Tuesday, March 19, 2013

Criticism of TV News

Here's a link (http://gavindebecker.com/resources/article/media_fear_tactics/) to commentary on media fear tactics used in TV news. Gavin de Becker is an expert on predicting and managing violence. His main criticism of TV news is that events are sensationalized--sometimes to the point of ridiculousness. I find TV news all too often presents events, though they may be important, in an upsetting way without giving a way to do anything about them. Being aware of sensationalism tactics can help viewers get at the truth of what is being presented.

Tuesday, March 5, 2013

Origin of "The Scoop"

"The journalistic sense of 'news published before a rival' is first recorded 1874, American English, from earlier commercial slang sense of 'appropriate so as to exclude competitors' (c.1850)."
http://etymonline.com/index.php?term=scoop&allowed_in_frame=0

This source confirms the date and suspected meaning discussed in class. I'm still curious about the story behind "the scoop." Do you know of any other explanations?

Thursday, February 21, 2013

books/ copyright issues

Hi Here is a link to a wikipedia site on copyrights (as mentioned in Samantha's talk) http://en.wikipedia.org/wiki/List_of_countries%27_copyright_length Copy/paste from Wikipedia: Copyright terms based on author's death: Life + 70 years (works published since 1978 or unpublished works)[313] 95 years from publication or 120 years from creation whichever is shorter (anonymous works, pseudonymous works, or works made for hire, published since 1978)[314] Coyright terms based on publication and creation dates 95 years from publication for works published 1964–1977; 28 (if copyright not renewed) or 95 years from publication for works published 1923–1963 (Copyrights prior to 1923 have expired.)[315]

Thursday, February 14, 2013

Actual Sunlight

Warning: Before reading this article or looking into this game, be advised that the subject matter and content is extremely dark and could trigger unhealthy emotional patterns for depressed or suicidal individuals. The game specifically covers the thought patterns and progression of depression and suicide. It is not for the faint of heart nor is it a title that those currently suffering from such ailments should experience for themselves. If you are currently suffering from depression or suicidal thoughts, please, seek help immediately or contact a suicide hotline: http://suicidehotlines.com/national.html


Actual Sunlight is an independent, free-to-play game that explores the depression and suicidal thoughts of a twenty-something man. He is overweight, unattractive, and struggles with social situations. His mental dialogues and workings are haunting and watching his progression (or lack thereof) is a frightening experience. The game is still in development, but the current build has rocked me thoroughly.

Our textbook chapter covers video games as a controversial media, but I feel that the video game controversies covered in the book are more over the shame of games rather than the art. Companies such as Midway glorifying needless gore and over-the-top combat for juvenile amusement, games such as Doom and Grand Theft Auto parodying their own needless violence, these are not the games that need to be discussed. Multiple studies have shown a distinct lack of connection between video game violence exposure and likelihood to commit violent crimes.

Actual Sunlight is a game that deserves to be controversial. It holds an artistic style reminiscent of light-hearted role-playing games courtesy of the engine used to create it (RPG-Maker), but the tone of the game and the writing within it construct a grim and beautiful depiction of depression. The societal role of depression and the political, medical, and social conflict it has caused is extremely relevant, but often considered taboo in most media. That a video game can attempt to start the discussion about such a topic is significant, even if the story of Actual Sunlight is only an individual's story and by no means encompasses the whole of depression.

Actual Sunlight popped up on my radar this evening and, in my curiosity, I downloaded it and played it through entirely. The entirety of the game is about an hour in length and I hopefully haven't inadvertently spoiled anything in my above discussion.

What I can say hopefully without spoiling the experience is this: Actual Sunlight caused me to hesitate. I knew from the get-go what sort of story I would be partaking in, but I never realized that its presentation would be such that I would have to question my own emotional patterns and lifestyle. I felt guilt and hesitance as I questioned whether my input as a player was perpetrating the patterns the game was clearly displaying, or if I could do something as a third party. Assuming the role of a sufferer of depression and simultaneously wishing to prevent it is a grim experience, but it's one that is executed in a manner that I don't feel any other medium could manage.

For those that are interested and are assured of their emotional and mental health, a free download of the game, in addition to other professional critiques, reviews, and resources can be found at the following link:

http://www.actualsunlight.com/


Here's hoping that video games can continue to be a medium to explore topics that would otherwise remain silent, potentially leaving people suffering.


Matt

Wednesday, February 6, 2013

Global Gaming: A Worldwide Media

Here's a fantastic link for discussion from today's edition of "Extra Credits," a web series dedicated to deeper analysis of games, game production, and the gaming industry as a whole: 

http://penny-arcade.com/patv/episode/global-games-brazil

No major analysis from my end here, I think the Extra Credits team did a fantastic job on their own and have WAY more qualified research on Brazilian gaming than I can provide.

Monday, February 4, 2013

Re: How do you get your news? Issues with user-moderated media.

Matt here, taking a brief aside from video games to share another interesting discussion point.

I'm not a personal user of this service, but reddit is growing to be a popular source of news and content. For those unfamiliar with reddit, here's a wikipedia article: http://en.wikipedia.org/wiki/Reddit

Reddit is unique in that the stances covered and opinions expressed are moderated exclusively by its users. Content is filtered by subject matter (i.e., video game posts will go in /r/gaming) and the relevance and placement of content is based on how much discussion the content provokes.

However, unlike traditional journalism, reddit is more of a Wild West of journalism. Liberties are taken with posts, commentary, and subsequent action. While a post may begin as a simple delivery of news, it could involve into a heated debate, or in some cases, action. Because reddit users are not journalists in the traditional sense, they are not inhibited by typical privacy procedures. One example of such is the act of doxxing, a controversial practice wherein an anonymous user or individual is tracked down and identified by information they have intentionally or unintentionally left public.

Doxxing grew to an extremely controversial level and prompted an article I recently read that is definitely worth discussion. Social and user-moderated media such as reddit is the "newest" form of media that comes to my mind and the issues inherent in it should be addressed.

Here is the article that prompted this post:

http://www.popehat.com/2013/02/04/reddits-doxxing-paradox/

The author of the article brings up an important question: What is and is not acceptable to do on a social blogging site? Why is removing an internet troll's anonymity wrong, yet removing a rude pastor's anonymity okay? Reddit users have only a number attached to them referred to as Karma to judge the credibility of their provided information and commentary. Is this enough to ensure the exchange of valid information?

Here's hoping we can discuss this form of media more, next update from me will be video-game related.


Cheers,

Matthew

Wednesday, January 30, 2013

A Personal Methodology

As an applicant for a teaching position here at Tech, specifically a position to teach an Art of Video Games course, I have found myself brainstorming methods of analyzing video game art in a consistent manner so as to teach other students how to critically think of and approach the material. I have discovered an "elemental" method of analysis, where the elements are key analytical components of a greater whole. Each element is required in an individual sense to construct an idea of a whole, but is wholly different when compared to the others.

The elements, in no particular order, are as follows:

  • Historical: the chronological context of the piece.
  • Technical: the composition and technical decisions of the piece. Includes color choice, framing, interface, silhouette, perspective, word choice, etc.
  • Rhetorical: the theme, idea, or emotion the piece intends to invoke.
  • Social: the social change, impact, or issue the piece creates or addresses.

The reason I feel that analyzing video game art as a whole involves each of these elements is as follows: I can't discuss one element without inevitably having to consider another element.

Allow me to demonstrate as if I were to provoke a discussion of Ms. Pacman. The first element that would come to my mind is the historical element. Ms. Pacman exploded in popularity as an upgrade of Pacman. It began as an arcade game in the 1980s, and as such, carried certain technological limitations.

These technological limitations imposed a certain set of technical limitations. Despite having a limited color palette and a fixed screen brightness on older arcade cabinets, the designers of Ms. Pacman chose to carry on the technical decisions of the original Pacman in using very bright, very high-contrast colors. This would make the game immediately identifiable and would provide an easy way for the player to distinguish in-game objects from the black-screen background. In addition to these preserved decisions, Ms. Pacman introduced a substantial change to the series' protagonist: gender. Ms. Pacman was one of the first hallmark female characters in gaming.

Complex themes could not be explored too deeply in such a limited format, wherein the player was expected to receive instant gratification for their quarter, but the Ms. Pacman development team incorporated something new to the series despite the technological limitations: a story. Between fixed numbers of levels, Ms. Pacman will meet Pacman, develop a relationship with him, and eventually get married and have a baby. These sequences are presented as "acts" within the game and added a narrative of young romance to the series.

This appealing theme and the good design of the game beyond just its art assets contributed vastly to video games on a social scale. The arcade boom of the 80s brought video games out of the home and out of bars and into the public at large, with Ms. Pacman and a number of other hallmark characters at the forefront. A new social class consisting of gamers, competitors, and players had vastly more facilities to share activity and culture, and their financial income enabled more video games to be developed on a larger scale. Today, almost three decades later, Ms. Pacman has become a "retro" icon that most people in first-world societies can immediately identify regardless of their opinion of video games. Ms. Pacman arcade cabinets are still popular in arcades, movie theaters, and restaurants, despite the decline of arcade gaming in favor of at-home consoles. Ms. Pacman introduced a new social era... and has made history.

The elements form a loop, each feeding into the next, and each other (the neon culture of the 1980s matched the neon color scheme of the game, for example), then back into themselves. This methodology is how I wish to explore video game art and media in an educational setting. It is convenient, easy to present, and it offers a wealth of depth as the connections between the elements of a specific topic are found. In addition, I feel that this approach could apply to more than just video game art as it currently does not contain any element that is exclusive to video games (perhaps this little fact demonstrates a certain worth in video games comparable to that of traditional art?).

In any case, I hope that this can serve as a resource and point of discussion for those following the Media Studies blog. Maybe later I can explore this concept with students as a teacher!

Cheers,

Matthew Bradley