreading into vast amounts of different locations, the ease for children to access the games also elevated concerns about their potential impacts. During 1976, an arcade game "Death Race" was considered back in the day to be the first game to be targeted for its violent content. The game was also an unlicensed adaption of the 1975 film "Death Race 2000" which is a driving film but was also violent. The game was violent because their task was to run over simulated gremlins to score points for doing so. The National Safety Council which is the public service organization promoting health and safety in the United States, accused the game for being to graphical for running people over when at the time they were trying to educate drivers about the safe driving practices. During this panic, some arcades subsequently returned the Death Race machines and have continued to grow in sales due to the media coverage. This also was recognized that many other competing arcade games at the time such as Cop n Robbers, Tank 8, and Jet Fighter, all games equally about violent actions, had little complaint.
In 1982, Everett Koop, a American paediatric surgeon and public health administrator was the first one to raise concerns about potential connection of video games to youth behaviour. This lead him to state in his personal observation that "more and more people are beginning to understand" the connections between video games and mental and physical health effects on youth. However, all this at the time had no back up information which wasn't sufficient enough to show that violent video games effected the youth.
Mortal kombat was another game which was released into arcades during 1992. This game was also one of the first games to produce a high amount of blood and gore, particularly the special moves that we now know it todays generation as "Fatalities" which was used to finish off the losing character in a devastating finishing move to fully kill the character. These games were also originally exclusive to only arcade machines which generally would of been possible to segregate them away from games that are aimed for younger players.
Grand Theft Auto 3 was also criticized with its violence. The game consisted of a player which was the unnamed protagonists that the player could control whilst taking on missions within the city's criminal underworld. This game was also the first open world games which allowed the player to have full control of the game of how they wanted to complete the missions. Completing missions in GTA 3 consisted gunplay, melee combat, and reckless driving however, the game was very successful even due to its violence it produced a selling over two million units within just the first six months. Due to its success, they then released follow up games such as Grand Theft Auto: Vice City in 2003 and Grand Theft Auto: San Andreas in 2004 however, this then became a controversial for the sexually explicit of "Hot coffee mod" which was a minigame which allowed players, as protagonist Carl "CJ" Johnson, to have animated sexual intercourse with an in-game girlfriend of their choosing. Due to this incident, the government decided to take action. "In 2005, California banned the sale of violent video games to minors" which one of them was Grand Theft Auto.
Theoretical Context:
Articles:
Video games worldwide revenues top more than $140 billion every year and e-sports are becoming just as competitive as other professional sports. For instance the most popular games to this day are game including Fortnite, Grand Theft Auto, Rainbow Six Siege, Overwatch, Counter-Strike, and Call Of Duty where they also feature guns violence and other types of violence. The real question that people usually ask is "Does violence in games course violent behaviour in the real world?"
Playing violent games as a child have no signs of aggressiveness when it comes to play violent video games, study finds. In this article it has been proven by researchers from Massey University, the University of Tasmania and Stetson University have reviewed multiple long-term studies into video games and aggression. There was no evidence in which shows any signs of anger or rage later on in childhood when playing "aggressive game content".
There has been signs of aggressiveness from violent games however, those studies are from "poor quality studies" where in the past it was mostly exaggerated towards the impact on games aggression whereas on more professionally done studies have shown no effects on gaming. Parents shouldn't also worry about their kids shooting up virtual enemies. The mass shootings in the US is something that has been famously been blamed towards video games by some politicians yet, access to firearms are easy to own.
One argument against video games that has shown a small negative impact towards the players aggression is an impact that can accumulate over time if a player ends every game slightly more aggressive which can lead to more of a meaningful change in character. However, there are no study that shows evidence for this claim, instead finding evidence pointing in the complete wrong direction.
The Entertainment Software Association which is the biggest video game trade group have reiterated its position that there is no causal connection between video games and violence. In America, at least 165 million Americans or more enjoy playing video games and billions of people play video games worldwide. Other societies, where video games are played with interest, do not contend with the tragic levels of violence that occur in the U.S.
Studies also show from other articles that there can be a short-term increase in aggressive thoughts and feelings after playing video games, but nothing which rises to the level of violence. Allot of gamers can get upset if they lose of feel like the game wasn't played fairly or "cheating", but again doesn't lead to violence.
Another good example an article talk about is by when a new violent movie or video game comes out, violence tends to dip as people are at home playing the game or in theatres watching the movie. When people who play video games right after might be a little hopped up and jerky but it doesn't fundamentally alter who they are as a character. For instance it is like going to see a sad movie. It might make you cry but it doesn't make you clinically depressed.
There are allot of articles that are against how violent games doesn't lead to violence because, there is allot of success in the gaming industry typically violence in games. They also feel like that it isn't suitable for us to be killing virtual people which is understandable but it is a game at the end of the day which doesn't affect how we act in person.
Overall, due to the current evidence that suggested that violence in video games such as Grand Theft Auto have not had any impact for the later aggression. In some cases, the poorer quality studies have mostly exaggerated on the impact on gamers on aggression, whereas with more professionally don't studies have found no signs of effects to do with aggression when playing violent games.
1.2 Apply knowledge of critical perspectives to inform own practice.
How this might inform your practice:
After researching in depth in ways on creating the type of game I want to create by my research of my historical and theoretical context, I now understand the importance in which how to draw attention towards my game, how it can be playable to anyone and no matter the theme of the game, it must be planned and presented to the best as it can be when played by others. For the historical context, I decided to go more in depth on how violent games in 1970s-1980s affected people and what the controversy's were when violence was implemented in games. There were allot of ups and downs but it never stopped big companies to produce violence in their game as its something which helps their company and also helps gamers to be entertained.
The theoretical context part is there to help me see how games have developed overtime when it comes to using violence in a game and how games don't course people to be violent in real life. Violence in games and games in general help people to those who want to release their anger on the game or to feel relaxed and to not be as concerned towards the real world. In my FMP, it will include some kind of violence such as the AI having guns whilst patrolling the area and if the protagonist character gets noticed by the AI, he will be gunned down. I have researched all over YouTube on how I can implement certain specific elements such as having the AI to use weapons again the protagonist character throughout the game.
So overall for my FMP, in order to achieve it at a high standard, allot of time will be sacrificed into planning and creating for instance brain storming ideas and creating a mood board for planning's. Time wise is something that will be used efficiently throughout my FMP days by setting goals on what I would like to complete before the deadline. Different types of sound tracks to create a more atmospheric feel will also for sure be implemented to help achieve the whole atmospheric feel when playing. For instance, running, walking, gun shots, alarms ect.
Sources (Harvard referencing)
2.1 Identify a range of relevant academic and cultural sources for a personal research project
Source 1: (Violence In Games Does Not Cause Real-Life Violence)
Psychology Today. 2021. Violence In Games Does Not Cause Real-Life Violence. [online] Available at: <https://www.psychologytoday.com/us/blog/pop-psych/201610/violence-in-games-does-not-cause-real-life-violence> .
Source 2: (Video games unlikely to cause real-world violence, experts say)
Arman Azad, C., 2021. Video games unlikely to cause real-world violence, experts say. [online] CNN. Available at: <https://www.cnn.com/2019/08/05/health/video-games-violence-explainer/index.html> .
Source 3: (DO VIDEO GAMES MAKE PEOPLE VIOLENT?)
BBC News. 2021. Do video games make people violent?. [online] Available at: <https://www.bbc.com/news/technology-33960075> .
Source 4: (Do Violent Video Games Cause Violence?)
Huffpost.com. 2021. HuffPost is now a part of Verizon Media. [online] Available at: <https://www.huffpost.com/entry/do-violent-video-games-cause-violence_b_58f64c4ce4b0156697225316> .
Source 5: (Violent Video Games Don’t Cause Real World Violence)
Sterrn, C., 2021. Violent Video Games Don’t Cause Real World Violence. [online] The Comet. Available at: <https://chscomet.org/opinions/2017/03/22/violent-video-games-dont-cause-real-world-violence/> .
2.2 Critically evaluate information from a range of sources to inform ideas.
Evaluate sources and their use/ relevance
Source 1: (Violence In Games Does Not Cause Real-Life Violence)
Psychology Today. 2021. Violence In Games Does Not Cause Real-Life Violence. [online] Available at: <https://www.psychologytoday.com/us/blog/pop-psych/201610/violence-in-games-does-not-cause-real-life-violence> .
In this article, it talks about firstly the differences in comparisons to how violence can be used in a strategic act, which is by using a threat to employ physical aggression against someone else unless they do what you want them to do. The article then gives us an example of two perspective, one being a child threatening to beat her parents up if they don't stop for ice cream however, the parents understand that the child isn't really a threat to them whereas if it was an heavy-weight MMA fighter according to the article, you would be more inclined to take his request seriously. This is just how violence can be used in a strategic act.
Now violent content in video games does not make players more aggressive according to the article. Reason being is that the use of frustration and losing seem to play a much larger role rather than making the gamers violent in person. However, there are allot of videos all over the internet of YouTube rage-quit videos document. Despite talking about violence in games, rage quitters happen allot on other genre type games such as sports games, card games, and board games whilst storming off while shouting. These outbursts are mainly short-term affairs as you never really see a person the next day looking to create a violent action towards someone however, these actions only account on response to losing in games repeatedly or unfairly ect.
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Source 2: (Video games unlikely to cause real-world violence, experts say)
Arman Azad, C., 2021. Video games unlikely to cause real-world violence, experts say. [online] CNN. Available at: <https://www.cnn.com/2019/08/05/health/video-games-violence-explainer/index.html> .
During Trumps speech in the video, not only does Trump thinks violence in video games courses the explanation for the "bloodshed" but also the top Republicans also think the same. Experts have even said in this article that "there is little evidence to link violent games to real-world violence". Games have become more realistic and are played all around the world as we speak. Trump and the top Republicans can be correct in some extent because, the games with violence which relate to one another which is the United States. The article does also mention that a report has said that there are insufficient evidence towards aggression to criminal violence or delinquency. However, experts argue and isn't backed by modern research.
On average study's show that boys tend to play more video games and tend to also have some kind of aggression at some point during gaming whereas with girls not so much. Przbylski, an associate professor at the University of Oxford has also mentioned that aggression doesn't mean somebody will commit a mass shooting. Being pissed off over a game is normal especially if the game is hard or very frustrating or when you lose repeatable. People experience common feelings in which becomes aggravating towards us as gamers but it has no link for us to go out and start a massive mass shooting.
The article also mention how some researchers have suggested that not only do young people play violent video games, video games in fact reduce real-world aggression, which allows to express their feelings into gaming instead of other people.
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Source 3: (DO VIDEO GAMES MAKE PEOPLE VIOLENT?)
BBC News. 2021. Do video games make people violent?. [online] Available at: <https://www.bbc.com/news/technology-33960075>.
This article is a 2015 article which will give us an understanding on how people felt back then and what types of evidence that were backed up. An America Psychological Association have concluded that relations between violence in video games which have "no single risk factor" to blame for aggression there was some sign of violence which video games did contribute.
This article has also mentioned about short-term and long-term. The repeated violence could have short-term effects however, for long-term effect for crime and actual violent behaviour have no correlation to any evidence to do with violent video games. Most people or nearly all people who do play graphically violent games such as Call Of Duty, Mortal Kombat, and Hitman don't resort in real life violence.
Overall if you do play for instance Call Of Duty, a mass shooter game based on violence, for 3 hours or more of play time straight, you may feel a little pumped according to the article and you wont just suddenly also go out and started shooting people.
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Source 4: (Do Violent Video Games Cause Violence?)
Huffpost.com. 2021. HuffPost is now a part of Verizon Media. [online] Available at: <https://www.huffpost.com/entry/do-violent-video-games-cause-violence_b_58f64c4ce4b0156697225316> .
In this article, the majority of studies have found that violent video games link to things such as increased aggression and decreased empathy. However, majority of those studies are in fact focused on short term results. So for instance the results were taken right after a game from a Call Of Duty match in which they were getting killed multiple times. Researches would also test aggression and empathy levels right after a game. Aggression levels were in fact high but empathy levels were low but the these types of results can be found in competitive or frustrating task. For instance unable to solve a math problem or not being able to pass a certain level.
Researches in Germany however, decided to test long term effects and decided to recruit people who already play violent video games and also getting people who don't really play violent video games or play video games as often. Results showed that the empathy was in fact the same as short term.
Overall the majority of studies do seem to find that aggression and violent video games are linked however, those studies were not conducted under objective conditions and only measured short term effects. Abd studies that looked at gamers and aggression levels over long-term effects didn't find any difference what so ever between those who play video games and those who didn't. So basically short-term and long-term affect have the same results and do not interfere with violence in the real world.
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Source 5: (Violent Video Games Don’t Cause Real World Violence)
Sterrn, C., 2021. Violent Video Games Don’t Cause Real World Violence. [online] The Comet. Available at: <https://chscomet.org/opinions/2017/03/22/violent-video-games-dont-cause-real-world-violence/> .
Video games is rapidly growing which is something that anyone can agree upon. During a study, a professor has mentioned that even if they find an activity that keeps potential criminals busy for six walking hours a day, then it will probably makes sense that they're going to be doing less crime. Studies that have also shown that violence are cause by video games have been rejected by every court with a good reason: "they do not prove that violent video games cause minors to act aggressively". Between 1982-2015, only 71 mass shootings happened in the U.S, only 9.8% attacks were by minors however, mass shooters are in fact very rarely done by minors, in fact minors are mainly playing video games.
During investigation, a report from the U.S Secret Service and the U.S Department of Education found that in those 41 minors who did commit violent acts in school consisted of, 27% enjoyed violent movies, 24% enjoyed violent books, and 37% their own violent writings, and lastly only 12% enjoyed violent video games. Which shows that only a small potion of minors who enjoy video games have committed violence.
Lastly another study that shows that video games don't course violence in real life is how boys perspective play games to "experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments to work through angry feelings or relieve stress, and as social tools". Minors on the other hand just play games to experience things that they wouldn't normally be able to do in real life such as destroying building.
Overall, violent content in video games do not cause violence in real life as players of the games are able to differentiate the reality from fiction and video games is a way to express you feelings and emotions.
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Conclusion:
After reading through all of these 5 sources of articles of their point of views on how violence in video games doesn't course violence in real life, I can tell that all the information they're managed to provide and how there is allot of information backing up that not only violent video games doesn't course violence in real life, but also identifying that to those who say it does are completely wrong and have not dug in further when finding further information of this controversy. So overall, everything that the articles have said are everything that I would have excepted and everything that was said, I agree on it massively. I am hugely into game and even play allot of violent games even since I was young, and I can tell for a fact, violence in games hasn't changed my actions on attacking and causing a mass shooting in public.
Presentation ideas:
3.1 Apply academic conventions in the production and presentation of ideas.
3.2 Effectively communicate ideas in appropriate formats.
My FMP ideas is to create a small but heavily detailed and correctly programmed game which will consist of a Sci-fi genre. What I plan to do in creating a Sci-fi game is by firstly having the controllable protagonist character which will be an unarmed character finding a way to get to the exit. However, there are obstacles in the way such as armed AI's roaming around the map with additional camera blocking path ways and laser gates. The AI's will have a set route in which they will follow over and over again until the protagonist gets noticed in which all the AI's will run towards the protagonist and gun him down because, the protagonist is in fact infiltrating a high designated area in which only people who work there can be in the area. Not only AI's that can trigger but also the camera, and laser gates. The cameras will be rotating but will have a certain radius in where if the player walks into to it, the alarms go off around the whole map causing the AI's to hunt the player down. Laser gates is the other three that can cause an activation of the alarm system if walked through. The laser gates wont actually kill the player but will cause and alarm and all the AI's will start coming after the player. The player will be playing at a Top-down view similar to Grand Theft Auto: China Town Wars and will be 3D and will be done using Unity. The objective for the player is that you'll have to go ahead and find the key card which is located in the centre of the map but will be guarded with AI's, lasers and cameras. The laser can be switched off if not court. Once the key card has been picked up, you'll then have to find the exit door and that is where you'll be able to leave the place and win. I have also decided that to add a small detail for colour blind people, I'll be adding shapes to co ordinate which computer room turns off what laser next to the computer and lasers as for people who do see colours fine, it will be coloured co ordinated to identify which laser to turn off.
One of the ways in which in my research how, game are made has benefitted me is by giving me a better understanding on what I should concentrate first before starting a specific section, for instance story boarding, finding ways I could implement certain objects into my game and all sorts. I'll be also making sure I look into more information in ways to make the design of my game appealing for the player.
For my FMP I will be following the genre of Sci-Fi but developing this by focusing on its futurism of designs on the map and AI. I will be focusing allot on the design to make it as Sci-Fi looking as possible and then when it looks to how I want it to look, I'll be then proceeding to make the programming to be as good as possible in order for the game to run as smooth as it should.
The main thing that interests me when going proceeding to make a start on my FMP is to show what I am able to produce, how technical my game is as well as how tactical the skills are when playing my game. The game will have allot of detail to help set the theme as perfectly as it should.
To conclude, my research is going to be very useful in particular to show the stages on how I've managed to overcome a certain situation and how I've managed to create it from nothing to something finished. My research skills will also allow me to find ways by what to implement towards my game, how it can be done and how effective it could be. Researching is also evidence that can be shown by my commitment and how much I care about creating a high quality and detailed game. This can also be a way to look back and seeing what I've managed to achieve in the past and what I could borrow if I ever needed to borrow in my new games that's only if its the same game engine.
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