a) How does Adams define art? Do you agree with his definition?
According to Adams, there are different types of art, such as literary arts, which include writing and drama, film and television ; fine arts, which include sculpture and painting, music and dance; decorative arts, which include wallpaper, fabrics and furnishings. About the philosophy of art, it contains three points. Art was representational that is to portray a person or scene or object. Then someone began to think that art is an expression of the artist;s thought. And other theories in the philosophy of art is art has cultural values or moral purpose.
I agree with his definition that art contains different types. Everything could be art as long as it contains artistic values. No matter writing or sculpture or wallpaper, all are include artist's feelings and ideas, and some artistic skills that make those art work more beauty and valuable.
b) According to Adams, what is needed for videogames to be considered as art ?
" Art has content ; Art contains ideas "
Art must have content and expression.So why poker is not art because it has no content and expression. For videogames to be art, it must be more than merely entertainment, it needs to express ideas.
" Art has an aesthetic "
Art has rules for determining beauty and ugliness. So videogames to be considered as art, it needs to contains some aesthetic settings.
" Art make you feel things "
Art should make you feel things. So videogames need to make players have some ideas such as cultural issues.
Other points include:
-Art is not formulaic
-Utility and saleability
-Games include fun and need to challenge the players
-Games involve critic
Videogames can be considered as an art form:
Casestudy : Happy Pets on Facebook
Happy Pets is a game on facebook provided by CrowdStar. It is a pet game. Players can own pets and take care them on daily life. The duties in the game are feeding the pets, playing with them, decorating the layout, cleansing the house and bringing them out and visiting your friends' home,etc.
Why videogames can considered as an art form?
1. Videogames contains ideas and expression. As art should have ideas and express feelings so that it could be substantial. Happy Pets are containing some ideas such as how to take care a pet and raise the concerns about the responsibility. When you start to playing the game, you will own a pet and you need to take care them. You will know how to take care of pets. It just like a simulation of our real life. Through the picture above, the images are cutie and colourful, that the game expressing happy and warm mood.
2. Videogames contain aesthetic. In order to express happiness and relaxing, producer uses vivid colors such as blue, pink, green to let the frame more soft and colorful. About the music, it is some relaxing and lively music. And the game flow is smooth. Combine the use of colors, music, images, it has an harmony and construct a relaxing mood.
3. Videogames are creativity. I think it is a new way to telling stories. As film is an art form, it uses characters, music, actions, dialogues, lighting, etc to tell audiences a story. Videogames use a special and creative way to tell a story. It contains new technologies so that each image can join together and has a smooth flow. Through players play the game, they are involved in the game and they can feel the story. For example, Happy Pets is telling you about a pet story, so players can know the story through playing the games.
4. Videogame contains cultural issues. Happy Pets is a pet game which closely related to our real life. Having pets is an cultural issues or may be a trend, many people want to have a pet but they do not want to take the duty, so they would like to play this pet games in order to satisfy their wants about having a cutie pet.
2010年12月3日 星期五
The Ethics of Digital Games: Only Playing ?!
a) According to the film, what are some pros and cons of playing videogames for indiviuals and societies?
According to the film, there are both pros and cons of playing videogames for indiviuals and societies. About the pros for indiviuals, the players have great satisfactions when they are playing videogames. For example, in the world of online sex games, everyone is a sexual super-hero. About the pros for societies, the U.S army uses video games to train new recruits and to simulate real-life battle situations in preparation for combat.
About the cons for indiviuals, as video games cause the line between the real life and virtual life become disappearing, players may have confused on whether they are living in real life or virtual life. Also, players spend too much money on videogames. Some reports show that gamers now spend hundreds of millions of dollars on virtual items from clothing, furniture to real estate. About the cons of societies, violent video games incite players' emotion. In Syria, a developer has created a wildly popular shooter game designed to incite the rage of the young men of the Middle East.
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?
There are some evidence that digital games can encourage aggressive values and anti-social actions in the real world. According to the expert in the film, he said that digital games may increase players' aggressive emotion. So, if the players spend more time on violent videogames, their aggressive emotion is higher, which cause bad effects on them and may cause them to kill others in real life.
I agree that digital games can encourage aggressive values and anti-social actions in the real world based on
the evidences and explanations i have given above. Especially childrens and teenagers, they are easily affected by videos and images because they are not mature enough. If they always play violent video games, they become cruel and violent that have a very bad effect on their daily life and the future.
c) Should governments have the right to ban certain games? Why or why not?
Governments should have the right to ban and control certain games. As certain games have bad effects on players, governments should set up some rules to limit the development of violent games and aviod the children and teenagers playing those games who without guide.
According to the film, there are both pros and cons of playing videogames for indiviuals and societies. About the pros for indiviuals, the players have great satisfactions when they are playing videogames. For example, in the world of online sex games, everyone is a sexual super-hero. About the pros for societies, the U.S army uses video games to train new recruits and to simulate real-life battle situations in preparation for combat.
About the cons for indiviuals, as video games cause the line between the real life and virtual life become disappearing, players may have confused on whether they are living in real life or virtual life. Also, players spend too much money on videogames. Some reports show that gamers now spend hundreds of millions of dollars on virtual items from clothing, furniture to real estate. About the cons of societies, violent video games incite players' emotion. In Syria, a developer has created a wildly popular shooter game designed to incite the rage of the young men of the Middle East.
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?
There are some evidence that digital games can encourage aggressive values and anti-social actions in the real world. According to the expert in the film, he said that digital games may increase players' aggressive emotion. So, if the players spend more time on violent videogames, their aggressive emotion is higher, which cause bad effects on them and may cause them to kill others in real life.
I agree that digital games can encourage aggressive values and anti-social actions in the real world based on
the evidences and explanations i have given above. Especially childrens and teenagers, they are easily affected by videos and images because they are not mature enough. If they always play violent video games, they become cruel and violent that have a very bad effect on their daily life and the future.
c) Should governments have the right to ban certain games? Why or why not?
Governments should have the right to ban and control certain games. As certain games have bad effects on players, governments should set up some rules to limit the development of violent games and aviod the children and teenagers playing those games who without guide.
Technologised Bodies
I find Kazuhiko Hachiva Inter-Discommunication Machine is most interesting. It was done in 1993. According to eyebeam.org, Inter-Discommunication Machine composed of a video camera, transmitters, head mounted displays, batteries. It is a communication system aimed at transmitting and receiving sensual experiences. Two people wear head-mounted displays, the ' machine' projects one wearer's sight and sound perception of the environment into the other one's display, thus confusing the borders between the identities of 'you' and 'me'.
It is interesting because we can experience others' "world". We can have a chance to use a new vision to see things and will discovery a new and greater world. Once you experience others' world, you will know that seeing things is not only has one way, there must be many ways to see one thing. You can break through your old vision, create a new vision to see things. So, i really want to try this machine if i have this chance!
Reference: eyebeam.org http://www.eyebeam.org/projects/inter-discommunication-machine
My Online Identity Biography
I have about six online identities, such as facebook, msn, hotmail, Lingnan student website, xanga and yahoo. I always hide my personal datas so there are some differents between my real identity and online identity. For example, i do not use my real name, address or telephone number when i create a new account. Also, i do not share my daily photos or feelings on the internet, but i always share my thought and feelings in my real life.
There are some benefits of expressing the online identity. It is more convenient, for example, i can use my online identity to connect my friends or meet new friends at anytime when i am bored. I can meet foreigners easily on the internet but it is quite difficult in real life. And i can talk everythings i want even just a lie because i do not need to take the responsibility. And i always use my Yahoo account to visit online shops and shopping which can save my time.
On the other hand, online identity has some risks. If you upload our photos on the internet, everyone can see that and someone may steal yours photos nd have other uses. Hackers may steal your account password and log in your account to steal your privacy. Also, it is easy to recieve some virus e-mails and files that destroy your computer programs.
Mouchette
Description
According to Wikipedia, mouchette.org is an interactive website created in 1996 by a pseudonymous character, an artist who calls herself " Mouchette". The background of the website is a close up of a flower with ants and flies. And it has vivid colors such as pink, yellow and orange which contains a warm mood. The website contains a sad girl portrait and some texts" My name is Mouchette, I live in Amsterdam, I am nearly 13 years old, I am an artist."
The pages of the website is strange and sexual reaction such as the image of raw meat and a tongue licking the screen. The colors are strange and intensive too such as red and black. The music is also disgusting because the sound like someone crying.
I think the website is strange and not easy to understand. And i have a sense of weird and disgusting.
The work is controversial
As the website is expressive and complicated, it seems not done by a 13 years old girl. So it links to a problem of deceptive online identity which the producer hide his or her real identity. Also, it contains a discussion on whether it has an art value as it includes sexual interaction such as the licking tongue.
There are some benefits of expressing the online identity. It is more convenient, for example, i can use my online identity to connect my friends or meet new friends at anytime when i am bored. I can meet foreigners easily on the internet but it is quite difficult in real life. And i can talk everythings i want even just a lie because i do not need to take the responsibility. And i always use my Yahoo account to visit online shops and shopping which can save my time.
On the other hand, online identity has some risks. If you upload our photos on the internet, everyone can see that and someone may steal yours photos nd have other uses. Hackers may steal your account password and log in your account to steal your privacy. Also, it is easy to recieve some virus e-mails and files that destroy your computer programs.
Mouchette
Description
According to Wikipedia, mouchette.org is an interactive website created in 1996 by a pseudonymous character, an artist who calls herself " Mouchette". The background of the website is a close up of a flower with ants and flies. And it has vivid colors such as pink, yellow and orange which contains a warm mood. The website contains a sad girl portrait and some texts" My name is Mouchette, I live in Amsterdam, I am nearly 13 years old, I am an artist."
The pages of the website is strange and sexual reaction such as the image of raw meat and a tongue licking the screen. The colors are strange and intensive too such as red and black. The music is also disgusting because the sound like someone crying.
I think the website is strange and not easy to understand. And i have a sense of weird and disgusting.
The work is controversial
As the website is expressive and complicated, it seems not done by a 13 years old girl. So it links to a problem of deceptive online identity which the producer hide his or her real identity. Also, it contains a discussion on whether it has an art value as it includes sexual interaction such as the licking tongue.
Do video-sharing sites such as Youtube enhance or worsen creative culture?
Video-sharing sites affect creative culture?
Video-sharing sites such as Youtube enhances creative culture, as the site is free for users to upload their clips and share their opinions and express their feelings. Anyone include non professional producers can show their works and others can give them feedback and ideas. It enhances communicating and new ideas. As the video sharing sites have no rules to limit your work, so users can develop their creativities to create new clips in order to raise the noise about the clips.
Video-sharing sites such as Youtube enhances creative culture, as the site is free for users to upload their clips and share their opinions and express their feelings. Anyone include non professional producers can show their works and others can give them feedback and ideas. It enhances communicating and new ideas. As the video sharing sites have no rules to limit your work, so users can develop their creativities to create new clips in order to raise the noise about the clips.
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