Sunday, March 31, 2013

Violent Video Games Research Guideline



Violence in the Video Game genre

Table of Contents:
1.     Introduction of gaming media
a.     Evolution of playable media 
2.     Violence in video games and when did it start?
a.     Evolution of violence in this media
b.    Evolution of graphic illustrations and animations
3.     Violent outbreaks across the country
a.     Summary of cause and effect
b.    Culprits (Violent Media)
4.     Studies assessing negative effects of video games (I.E. Violent games)
a.     Samples of studies displaying negative effects on children and adolescents from playing violent video games (Violent Video Games:  The Effects on Youth, and Public Policy Implications, an article by Douglas Gentile and Craig A. Anderson)
5.     Studies assessing positive effects of video games (I.E. Violent games)
a.     Surgeon's erring less by playing video games
b.    "Violent Video Games as Exemplary Teachers: A Conceptual Analysis." Article by Douglas and J. Ronald Gentile.
c.     "Impact of an Active Video Game on Healthy Children’s Physical Activity." Article by Psychologists out of Baylor College of Medicine
d.    Article by Jeffrey Snodgrass that discusses positive side effects of video games.
e.     Study done by Paul J. C. Adachi and Teena Willoughby called "Do Video Games Promote Positive Youth Development?"
f.     Henry Jenkins, MIT Professor, discussion on common myths about video games.
g.    Adam Sessler's (Popular video game journalist) Interview on how violent video games are not the cause of these violent outbreaks.
6.       Argument stance
a.       The medium is the message, Marshall Mcluhan.
                                                                        i.      The medium changes the effect on how one views, interprets, and reiterates  the effect of these games. (Televisions, Computer Monitors, etc)
b.      ESRB ratings
                                                                        i.      What are they?
                                                                      ii.      What do they mean for children and parents
c.       Lack of Parental guidance
                                                                        i.      Making  reference to ESRB and how they are not abided by.
                                                                      ii.      Growing technology allows children to stay busy and less parenting needed.
d.      Lack of understanding of new media for the older generation
                                                                        i.      Easy to blame new technology because of the lack of understanding.
e.      Easy to remember the bad and not acknowledge the good
                                                                        i.      Article about Jacob Hartley killing his son due to interruption of video game playing. This makes it easy to blame violent video games for the problem.
f.        Why not blame horror movies? Crime shows?
                                                                        i.      Horror movie genre like Halloween, Friday the 13th, Nightmare on Elm Street, etc
                                                                      ii.      Crime shows like Criminal Minds, CSI, Law and Order, etc
                                                                     iii.      Visual  stimulation is the same from movies and shows as violent video games. Medium is key here.
g.       Zero responsibility taken for violence caused by children and adolescents
h.      Possible ways to help with accessibility of children and teens to violent video games.
                                                                        i.      DRM, Digital Rights Management.
7.       Conclusion
a.       The effect of video games more specifically violent video games has little bearing on the violent outbreaks that are happening all over the world. We are a proud country and refuse to be wrong so it is easier to place blame on the uncertainty rather than take responsibility for something that we are doing wrong as a whole.



I will be diving into a very controversial topic which has to do with violent media but more specifically in my case violent video games. In our current society, violent video games come under fire very often due to the outbreak of violence all over the country. A lot of people do not understand the depth of video games and thus see them as a hazard to children and teens. We as a whole do not assume responsibility when something goes wrong and thus blame what we do not understand as a scapegoat. The opposition against the violence in video games do not acknowledge the beneficial gains from video games let alone placing individual responsibility on the games for something that they are not a cause of. I want to enlighten people on both the benefits and side effects of games as well as break down the individual medium (Television and Computer monitors) that is being used to portray the games message. These mediums display visually a different message than say a radio playing the game sounds. This type of difference needs to be known. One of the main reasons I want to tackle this topic is to bring to light the lack of parental guidance that becoming more and more apparent but not assuming responsibility for this lack of guidance. There are video game ratings on the box for a reason and the parents are supposed to oversee this rating. This paper will be geared towards everyone however I believe it would be more beneficial to the people that do not understand what video games can bring to the table so to speak.

Saturday, March 30, 2013

Media Tools and Democracy

Democracy is, by definition, is a form of government in which the supreme power is vested in the people and exercised directly by them. With this being said there really is only one "tool" that I feel fits this category and that would be anything related to open source. I know that this isn't particularly a tool per say but the idea behind open source promotes the closest thing you can have to a democracy. Open source is a way of development that allows the people to change or edit any particular part of code in that specific software to allow for better use, ease of accessibility, etc within a certain set of guidelines which can be found at the line below. Allowing software to be edited by other programmers outside of the particular company that had originally produced it is a way to bring the population as a whole together as everyone can have a say, all assuming that they understand the coding that goes along with it. It is really hard to have democracy when a specific company has total control over something. If they have total control, the "people" do not have a say in what goes in and what should come out of that software. A good example of open source software is Linux. By having open source you are allowing the the consumer to have a better state of mind knowing that if something should be different in a program, it can be edited as opposed to waiting till the next update or next version of the software all together. Don't get me wrong though, there are things where open source is hard to implement, I.E. video games would be very difficult to make open source and have it succeed however it is possible. Even with it being possible you still would be walking a very fine line. The following are some images of open source software affiliates:







http://opensource.org/osd

http://dictionary.reference.com/browse/democracy

Sunday, March 24, 2013

DRM ( Digital Rights Management) and the Public

What is DRM or Digital Rights Management? DRM is a technology designed to control access to, track and limit uses of digital media. What this means is that for example say you have a Blu-Ray that you have purchased but cannot load it your portable media player, that is DRM in effect. This type of technology is imbedded within the media itself. Corporations state that the reason why DRM is in place is to stop piracy and copyright infringement however a Google engineer states that DRM has nothing to do with piracy. Ian Hickson from Google states that DRM is not in place to stop unauthorized copying or piracy but is used as a tool for content providers power over playback device manufacturers, as distributors cannot legally distribute copyrighted material without permission from the content provider. What he means by this is referenced by the following example he gives, "Fox makes a movie and Apple purchases the rights to sell it on iTunes. Users then buy and download the film, but Fox wants you to purchase the movie again if you want to use it in a way that doesn't include an Apple device, such as use on an Android phone. With DRM, you cannot use it elsewhere — without DRM, the use of such content is not restricted." He goes on by stating that the movies that you trying to watch are probably available on file sharing sites and no one has been stopped for violating a copyright.

DRM ties into my research of violent media or more particularly violent video games. Most all video games currently are shipped with some sort of DRM technology and thus have put most people on the fence of should DRM be allowed? A lot of people disagree with DRM and feel that it is only in place to soak up more money for the content provider and they are not even remotely wrong because this is exactly what is going on according to Hickson. Essentially companies that manufacture products with DRM could start infusing a way to control the amount of violent video games that are allowed to be played by making them all online and having some sort of verification system in place such as a guardians SSN to verify that someone is of age to play this game. DRM, to me, is an invasion of our rights as a consumer. Companies should not have the ability to limit the use of a media to only one particular product so that way consumers are forced to buy that product for multiple consoles just to play it elsewhere. In essence, I own the product, as in this case,  and the story does not change per individual platform being played on. So if I own a game for say Playstation 3 and my friends own it for Xbox 360, I have to buy it for Xbox 360. That is unfair to me because I own the media already. However, the only way to be able to implement a way around that is through an always online type product in which case becomes subject to DRM. It is a double edged sword that no one really wants to cross.



Sunday, March 10, 2013

Machinima, the Next Gen Artform

I am not particularly picking one specific artist but a group of artists that conform to form a group called hankandjed. This group of artists create animated videos that are classified as Machinima (Machine and Anime). What this means is these artists will use specific programs to manipulate the artistic pictures they draw, piece them together and form an animated film. An example that I can give of these type of animation is called Doraleous and Associates as well as Red vs Blue which is created by another set of animation artists.






This particular genre used in this would be that which is similar to the film "Your Highness."



For arguments sake the above film could be considered art as what is used in this real-time film is acting, story telling and emotional involvement. With that being said Roger Ebert would tend to disagree as he states, "I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control. I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art." (Champion, Keeping it Reel: Is Machinima A Form Of Art?). I do not agree with Mr. Ebert. As he looks at the term art as a emotional involvement why can't the same be said about Video Games or in the case that I am presenting Machinima? For instance, Red vs Blue is a Machinima series created by utilizing a game engine that is used in the Halo series. The brand name, Halo, a video game that is common household name for almost any gamer. In video games, the graphics ( artwork) are presented upon the medium (TV) to allow the consumer to interact and immerse themselves within the world of the game. Some common emotions that may appear as frustration, happiness, sadness, sympathy, empathy among others that I have not listed. Everything that I have previously mention are all things that can be present when viewing artwork. Now if we go back to Machinima, essentially this is the same thing. The acting is done in the background and recorded to go along with the images that go across the screen. Isn't this essentially an animated movie in which Roger Ebert reviews and considers art? How is this any different? How are video games any different? I do not believe that they are

As technology grows the more animation or digital trend will start to appear within movies or even to go as far as our everyday lives. Machinima, for instance Machinima created by hankandjed, will start to grow more and more as the ideals of gaming start to spread and become a lot more mainstream. The idea of art needs to be broken down to a more liberal base and we need to take a step back and view things that are created whether it be by hand or naturally, with a more open eye. By creating this Machinima, Doraleous and Associates, all they want to achieve is a fan base that enjoy watching the show. This in turn is assumed that this brings some sort of happiness to the fans by telling a story that is engaging and strikes up emotions in that viewer. Isn't that why we are fans of something because we enjoy the emotion that it strikes in us? 




http://www.digra.org/dl/db/09291.09190.pdf


http://www.hankandjedmoviepictures.com/#!press


http://www.youtube.com/watch?v=qk1B8DiIJI8&list=PLBC839BEC48A3E264

Monday, March 4, 2013

New Media Tool that can fuel a non-gamer POV

When writing my case study there was something that I didn't mention however in a way still is along the same lines. A huge new media tool that is utilized in the gaming world is online video. A gamer can record game play from any game they play assuming that they have the right recording device to do so and they post this online for other "gamers" to see. This tool is YouTube. There is a large following to online gaming news outlets like IGN, Machinima, Dtoid, and Rev3 Games just to name a few. This news channels so to speak are loaded with game play footage taken from the video game companies themselves or even going as far as user submitted material. This footage can contain anything that even seems relative to the gaming genre. On the same token this media is view-able to everyone that has access to YouTube. There are no restrictions when it comes to viewing this videos. The videos can be grotesque and also can be very humorous. This types of videos need to be taken as just that. People that are unfamiliar with what YouTube has to offer can be intimidated by this media outlet almost going as far as saying "...this is the prime contributor to the violence that is plaguing this country." This comes from a friend of the family that still owns a rotary phone so none the less he is a bit outdated with technology. This just goes to show you that people that do not understand the technology and media that is in front of them are scared of it and easily blame it for the problems we have today.

The reason I say that this is comparable is because essentially YouTube is online TV but just in shorter and smaller doses. On YouTube a viewer can view exactly what they want to view without all of the extra fluff that comes with watching TV aka commercials. We all hate commercials, except for those really really funny ones, those we can keep.

Case Study on Violent Media


            For the longest time violent video gaming has been a crutch for most arguments when it comes to a violent outbreak somewhere in our country. Not a lot of people really understand the concept that is this media. Most of the time the media that I am discussing, has the most detrimental effect when displayed through televisions or computer monitors which in this case is the medium being used. Video games are electronic games that involve a human interaction with a user interface (sometimes referred as GUI; graphical user interface) to generate some sort of visual feedback on the device. These electronic games have been around for almost 40 years but as our technology evolved over time they are just now starting to cause a controversy.
            Why are they just now causing this common controversy which is that they can cause addiction and potentially lead to or cause violent behavior? A prime example of this would be an article about a crime committed by Jacob Hartley while playing video games. His son was crying and “interrupted” his play session and he shook the baby to make the 3 week old boy stop. This kind of incident is prime material for advocacy groups such as MAVAV (Mothers against Videogame Addiction and Violence.) There are other groups out there that are back by politicians to further support the restriction of violent video games. Also, there have been studies done on the effects of violent video games. One such study in 2004 led to evidence showing that video game violence exposure was related to a wide array of aggression (for ex, verbal aggression, moderate physical aggression and violent behaviors). However, no one research study is conclusive and finds definitive results stated Hal Halpin. I believe the reason why this sudden urge for an answer is happening now is because we as a society are changing into a culture that we are unsure of. Older parents now are growing out of sync with current generation media. What’s a better scapegoat to blame the lack of parental know how then one that we do not understand? The answer is there is none. This is the best they have. There are studies that
            With the expansion of technology and rise of the video gaming community more and more cases of who’s to blame with arise. People need to understand that video games are not the culprit here yet there is something greater at fault here. There are also studies that show the beneficial effects of video games like surgeons playing video games three hours a week decreases mistakes by 37 percent. This goes to show you that it can have great hand eye coordination building skills. Why isn't this ever brought up? Sadly, it is because at the end of the day it is easier to blame something for problems rather than take responsibility.


Bibliography

TELEVISION GAMING APPARATUS AND METHOD. FPO IP Research & Communities. 2004-2013. 23 Feb 2013.

Video Game Addiction and Violence in Underground Video Game Cultures.MAVAV. 2002-2006. 23 Feb    2013.

Violent Video Games: The Effects on Youth, and Public Policy Implications. Handbook of Children, Culture and Violence. 2006. 23 Feb 2013.

Surgeons may err less by playing video games. Games on NBCNews.com. 2004. 23 Feb 2013