Thursday, November 21, 2013

Reflection Blog



DTC 356, at the end of the semester had taught me a lot about the complication of information. Creating, distributing and modifying work became more complicated as society struggle to find the right balance. Data and information embedded themselves within our technology and bolster our thirst for knowledge. Author Marshall McLuhan stated, “Media is an extension of our faculty, psychic or physical.”(McLuhan, 26)We cannot avoid media in the modern world. Everything we see, hear, and read in some way alters our views and perception. Through many situations, these media plays with our emotions and senses to fulfill their goal. In today's world, what you see isn't necessarily true. More often, what you see in today's media are exaggeration or an alteration of facts to persuade the viewers or receiver to think a certain way. Both, facts and visualization are rhetoric techniques that are part of today's advertising and marketing strategy to reach to consumers. As a student, I see so many of my peers take technologies such as Face book, Google, cellphones, and movies all for granted. They use those things everyday but never really expand on the effects of those technologies. Education follows a path, a blue print of instruction that teach the student ideals but not to think and discover for him or herself.




I'm well aware of the changes the media has on me as an individual and also to society. I have now realized that we cannot avoid media and the emotional and rational effect it has on us, because it is going to happen – viewers will questioned and make assumptions about what they read. However, I am optimistic that we can conquer the fear of new technology and promote new discoveries by tapping into each individual's senses and creativity to work together on improving society as a whole.



McLuhan, Marshall, Quentin Fiore, and Jerome Agel. The Medium Is the Massage. New York:              Bantam Books, 1967. Print.

Freestyle: Social networking of the future - Gatchaman Crowd GALAX



Recently, I started to watch an anime show that had some interesting theme that I thought would be fun to discuss in my blog. The show is called Gatchaman Crowds, characters with transformative superpower. In the show, society relies on a program call GALAX which is a very interactive social media. GALAX, in the show allows everyone to be a hero of their own. For example, when an individual had a car accident, the program would look for other GALAX users in the area that could help the individual such as nurse, police, people that knows first aids, etc. The magnitude of helps can be great or small, but every time a ‘mission’ is completed, the world ‘update’, giving those user a sense that they have made a real difference. GALAX’s use does not limit it to emergency; it also is good for advice, social hub, etc.



Taken from the Gatchaman wiki:

Gamification: GALAX utilizes gamification, a concept in which video game mechanics such as achievements and points are applied to real world uses to make people more efficient and productive through positive reinforcement. This is shown in the series as Rui's method of trying to change the world for the better, often rewarding users with points for helping people and "updating the world".
Voice chat & Instant messaging: Users can communicate with each other via text messages in a virtual world with their avatars or voice chat.
Web video: GALAX features streaming video and web broadcasts of news reports.
Search engine data mining: X uses information on users and pairs them with the most compatible results when someone needs help or for emergency stiuations. (Ex. A young mother wanting legal advice on her noisy neighbor waking her baby, X contacted a lawyer who was sitting nearby.)


It can also be used to search for information from the internet. All of it is activated by pressing an "X" button on a users smartphone screen and inputting a voice command, similar to Apple's Siri software in the real world.
Avatars: Users of GALAX interact online in a way similar to games like The Sims. Users can create and customize avatars with clothes that they design as well as decorate their virtual rooms.





While the show is purely fiction, I think that there’s merit in discussing virtual society like GALAX. Would this work in our society? Can there be exploitation? I believe that the concept is interesting but the intention is a good basis for the future of social networks. Combining the virtual world to reality, allowing people a sense of accomplishment by helping others would be a tremendous step in society. However, the exploitation could also be damaging. The system would have to be very secure and trustworthy. The participants would have to all fill out their information correctly or have their official data be input to avoid harming others, which is an also a privacy issue that would not sit well with society today.

Friday, November 15, 2013

Blog #8 11/15 Reality is Broken



      DISCLAIMER: I don't know if you can post work from other class, but this is an essay I just wrote a few days ago and I think it covers a lot of topics that we discuss in class on the use of technology, specifically games, to improve ways of lives and how it affects society. If this doesn't qualified as a topic then please disregard this.
      Jane McGonigal, author of Reality is Broken: Why Games make us better and how can they change the world, said “[games] positively activate the minds and bodies of hundreds of millions of people by offering them better hard work”. (29) This is one of the main positive aspects of developing and playing video games: the potential for personal growth and happiness through obstacles and goals. In the last few generations, video games have fall under many cultural bias and misunderstandings. However, as technology became a bigger part of our lives, games have become a way of refining our psychological cognitive abilities and improving happiness. The book illustrated many game examples and included studies to show how impactful games can be on individuals. Specifically, the result of some games that allows people to become more connected with others minus the constraint of time or location and the motivation that empowers us to do everyday tasks better.
            The first example in the book was the popular MMORPG (Massive Multiple Online Role Playing Game), World of Warcraft.  The game promotes team work in order to obtain high goals or rewards by participation in instances or 10-15 man raids. World of Warcraft also provides players with satisfaction and feedback when they complete a quest. As McGonigal described, “When we play WoW, we get blissed out by our own productivity-and it doesn’t matter that the work isn’t real. The emotional rewards are real” (61). Gaming helps improve our mood and a way for people to de-stress. The experience becomes real because our actions and creations affect other players, thus drawing us more into the virtual world.
We obtain satisfaction by helping and feel important by being a part of something bigger, contributing to the cause. Games create a social world for players to help each other’s and attempt to improve themselves through quests and tasks. Through the study of ESM (Experience Sampling Method), during eustress, we enjoy working and generating stress because it give us a sense of purpose and feeling of high motivation which leads to positive intensified feelings when a goal has been failed or accomplished (65). If there’s anything stronger than personal achievements when it comes to video games, it is the trust and bond that people develop playing online games together. Individuals that experience strife, triumph, prides and happiness together form special memories that are more frequent than in real life.
Playing videogames can also bring different ideas and generations together. Working together or against each other to solve a puzzle or complete a task can be a way to connect to other individuals. For example, Lexulous, a modified online version of the game Scrabble, a casual game that is simple to learn, and easy to access attracts players of all ages. The author mentions how this is a way for parents to have some meaningful social interaction with their kids without the awkwardness or pressure (78-79). Today, casual games have expanded in multiple directions and platforms to reach out to other gamers. For example, Farmville is a popular game on social media websites that slowly expanded to the mobile devices. You create a virtual space for farming and other menial tasks that are constrained by time, which can be reduced by the help of other people who are your real-life Facebook friends. The act doesn’t really benefit you if you help them but it’s the personal satisfaction of helping others that motivates individuals to spend times doing virtual work. The popularity of gaming has also expanded to the point that is slowly breaking away the stereotype around gamers: gamers can be a mom, office worker, elders, and even young toddlers. This creates a greater opportunity for game development to further expand our social interactions.
            Real life activity is constrained by motivation and the will to complete the task. When we set out to do something, we are creating a task that mentally seems draining or menial unless we are motivated to do so. In Reality is Broken, the author elaborates, “To finish a work in a satisfying way, we must be able to see the results of our efforts as directly, immediately, and vividly as possible”(57 ).McGonigal demonstrated many examples of games that help stimulate our desire to complete boring or mentally taxing activities that she herself had played and experienced. The first game that McGonigal talks about is Chore Wars, a game that turn real-life activities into quest oriented environment that you play with other people who live with you. Chore Wars utilizes the basis for RPG games to stimulate desire and motivation to compete with other players to do menial tasks like doing the dishes or laundry. This game could help improve the attitude of people toward boring tasks. For adults with children, this would help and encourage kids to accomplish work that must be done. Another example is Quest to Learn, a game designed for school to help student become more engaged in school work. The development of games that helps making activities more exciting is a step forward for people to develop a happier lifestyle and positive attitude toward life.
            Gaming has slowly progressed into other forms of self-help, playing against ourselves, setting personal goals, and creating a sense of improvement is the main drive of these games. Games like Brain Age recognize the person’s skill and level of comprehension. The value is then simplified down for the player and they continue to practice and play until they create a new record for themselves. Games that create a personal sense of achievement are important for people to develop confident and hope. The author had experiences where she faced real life issues such as getting a concussion or flying on a plane. By utilizing video games like SuperBetter and Day in the Cloud, she was able to turn the stressful situation into a manageable and created positive experience from it. If games could change stressful experiences into something better then video games have proved they are a useful tool to human psychological study and happiness.
            Finally, video games promote individuality on many different levels than real life does. Games mentioned in the book such as World of Warcraft and Spore promotes players to alter and add their own personality to the character. For WoW, the longer you play, the more you have to show for with your character with gear, armor, and custom outfits with different choices for dye. When you first create your character, you create your look, name, and class. Playing the game also promotes players to find things that they enjoy, even though there’s a suggested goal, you are free to play and complete any portion of the game within constraint that you desire. The achievements and goals that we obtained in the game are recorded and shown for other gamers to envy and admire which created a sense of self-importance to that individual (92). In the game, everyone is distinguishable but different. People are proud of the things they accomplish in video games even though they don’t really translate into tangible things outside the game. However, in those virtual worlds, to the millions of players, they matter.
            The book, Reality is Broken: Why Games make us better and how can they change the world, brought up many positive points on how video games affect us and why they matter. The benefits of video games span from promoting social interaction, self-improvement, motivating goals, and individuality. Currently, video games face a lot of obstacles and criticism because of the social stigma and cultural bias toward it. By changing the way we approach them, video games can become a great tool toward human knowledge and development.


McGonigal, Jane. Reality is Broken: Why Games make us better and how can they change the world. New York: Penguin Books, 2011. Print.

Thursday, November 7, 2013

Blog 11/8 - Video games Economy: cash shop, auction house, and more



At the age of thirteen, I’ve been playing video games for the majority of the spare time that I have. When we talk about gold farming in class, I realized that there were a lot of opinions on spending and trading time for internet points. I think that video games teaches us a lot of about money and economy at an early age, without us actually knowing what we’re doing-except for the desire to gain and be the best. The first game that I play that relies on the cash shop was Flyff; a MMO that essential was a grind race to get to the top level. The grind was extremely long and boring, and at certain point, it would take hours to days to just gain a level. In the cash shop, there are items that help you gain experience faster and also dress outfit. People who play the game have an incentive to buy these outfits because it makes them look different than other players. So for some people, video game is also about individuality.

 In Flyff, people can also choose to sell these cash shop items to other players. Since you cannot buy gears from the cash shop, most people use the currency (penya) to buy the item from the players who have obtained the loot. For some people that means just buying progression from the game rather than spending the time, whole for some it is trading their time for monetary values. This is still a practice that is popular in many MMO companies today, especially in Asian country that relies on the virtual market. In the U.S the dissatisfaction of the cash shop system is made apparent buy consumers. If the game has a cash shop factor that heavily influence the game, it is consider a fault. Most people including myself, feel that it is unfair for people to be able to simply buy game progression with money, something that destroy the game’s economy and content value. Another example is the new released Diablo III in 2012. The game was highly hyped on the launch day and included an auction house and a real money auction house. However, with the presence of the auction house, many people felt that it was futile to actually play the game and grind for good gears when you can just go to the auction house and buy them which lead to the announcement of auction house shut down one year later. For many games like this, some players have earned a sizable income monthly by simply playing video game. 


Currently, major game companies have improved their MMO principles. Cash shops are now implemented for aesthetical purposes such as outfit, dyes, skins, mount and etc. These items don’t affect the game’s content as much and still net income. Another approach by not having a cash shop is to have a monthly subscription fee. These fees are monthly and a way to isolate spammers and gold sellers from ruining the game. Some of the games that I play falls under two categories: free to play content with aesthetic cash currency (such as League of Legends), and monthly subscription based (Final Fantasy: ARR). I think that video games teach the players a lot about economy at a young age. When I was in middle school and high school, I did not receive any education on economic principles: I felt that by playing games online, I can truly be successful in my own world. Games can teach the consumers a lot about real world values that are not in everyday school teaching curriculum.