2010年11月28日 星期日

Presentation Content: The ethics of videogames (Left 4 Dead)

Introduction of the game:
- a cooperative first-person shooter and horror video game
- developed by Turtle Rock Studios & Valve Corporation on Nov 2008 
- 4 survivors of the outbreak against hordes of the infected zombie
- movie-like experience and back-story
- Awards: The Computer Game of the Year by the Academy of Interactive Arts & Sciences; the Best Multiplayer Game of 2008 by IGN, GameSpy, Spike TV etc.
- lead to a sequel, Left 4 Dead 2
- Sales: almost 3 million copies until Sep 2009

Positive Ethical Influence:
- It convey teamwork spirit with the 4 main characters work together striving to survive.

But when they undertake a task, shooting hordes of zombies, are they more look like gangster?

Negative Ethical Influence:
- Violence: Full of combating and violent element


- Other than handguns, everything can be their weapons - melee weapons, namely, guitar, chainsaw, frying pan etc.

-The Australia Classification Board Classified L4D as MA15+ (Strong Violence)
MA 15+ is considered unsuitable for persons under 15 years of age


References:
- Left 4 Dead Classification Board Report. Retrieved 2010, 21 November. from http://www.refused-classification.com/news/2009/09_25_left_4_dead_1_ma15+_vs_2_rc.htm


2010年11月10日 星期三

Digital games- But are they art?

a) How does Adams define art? Do you agree with his definition?

Adams define art as different perspective, for its category, historical value and expressiveness, namly its thoughts and content. He mentioned art can be classified as different kinds, like fine art, modern art, decorative art etc, yet there is no clear boundary to divid art into different catergories, and it is the attractiveness of art. He also mentioned that art is supposed to be long-lasting and able to represent its era.
For him, art is about the message and ideas behind, which can lead audience to deep thinking. Art has no designed pattern, but the more characteristics above, it would present a higher aesthetic experience for the work.    

I do agree with Adams’ definition. His statement is comprehensive and easy for people to understand the meaning of art. He focus on what count as art form and what characteristic would be regard as art. It’s true that there is a grey area for defining art, for example, does design count as art? Such a question is raised for many years, as Adams said, we can’t clearly classified every art form, but their artistic quality can still be evaluated by other factors like the durability of the works, which is useful and effective for people to define art.   

b) According to Adams, what is needed for videogames to be considered as art? 

There are mainly 3 parts for videogames to do with. Firstly, videogames need critics to evaluate its artistic value, just as an artwork also need art critics to criticize their work. Professional opinion can be a reference for videogames to considered as art form, not entirely a game with no design and artistic element. Besides, Adams think that videogames should contain underlying meaning for audience so as to enrich its expressiveness. Lastly, videogames should be designed as creative and challenging, therefore attract players to pay attention on it, and even explores its artistic quality.

2010年11月3日 星期三

The ethics of videogames - Film in class: Gamer Revolution

a)According to the film, what are some pros and cons of playing videogames for individuals and societies?

For the individual players, as the beginning of the film stated, some of them regard playing videogames as a way of earning money and doing their own business. It is true that they at least strive to make a living independently, yet this kind of living style will harm their social life and personal growth. They keep living in the virual life in the videogame but rather than their real life, which is inappropriate for them. Though some of the videogames aim to have positive and educational value, like spreading the teamwork spirit in a cooperative play mode; facilitate patriotism among soldier AR game; serious violence problem is still hiding behind.

In terms of the societies, as the line between the real life and the virtual life is disappearing, the negative ethical influence caused by videogames would be important to the whole societies. Real cases about game-addicted shot in reality just as they did in videogames are no longer a news, especial for Americans. Players became hard to recognize the difference between simulation and reality, which would directly affect the societies and lead to tragedy once and once.  

b) According the film, is there any evidence that digital games can encourage aggressive values and anti-social actions in the real world? Do you agree?

I agree that digital games can encourage aggressive values and some anti-social actions in the real life, affecting one’s personality by accumulation of involving in virtual games.

Take a first-person shooter game, Left 4 Dead as an example, when players get used to kill and hit zombie by any weapons like guns, chainsaw or frying pan, together with the scene of blood spray and pooling, it is impossible that their mental state would keep unchange as at first. That’s why the game was classified as strong violence and suggest teenagers under 15 years of age not to play it. Numerous experiment and research have told us that, brain activity and circulation have a close relationship with violent games, showing these games can encourage aggressive impulsion. For the boy who shot 8 people in the film, he was clearly affected by the game excitement as a result of the 5 head shots for the victim. This kind of anti-social, violent action is free in his virtual game life, but banned in reality. So I think there is a dircet connection between violent videogames and mental problem such as aggressive values.

c) Should governments have the right to ban certain games? Why or why not?

I think the government should not have the right to ban certain games although it would seems better to avoid violence. Government is not responsible to monitor commerical products like videogames, the game designers should be the one who determine the value of the game rather. They have to redefine their principle of producing different games. Also, videogames is not the main source of social problems, some of them harms teenagers’ mental status, yet it also remains entertaining value for everyone, which is a good choice for leisure. Banning is not the effective way to solve the problem, all we need to do is educate offsprings.