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Life + 70 years (works published since 1978 or unpublished works)[313] 95 years from publication or 120 years from creation whichever is shorter (anonymous works, pseudonymous works, or works made for hire, published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
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.
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
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
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