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dharshareddy189
DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
CRITICAL ANALYSIS
Di Cesare, D.M., Craig, S.L., Brooks, A.S. and Doll, K., 2023. Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth. Games and Culture, p.15554120231178883. Available at: https://journals.sagepub.com/doi/full/10.1177/15554120231178883
The study by Di Cesare, Craig, Brooks, and Doll (2023)  has majorly focused on sexually and gender-diverse youth who have been associated with online video gaming and often confront multiple issues regarding cyberbullying and harassment from heterogenic online gamers. Foremostly, the study has focused on mental health challenges that sexually and gender-diverse young gamers have been confronting from digital media channels during the presidential era. The article has considered the contribution of digital gaming communities, which has not been profoundly recognised in previous research studies. The article has used both qualitative and quantitative data from secondary resources on the multifaceted character of online video gaming. The authors intended to perform an in-depth analysis developing five themes harnessing mental health well-being in video gaming.
One of the five themes includes the identity development of gamers from SDGY backgrounds and the development of self-expression in video gaming. The second theme has been developed based on the video gaming coping skills of “sexual and gender-diverse youth”. Social support gathering from video gaming communities can also be mentioned as another theme included by the authors. Digital microaggression can be discussed as a horrifying practice for video gamers, which significantly impacts the mental health and stability of online gamers, wherein the authors have given substantial focus to developing the fourth theme. For the fifth theme, the authors have analysed the civic engagement of SGDY through online video gaming. Discrimination, violence, and microaggressions of video gamers against sexually and ender-diverse communities have influenced the core research area of this study. However, graphs and charts have not been used, hence the absence of visual representation has created a major research limitation for this article. Nevertheless, the thematic analysis of key research areas and discussion on the digital world of opportunities and the collaboration of academic institutions have made the research worthwhile.    
A significant subject that the study focuses on is the identity formation of SGDY players and the promotion of self-expression in the video game industry. The study acknowledges the value of online communities as venues for self-expression and self-discovery, especially for a group of people who frequently deal with difficult identity-related challenges. The study clarifies how SGDY people can explore and express their identities through online gaming, which fosters a positive atmosphere for self-expression. The study only damages off the edges of a complicated and varied element of SGDY gamers' experiences, hence critical analysis must ask whether it sufficiently investigates the complexity and obstacles faced in this process. The second subject is the coping mechanisms that people with SGDY have learned from playing video games. The report emphasises how important gaming is to this group as a coping strategy for mental health issues. The study looks at how video games give SGDY people a virtual haven and a way to manage their emotions and relieve stress. Although the study acknowledges the benefits of coping, a critical viewpoint would entail examining whether it sufficiently tackles any potential drawbacks or hazards related to an over-dependence on video games as a coping method. Furthermore, examining the range of coping mechanisms used by SGDY gamers may provide a more complex interpretation of this issue.
The social support that SGDY people have received from online gaming groups is the subject of the third theme. The study recognises that internet platforms help SGDY gamers feel supported and part of a community. However, whether the research delves deeply enough into the nature of the aforementioned supportive networks should be the subject of a rigorous examination. The study examines the possible drawbacks of virtual communities, such as toxicity or exclusion, and whether are there differences in the calibre of support offered. For a thorough analysis of this issue, one must have an in-depth grasp of the interpersonal interactions that exist inside gaming groups (Di Cesare et al. 2023). The worrying problem of technological microaggressions in the game industry and their significant effect on the psychological well-being of SGDY people is addressed in the fourth theme. The research highlights the alarming frequency of microaggressive behaviours and their negative impacts on the gaming community. The study's success in identifying the causes of online harassment and outlining viable remedies should be scrutinised critically.
The sixth theme explores how SGDY people use online video gaming to engage in civic life. The study looks at the ways that the primary research topic is impacted by violence, prejudice, and microaggressions directed at SGDY communities. From a critical standpoint, it would be important to evaluate if the study successfully points out places where citizens can get involved in the gaming industry and if it suggests ways to stop discriminatory practices. Although the lack of charts and graphs is recognised as a disadvantage, a rigorous examination ought to explore the degree to which visual aids could have improved the study's impact and clarity. It's also crucial to assess the thematic review of important study fields and the conversation around the potential presented by the digital world.
The investigation of topics including identity formation, coping strategies, social support, cyberbullying, and community involvement offers a fundamental structure for comprehending the particular difficulties encountered by SGDY people in the digital sphere. Although the study makes a commendable contribution to the research by recognising the sometimes disregarded function of online gaming neighbourhoods, a critical eye demands a deeper examination of the nuances of SGDY encounters. For example, the analysis of building an identity would benefit from a deeper examination of the obstacles and achievements encountered in the process of self-expression through the gaming industry. Essentially, this study establishes a framework for further research, but a critical eye demands larger, more comprehensive studies into the complex experiences of kids who identify as sexually and gender non-conforming and who play online video games. By expanding on these issues, future research can further the conversation and create a more welcoming and understanding gaming atmosphere for SGDY people.
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
READER
Article 1
Aithal, P.S. and Aithal, S., 2019. Management of ICCT underlying technologies used for digital service innovation. International Journal of Management, Technology, and Social Sciences (IJMTS), 4(2), pp.110-136. Available at: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3512944
The 2019 research by Aithal and Aithal was published in the International Journal of Management, Technology, and Social Sciences and is an amazing piece of work. Impressiveness was bestowed to this study. An inquiry into the administration of foundational technologies in the domain of information, communication, and computer technologies (ICCT) was conducted with the aim of inspiring originality in the development of digital services. In 2019, the results of the research were released to the public. The overarching goal of this inquiry is to learn more about the complex relationship between the expansion of digital services and technological development. The writers provide these insights by exploring the managerial aspects of interactive computer-controlled technology (ICCT). Their goal is to shed light on how these technologies might be used to create innovation in the digital service sector. For a comprehensive look at the paper's contents as they pertain to the ICCT cornerstone's technology management.
Article 2
Cheah, I., Shimul, A. S., & Phau, I. 2022. Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937-950. Available at: https://onlinelibrary.wiley.com/doi/abs/10.1002/mar.21631
Reviewing the present study effort and establishing the aims for future research, Cheah, Shimul, and Phau published a paper in Psychology & Marketing in 2022. The major objective of this research is to identify the factors that contribute to the popularity of online video game playing as a form of leisure. In an attempt to comprehend the multifaceted character of video gaming, the writers investigate possible psychological factors that impact players' decisions to play. They take a wide range of motivating elements into account to achieve this. Along with synthesising the existing body of knowledge, the findings suggest new lines of study that might help researchers better understand the factors that motivated the participants. Academics and students interested in the field can greatly benefit from this.
Article 3
Cicchirillo, V. J. 2019. Digital game advertising (IGA and advergames): not all fun and games. Journal of Interactive Advertising, 19(3), 202-203. Available at: https://www.tandfonline.com/doi/full/10.1080/15252019.2019.1697126
A thorough examination of the context in which digital game advertising is executed is provided by Cicchirillo's (2019) article published in the Journal of Interactive Advertising. A thorough examination is the format this analysis is presented in. Two forms of ads that are highlighted in this inquiry are in-game advertisements (IGA) and advergames. To shed light on the fact that advertising is "not all fun and games," the author examines the intricacies and difficulties of different forms of advertising from different angles. It is done with the intention of highlighting the fact that advertising is not all sunshine and rainbows. This study aims to provide a critical evaluation of the influence and performance of digital game advertising methods, so that marketers may gain insights while navigating this strange terrain. The research done with the intention of providing these recommendations led to their development. More specifically, a report will be provided to provide more details along with the insights.
Article 4
Camps-Ortueta, I., Deltell-Escolar, L. and Blasco-López, M.F., 2021. New technology in Museums: AR and VR video games are coming. Communication & Society, pp.193-210. Available at: https://revistas.unav.edu/index.php/communication-and-society/article/view/38792
While Camps-Ortueta, Deltell-Escolar, and Blasco-López are conducting their study, the anticipated publication of the findings in the journal Communication & Society is set for 2021. The study's overarching goal is to provide light on the viability of incorporating AR and VR video games into school curricula. The goal of this project is to study the possible outcomes and impacts of using these technologies in your museum so that we can achieve our objective of making museum visits more enjoyable for everyone. In order to provide light on the possible changes that could occur in the way we regularly connect with and enjoy museum exhibitions, the authors conducted an investigation into the junction of cultural institutions and cutting-edge technology. The objective for this investigation was to find out what kinds of changes may happen in the future. One way to learn more about the innovative technology that museums will be using is by visiting the website given below. Two examples of such technologies are virtual reality video games and augmented reality simulations.
Article 5
Chassiakos, Y.L.R. and Stager, M., 2020. Current trends in digital media: How and why teens use technology. In Technology and adolescent health (pp. 25-56). Academic Press. Available at: https://www.sciencedirect.com/science/article/pii/B9780128173190000025
Chaptered "Technology and Adolescent Health," Chassiakos and Stager (2020) delve into cutting-edge digital media innovations. They put a premium on learning how and why teens utilise technology. Not to mention that they also go over the ways in which these technological developments might affect teenage health. Academic Press was going to publish this study since it was supposed to provide a thorough analysis of teens' online behaviours and preferences. By investigating what motivates people to use technology, the authors want to add to our knowledge of the negative effects that technology may have on adolescent health.
Article 6
Desai, V., & Vidyapeeth, B. 2019. Digital marketing: A review. International Journal of Trend in Scientific Research and Development, 5(5), 196-200. Available at: https://www.academia.edu/download/90185943/ijtsrd23100.pdf
Digital marketing is explored further in an article by Desai and Vidyapeeth that was published in 2019 in the International Journal of Trend in Scientific Research and Development. Delving into subjects such as the dynamic nature of social media, online advertising, and new trends, this academic work explores the choppy seas of digital marketing tactics. This article delves into the history of digital marketing by examining the ways in which technology has altered market dynamics and customer behaviour. Anyone interested in or working in digital marketing will find this article to be an excellent resource. To help scholars and practitioners in the digital marketing business make sense of this complex subject, this study compiles up-to-date statistics and trends.
Article 7
Hajarian, M., Camilleri, M.A., Díaz, P. and Aedo, I., 2021. A taxonomy of online marketing methods. In Strategic corporate communication in the digital age (pp. 235-250). Emerald Publishing Limited. Available at: https://www.emerald.com/insight/content/doi/10.1108/978-1-80071-264-520211014/full/www.hopperhq.com/social-media-marketing-glossary-2018/engagement-rate/
Hajarian and colleagues (2021) produced a comprehensive taxonomy of the several strategies used for internet marketing in their research that was published in the book Strategic Corporate Communication in the Digital Age. The book explains this classification. To help readers navigate the complex landscape of online marketing, the authors provide a rigorous approach. Classifying and analysing a wide array of methodologies allows this framework to be performed. This taxonomy is useful for academics and practitioners alike since it provides a structured framework for understanding the complex landscape of digital marketing. This categorization will prove to be quite illuminating for the practitioners. Thanks to everyone's comments, we now have a much better grasp of how contemporary corporations strategically use internet marketing methods in their day-to-day operations. Everything was finished.
Article 8
Kumar, V. and Mittal, S., 2020. Mobile marketing campaigns: practices, challenges and opportunities. International Journal of Business Innovation and Research, 21(4), pp.523-539. Available at: https://www.inderscienceonline.com/doi/abs/10.1504/IJBIR.2020.105996
An analysis of mobile marketing activities was conducted, and the results are explained by Kumar and Mittal (2020) in their article published in the International Journal of Business Innovation and Research. The research was conducted this year. The authors of the study provide an in-depth evaluation of the methods, difficulties, and potential rewards associated with mobile marketing campaigns. This article delves into the ever-changing mobile marketing landscape, discussing its dynamic nature and offering ideas on how organisations may make the most of it. Beyond that, the piece delves into the lives of a few of the most prosperous. For the purpose of equipping marketers with information that will help them navigate this ever-changing landscape, the authors evaluate both the benefits and drawbacks of mobile marketing. In order to provide marketers useful information, we examine both of these things. The full text of the paper, "Mobile marketing campaigns: practises, difficulties and possibilities," may be accessed at the link provided below.
Article 9
Pasqualotto, A., Altarelli, I., De Angeli, A., Menestrina, Z., Bavelier, D. and Venuti, P., 2022. Enhancing reading skills through a video game mixing action mechanics and cognitive training. Nature human behaviour, 6(4), pp.545-554. Available at: https://www.nature.com/articles/s41562-021-01254-x
Pasqualotto et al. (2022) look at the prospective creation of a video game that incorporates movement dynamics in addition to cognitive training in order to enhance reading skills. The journal Nature Human Behaviour published this research with the specific aim of assessing the impact of this new method on reading-related cognitive abilities. The study's results provide a new understanding of the intersection of technology and education by suggesting that well-designed video games may be useful tools for improving certain cognitive abilities. These findings give new insight into how education and technology interact with one another. There has been much discussion about how to best integrate digital technology into classroom practices, and this research adds significantly to that ongoing dialogue.
Article 10
Raharja, S. U. J., & Dewakanya, A. C. 2020. Impact of electronic word-of-mouth on brand awareness in the video game sector: a study on Digital Happiness. International Journal of Trade and Global Markets, 13(1), 21-30. Available at: https://www.inderscienceonline.com/doi/abs/10.1504/IJTGM.2020.104908
With a focus on the Digital Happiness product in particular, Raharja and Dewakanya (2020) conducted research on the effect of eWOM on the visibility of companies operating in the video game industry. The study experiment took place in 2020. We want to learn more about the efficacy of electronic word-of-mouth (eWOM) in increasing brand awareness in the gaming industry via this research. The video gaming industry will be the primary focus of the study. Publication in the International Journal of Trade and Global Markets of an article detailing the study's methodology and results disclosed the results. The essay was prepared based on the study's results. Marketers and game developers may get valuable insights from the findings, which provide a wealth of information if they are interested in improving brand recognition via the usage of eWOM strategies. The results would be put to great use in this context.
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 10
The Role of References and Connections in Video Games: Intertextuality
The concept of intertextuality in video games is truly captivating and intricate! Video games often incorporate and interact with various texts, media, and cultural references. There are multiple ways in which this can occur, ranging from subtle nods and homages to more obvious parodies and retellings.
Here are some key aspects of intertextuality in video games:
Literary allusions: Games may use literary allusions, drawing upon classic literature, mythology, or historical events. This serves to enhance the narrative and encourages players to make connections.
Genre conventions: Games frequently draw inspiration from well-established genres such as fantasy, science fiction, or horror, manipulating their recurring themes and anticipated outcomes.
Homages and parodies: Games can express admiration for other games or media by directly alluding to them, frequently with a comical twist.
Intra-game intertextuality: Certain games use self-referential features, alluding to their own mythology or past iterations.
For Example -
GTA 5  finds opportunities to link dozens of real-world events and also includes References to Movies, TV, Games and Pop Culture, These references may be well-hidden Easter Eggs.
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Movie Homages:
James Bond - It might not be one of the fastest cars in GTA 5, but owning not just James Bond’s car, but Sean Connery’s James Bond car is one of the most thrilling aspects of the game. Though it isn’t a car that would be suited to Trevor, the classy vehicle would look great sitting in front of Michael’s mansion.
Heat - The bank robbery mission "Blitz Play" is a clear homage to this Michael Mann classic, with its meticulous planning, high-stakes execution, and chaotic getaway.
Drive - Though Trevor might be one of the best characters due to his mannerisms and psychotic behaviour, he is far from the coolest. Being a redneck hillbilly who lives in a trailer cooking crystal meth and assaulting people for fun ain’t cool, kids.
Intertextuality within GTA:
Previous Games: References to past GTA titles abound, from Trevor's "Ten Points!" shoutout to the reappearance of CJ from San Andreas. Even the soundtrack features music by previous series characters.
Self-Awareness: The game frequently breaks the fourth wall, with characters acknowledging their roles in a video game and even commenting on the absurdity of certain situations.
Parodies and Satire:
Reality TV: The Epsilon Program humorously mocks Scientology and other self-help cults, while "Fame or Shame" mocks reality TV.
Social Media: LifeInvader parodies Facebook, capturing its addiction and celebrity culture.
Hollywood: Los Santos' film industry is shallow and greedy, mocking celebrity life and stardom.
My persepctive - These are just a few examples, and the sheer volume of intertextuality in GTA 5 is part of what makes it so much fun to explore. Players can spend hours unearthing hidden references and appreciating the game's witty commentary on various aspects of our culture.
REFERENCE -
https://www.ign.com/wikis/gta-5/References_to_Movies,_TV,_Games_and_Pop_Culture (ACCESSED ON 10th DECEMBER)
https://gamerant.com/movie-and-tv-references-gta-v/#drive (ACCESSED ON 10th DECEMBER)
https://videogameacademia.org/courses/video-game-studies/intertextuality-in-video-games/#:~:text=In%20video%20games%20that%20borrow,which%20have%20done%20something%20similar. (ACCESSED ON 10th DECEMBER)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 9
Representation in Gender, Race and Age
Diversity in video games is a complex and multifaceted topic, encompassing various aspects like representation, accessibility, and inclusivity. It's about ensuring everyone feels seen, heard, and welcomed within the gaming world, regardless of their background, identity, or abilities. While historically dominated by male characters, recent years have seen a rise in playable characters from different ethnicities, genders, sexual orientations, and abilities. Games like "Horizon Zero Dawn" feature strong and diverse protagonists, breaking traditional stereotypes.
About Horizon Zero Dawn - Horizon Zero Dawn is an open-world action role-playing video game developed by Guerrilla Games and published by Sony Computer Entertainment for the PlayStation 4 in 2017. The game was subsequently released on Microsoft Windows in 2020. It is the first game in the Horizon series, followed by an expansion of The Frozen Wilds and a sequel, Horizon Forbidden West.
The approach to diversity in Horizon Zero Dawn is intriguing and stimulates discourse. Here is an analysis of its advantages and constraints:
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Advantages: Racial and Ethnic Diversity: In contrast to numerous post-apocalyptic scenarios, Horizon showcases a racially and ethnically varied cast. The Nora tribe, for instance, consists of people who possess attributes and attire that draw inspiration from Indigenous North American and African traditions. Although not flawless, this deviates from the conventional post-apocalyptic theme that tends to need more diversity.
Direct attention towards women: Aloy, the main character, is a resilient and competent female protagonist who challenges conventional stereotypes. The game also includes additional notable female characters who possess autonomy and complexity. LGBTQ+ Representation: Although not directly mentioned, some elements of the narrative and character interactions imply the existence of LGBTQ+ individuals within the Nora tribe. This offers a nuanced yet significant portrayal of a realm that is not commonly recognized for such.
Constraints and Evaluations: Critique of Superficial Representation: Certain individuals contend that the diversity portrayed in Horizon appears to be without depth or substance. Although the character designs and clothes may suggest the presence of many cultures, there needs to be more in-depth analysis regarding these cultures or their impact on the globe.
Tokenism Concerns: Certain gamers express reservations about including specific characters, particularly those in minor roles, as they believe they are added only to fulfil diversity quotas without receiving sufficient development or meaningful contributions to the story. This gives rise to apprehensions over tokenism and superficial depiction.
Historical and Cultural Accuracy: There are concerns regarding the precision of cultural references and influences incorporated in Horizon's design. Recognizing and actively addressing these criticisms is crucial to guarantee accountable and considerate portrayal.
CONCLUSION -
Horizon Zero Dawn takes some positive steps towards diversifying the gaming landscape, but it's essential to acknowledge its limitations and engage in critical discussions about representation. The game opens up meaningful conversations about how diverse worlds can be built into narratives and prompts us to think about how representation is conveyed and its potential impact.
REFERENCE -
https://www.standard.co.uk/culture/gaming/video-game-diversity-representation-a4461266.html ( ACCESSED ON 8th DECEMBER)
https://horizon.fandom.com/wiki/Horizon_Zero_Dawn ( ACCESSED ON 8th DECEMBER)
https://medium.com/total-nerd/horizon-zero-dawn-and-diversity-in-games-f548839ce099 ( ACCESSED ON 8th DECEMBER)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 8
Lighting in Video Games -
I worked as a lighting artist before and had the opportunity to work on various projects and use different lighting. Lighting in video games goes far beyond simply illuminating the environment. It's a powerful tool that shapes everything from the game's visual aesthetics to the player's emotional experience.
Lighting process in Video Games -
The lighting in video games will offer artists greater freedom to create the atmosphere and lighting style. However, we must adhere to the game's theme or primary aesthetic initially. It will be necessary for lighting artists to engage in more communication with directors or concept designers due to the increased area available for lighting design of the environment.
1. Block out lighting pass: just basic support for gameplay. Make sure players can see all the assets in the environment. No dark areas. You don't need to perfectly match the mood of the concept. 
2. Proxy lighting pass: start matching and designing the look of the environment lighting, bake reflection maps, add indirect bounce. 
3. Beta lighting pass (final lighting pass): fully address the notes from directors on lighting, check lighting performance, make sure lighting is under the budget, and keep testing the game in modules. 
4. Lighting bug fix: keep working on the lighting bugs assigned by directors or gameplay artists.
3D Lighting Tools and Software - A multitude of techniques and software are crucial for attaining optimal 3D lighting in digital environments. Autodesk Maya, Unreal Engine, Blender, and Cinema 4D are widely used applications for 3D modelling and animation. These programs include powerful lighting features that enable artists to position, customize, and animate light sources within their environments. Rendering engines like Arnold, V-Ray, and Unreal Engine include sophisticated lighting algorithms, global illumination, and real-time rendering capabilities, which improve the visual quality of 3D projects. Moreover, advanced software such as HDR Light Studio assists in the development of high dynamic range (HDR) lighting configurations, allowing artists to manipulate and explore lighting situations accurately to attain specific moods and atmospheres in their 3D scenarios.
Types of Lighting -
There are two types of lighting styles. 
1) 2D lighting style - 
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In the past, the graphic capabilities of software and hardware were so limited that games had simple shapes and a poor level of detail. 
As technology advanced, designers could express more imagination and variation in their 2D game art. As a result, a wide variety of 2D art styles are now common in video games. 
Example - 
2D Pixel Art
Pixel art is among the most well-known of the many forms of video game art. In digital images, each little detail is represented by a pixel, which is essentially a square or other fundamental shape. Minecraft is a game made with a modern 2D Pixel Art style. 
Monochromatic Art
There is no universal definition of monochrome art. But monochromatic art usually has 1 or 2 colors.
If black is the only chosen colour, the artist designs most elements in black and differentiates the rest through white or shades of grey. Limbo is the best example of a Monochromatic art style. 
2) 3D Lighting Style - 
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Ten years following the debut of 2D games, 3D games were released. Their meteoric rise to fame led many to believe that 2D games had finally reached their zenith. While 2D games continue to have fans, 3D game art has seen explosive growth due to the unexpected success of 3D games. 
Some examples of 3d Lighting styles are 
Realistic Lighting - 
While creating realistic art, the artist tries to make graphics look like reality as much as possible. All top projects are made in this style. Realism is mainly used in horror and survival games. One of the popular Game, Red Dead Redemption 2” uses a more realistic lighting style. 
Fantasy Realism Lighting - 
This style encompasses all science fiction, steampunk, and fantasy settings that the game developer aspires to appear realistic, even though they cannot be realized in reality.
The Witcher 3: Wild Hunt is a game made in the fantasy realism style.
My Perspective - I must follow the industry lighting workflow and keep up with lighting technology as a game designer who wants to be a lighting artist. Understanding lighting techniques can help me in a new and growing game sector.
CONCLUSION- To summarize, 3D lighting is a crucial element in the creation of video games, significantly influencing the level of immersion and visual accuracy of virtual environments. The advancement of real-time rendering technology, global illumination approaches, and physically based rendering has increased the complexity of lighting in video games. Including dynamic day-night cycles, high-dynamic range imagery, and real-time ray tracing integration has introduced a new era of unparalleled realism, empowering developers to create visually impressive and ever-changing settings. The artistic direction of a game combines with sophisticated lighting technologies to direct and influence the emotions and focus of the players. Developers can utilize industry-standard tools and graphics engines to effectively use elaborate lighting settings, ranging from complex global illumination to subtle shadowing. With the continuous advancement of technology, the future holds the promise of ever more stunning visual experiences. This will solidify the importance of 3D lighting as a fundamental element in developing fascinating and immersive video game worlds.
REFERENCE -
https://pixune.com/blog/game-art-styles/ ( ACCESSED ON 8th DEC)
Is Video Game Lighting Actually Important?-https://blog.vertexschool.com/is-video-game-lighting-actually-important/ ( ACCESSED ON 8th DEC)
https://80.lv/articles/general-pipeline-and-lighting-study-video-games-vs-vfx-commercial/ ( ACCESSED ON 8th DEC)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 7
Deciphering the identity of Arthur Morgan from Red Dead Redemption 2
I got connected to this character because of his emotional journey and I feel Arthur Morgan is more than just a video game character he's a complex tapestry of contradictions, flaws, and humanity. Decrypting his persona is a rewarding journey that explores themes of loyalty, redemption, and the twilight of the Wild West.
ORIGIN - Arthur Morgan was born in 1863 to Lyle and Beatrice Morgan, the former being a petty criminal, and the latter dying when he was young. Arthur described his father as being a "no good bastard", and witnessed his death. Despite not liking his father, or knowing his mother, he keeps their photos, sensing some fondness.
In approximately 1878, Arthur was recruited by Dutch van der Linde and Hosea Matthews. Arthur quickly developed a strong bond with Dutch and Hosea, considering them as his surrogate paternal figures. Consequently, Arthur embraced Dutch's ideology of pursuing a life devoid of societal norms and legal restrictions, ultimately becoming one of the initial members of Dutch's gang.
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Here's a breakdown of his enigmatic character:
The Facets of a Flawed Hero:
Loyal Outlaw: Arthur is fiercely devoted to the Van der Linde gang, his surrogate family. He carries out their often-questionable deeds with stoic efficiency, a testament to his unwavering loyalty. But beneath the rough exterior lies a growing unease with the gang's moral trajectory.
Haunted by the Past: Arthur's past as an outlaw is littered with violence and regret. He grapples with his sins, seeking redemption through acts of kindness and mentorship. These internal struggles add depth and vulnerability to his character.
A Code of Honor: Despite his outlaw status, Arthur adheres to a personal code of honour. He protects the innocent, helps those in need, and stands up for what he believes in, even against his own gang. This internal conflict between loyalty and morality fuels his character arc.
Redemption in a Dying World:
Facing Mortality: As the Wild West crumbles around him, Arthur grapples with his own mortality. Diagnosed with tuberculosis, he's forced to confront his life choices and seek redemption before it's too late. This adds a layer of urgency and pathos to his journey.
Choosing his Path: The game's honour system allows players to shape Arthur's redemption. High honour choices lead him towards acts of selflessness and altruism, while low honour choices push him further down the outlaw path. This player agency makes Arthur's journey feel personal and impactful.
Leaving a Legacy: Arthur's ultimate fate shapes his legacy, whether seeking vengeance or finding peace. His choices ripple through the lives of those around him, offering a poignant reflection on the consequences of our actions.
CONCLUSION -
The complicated story arc and moral development of Red Dead Redemption 2's protagonist Arthur Morgan is unforgettable. Arthur's transformation from a Van der Linde gang enforcer to a man searching for his ideals and atonement is moving. He is an interesting and relatable protagonist due to his internal problems caused by a changing world and reflection. Arthur Morgan's persona shows how video game storytelling may evoke strong emotions even after the game ends.
REFERENCE -
https://levelskip.com/action-adventure/Arthur-Morgan-A-Red-Dead-Redemption-2-Character-Analysis ( Accessed on 7th December)
https://hero.fandom.com/wiki/Arthur_Morgan#Biography ( Accessed on 7th December)
https://gamerant.com/red-dead-redemption-2s-arthur-morgan-bullets-horses-self/ ( Accessed on 7th December)
https://reddead.fandom.com/wiki/Arthur_Morgan ( Accessed on 7th December)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 6
Unveiling the Link Between Video Game Violence and Real-World Behavior - Bobo doll experiment
The relationship between video games and violence is intricate and frequently discussed, it is crucial to refrain from making broad assumptions and oversimplified assertions of cause and effect. Exclusively attributing real-world violence to video games disregards several additional factors that play a role and can even be detrimental by shifting focus away from more urgent societal problems.
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What is the Bobo doll experiment -
The Bobo doll experiment, conducted by psychologist Albert Bandura, refers to a series of studies aimed at testing his social learning hypothesis. From 1961 to 1963, he conducted a study on children's behaviour by observing their reactions to an adult model displaying hostile behaviour towards a Bobo doll.
The Bobo doll experiment can be used as a model to learn more about how people's behaviours change over time. This shows that people can learn from both getting rewarded or punished and seeing someone else get rewarded or punished. There are real-world effects of these studies, like showing that kids can be affected by watching violent media.
How the study was conducted - 72 children from the Stanford University nursery school between the ages of 37 months and 69 months were divided into groups and observed adults either passively watching, aggressively attacking, or neutrally interacting with a blow-up inflatable doll (the "Bobo"). Then, the children were placed in a room with the Bobo alone. Researchers observed their behaviour, recording instances of imitation, aggression, and verbal hostility.
Results - These results showed that kids who had seen the aggressive model were much more likely to be mean to the Bobo doll themselves. They yelled at it, hit it, kicked it, and imitated the adult's voice and physical actions. Notably, some aggressive actions were seen in people who had seen the passive model, though not as much.
The Effects: Many people were quite upset about the Bobo doll experiment because of the ethical questions it raised. Even for scientific reasons, others felt it was inappropriate to subject youngsters to violent scenes. Nevertheless, the study had a major influence. It demonstrated conclusively that youngsters learn best by watching others and highlighted the significant impact that role models have on their actions. Because social learning theory places such great emphasis on the power of seeing, imitating, and being reinforced, this made sense.
CONCLUSION - Despite its contentious nature, the Bobo doll experiment provides vital insights regarding the influential role of observational learning, specifically with children and violence. Although one should exercise caution and consider the historical context, the experiment's impact persists in stimulating discussions and guiding research and actions that foster prosocial conduct and diminish violence in society.
REFERENCE -
https://en.wikipedia.org/wiki/Bobo_doll_experiment#:~:text=The%20role%20of%20vicarious%20reinforcement,children%20striking%20the%20doll%20increased. ( ACCESSED ON 10th DECEMBER)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 5
2D & 3D Video Games -
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Gaming has come a long way since its inception, with 2D and 3D experiences playing a significant role in its evolution. From the early days of pixelated sprites to the stunningly realistic virtual worlds of today, gaming has undergone a remarkable transformation. 
To truly appreciate the current state of gaming, we must take a step back in time and explore the origins of 2D and 3D gaming experiences. These two dimensions represent not only a shift in graphics and technology but also a fundamental change in how we perceive and engage with virtual worlds. 
The debate between 2D and 3D video games has persisted for decades, with passionate advocates on both sides. While technology has pushed the boundaries of 3D visuals, 2D games continue to thrive, captivating players with their unique design aesthetics and gameplay strengths. So, which dimension reigns supreme? Here's a closer look at the credible evidence and academic insights on both sides:
Promoting Two-Dimensional Video Games:
Unique Art Styles and Charm: 2D graphics provide a world of possibilities for art styles, allowing colourful hand-drawn masterpieces to pixelated nostalgic charms. As a result, people can develop distinct visual identities and form meaningful emotional bonds with their target audiences. Gaming as an expressive medium: The power of world-building games to sway players.
Ease of Use and Access: The more accessible controls and mechanisms found in 2D games make them great for newcomers and casual gamers. This could increase their longevity and attract a broader range of players. In 2005, Crawford published a study. Creating Engaging Interactive Stories. Books published by Morgan Kaufmann.
Pay Attention to the Gameplay and System: Due to the lack of complexity in 3D rendering, 2D games can emphasise tightly integrated gameplay loops and carefully designed mechanics. In most cases, this results in a more even-keeled and fulfilling experience, with the gameplay taking centre stage.
Successful 2D Game Examples: 2D has fans, and indie hits like Hollow Knight, Stardew Valley, and Cuphead show creative freedom, and fascinating gameplay can win over players in any medium.
In Support of Three-Dimensional Experiments:
Realistic Worlds and Immersive 3D Graphics: With 3D graphics, you may experience a more natural and immersive world. This has the potential to increase immersion and player engagement.
Enhanced Range and Diverseness: A wider variety of gameplay experiences and narrative possibilities are made possible by 3D technology, which permits large open worlds, varied settings, and intricate character models.
Innovation and Changing Technology: The speed and accuracy of 3D graphics are constantly increasing as the industry strives to create more lifelike images. Innovative gameplay mechanisms and storytelling strategies are made possible by this technical innovation. rossing; games like The Witcher 3: Wild Hunt, Red Dead Redemption 2, and The Last of Us show how beautiful landscapes and captivating stories coexist in 3D.
SOME OF THE GAMES WHICH WERE CONVERTED FROM 2D to 3D-
The transition from 2D to 3D graphics was a major turning point in video game history, opening up new possibilities for storytelling, gameplay, and immersion. Here are some notable examples of games that made the successful leap from 2D to 3D:
1. Super Mario 64 (1996):
This revolutionary platformer ditched the side-scrolling confines of its predecessors and thrust Mario into a fully explorable 3D world. Players could run, jump, swim, and climb their way through Peach's Castle and its surrounding areas, collecting coins, stomping on Goombas, and rescuing the princess in a whole new way.
2. Prince of Persia: The Sands of Time (2003):
This action-adventure game took the acrobatic Prince from his 2D side-scrolling roots and placed him in a vibrant 3D world. The innovative "Sand Slowdown" mechanic allowed players to rewind time and redo mistakes, adding a layer of strategic depth and exhilarating flow to the gameplay.
3. Tomb Raider (1996):
Lara Croft, the iconic video game archaeologist, made her debut in a 3D world that pushed the technical boundaries of the time. Players explored ancient ruins, solved puzzles, and battled enemies in a blend of action, adventure, and exploration.
CONCLUSION - The choice between 2D and 3D creation is ultimately a matter of taste, competence, and available resources. When deciding on the art style and mechanics of the game, it is essential to consider elements like budget, target audience, and game design goals. Making a game that people will like and remember is the most important thing, no matter what genre you go with.
REFERENCE -
https://icono14.net/ojs/index.php/actas/article/view/1330 ( Accessed on 6th December 2023)
https://gamemaker.io/en/blog/2d-games-vs-3d-games ( Accessed on 6th December 2023)
https://www.linkedin.com/advice/1/what-key-differences-challenges-developing ( Accessed on 6th December 2023)
https://en.wikipedia.org/wiki/Super_Mario_64 ( Accessed on 6th December 2023)
https://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time ( Accessed on 6th December 2023)
https://www.imdb.com/title/tt1797530/ ( Accessed on 6th December 2023)
https://www.innovecsgames.com/blog/next-gen-realities-the-evolution-of-2d-and-3d-gaming-experiences/ ( Accessed on 6th December 2023)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 4
Realism in Games
The idea of realism in video games is complex and involves multiple factors that enhance the player's perception of believability and immersion. The objective is not solely to replicate the appearance of the natural world but also to establish a sense of logical connection and internal harmony inside the game's universe.
One of the main reasons why realism is sought after in video games is that it can enhance the immersion and engagement of the players. Immersion is the sense of being present and involved in a virtual environment, while engagement is the degree of interest and motivation that the players have for the game . Realism can help create a more believable and consistent world for the players to explore, interact with, and relate to. For example, realistic graphics can create a more vivid and detailed representation of the game world, while realistic mechanics can simulate the physical and logical rules of the game world. Realistic characters can evoke empathy and emotional responses from the players, while realistic emotions can reflect the psychological states and reactions of the players.
However, realism is not always desirable or beneficial for video games. Sometimes, realism can conflict with other design goals, such as fun, challenge, creativity, and fantasy. Realism can also impose limitations and constraints on the game design, such as technical feasibility, ethical issues, and player expectations. For example, realistic graphics can require more computational resources and artistic skills, while realistic mechanics can reduce the flexibility and variety of the gameplay. Realistic characters can raise moral and social dilemmas for the players, while realistic emotions can cause negative or unwanted feelings for the players.
Therefore, game designers need to balance realism and unrealism according to the intended purpose and audience of the game. Some games use realism as a core feature, while others use unrealism as a creative tool. Some games mix realism and unrealism in different aspects, while others vary the degree of realism depending on the context. Some examples of games that use realism in different ways are:
Red Dead Redemption 2 is an open-world action-adventure game that features a high level of realism in its graphics, mechanics, and characters. The game recreates the American frontier in the late 19th century, with stunning landscapes, dynamic weather, and realistic wildlife. The game also simulates the survival and social aspects of the game world, such as hunting, fishing, camping, and interacting with other characters. The game aims to provide a rich and immersive experience for the players, who can explore and shape the game world as they wish.
Portal 2 is a puzzle-platformer game that features a low level of realism in its graphics and mechanics, but a high level of realism in its characters and emotions. The game uses a stylized and minimalist aesthetic, with bright colours and geometric shapes. The game also uses a fictional device called the portal gun, which can create portals between two surfaces, allowing the players to manipulate the space and physics of the game world. The game focuses on the story and humour of the game, which is delivered by witty and charismatic characters, such as GLaDOS, Wheatley, and Cave Johnson. The game aims to provide a fun and engaging experience for the players, who can solve puzzles and enjoy the dialogue and jokes of the game.
The Last of Us is a survival-horror game that features a high level of realism in its graphics, characters, and emotions, but a low level of realism in its mechanics and story. The game depicts a post-apocalyptic world, where a fungal infection has turned most of the human population into zombie-like creatures. The game follows the journey of Joel and Ellie, two survivors who form a bond as they travel across the country. The game uses realistic graphics to create a gritty and bleak atmosphere, while realistic characters and emotions elicit empathy and emotion from the players. However, the game also uses unrealistic mechanics and story elements, such as the infection, the combat, and the plot twists, to create tension and excitement for the players.
MY PERSPECTIVE - As a game designer, I need to make sure that I construct a game that incorporates some real-time elements. This will allow me to get the players more interested and give them the impression that they are playing in the real world.
CONCLUSION - Realism in video games is a complex and multifaceted topic that has no definitive answer. Realism can have different effects on the player experience, depending on the aspect, degree, and context of realism. Game designers need to consider the benefits and challenges of realism, as well as the purpose and audience of the game when deciding how much realism to use in their games. Realism is not a goal in itself, but a means to an end. The ultimate goal of video games is to create enjoyable and meaningful experiences for the players.
REFERENCES -
https://en.wikipedia.org/wiki/Red_Dead_Redemption_2 ( ACCESSED ON 6th DECEMBER)
https://en.wikipedia.org/wiki/Portal_2 ( ACCESSED ON 6th DECEMBER)
https://en.wikipedia.org/wiki/The_Last_of_Us ( ACCESSED ON 6th DECEMBER)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 3
AR and VR Redefining the Gaming Landscape
Just picture yourself fully immersed in a fantastical setting as you play a game that transports you to that realm. Just think of how much fun it would be to play these games and discover fascinating new worlds! Modern technology has made augmented and virtual reality a reality, rather than a pipe dream.
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What is Virtual Reality? Virtual reality (VR) is a computer-generated simulation that allows users to explore and interact with an interactive 3D environment. VR allows humans to be fully immersed in a digital environment, which can either be completely fictional or a simulation of the actual world. The main objective of virtual reality is to generate a compelling and immersive sensory encounter for the user.
What is Augmented Reality? Augmented reality (AR) is a cutting-edge technology that superimposes digital information, such as photographs, text, or 3D models, onto the physical environment in real-time. Virtual reality fully immerses users in a simulated environment, whereas augmented reality enhances the user's experience of the actual world by incorporating digital aspects into it. Augmented reality (AR) is specifically engineered to seamlessly integrate the actual and digital realms, providing users with an engaging and enhanced encounter.
Leveling Up Engagement:
Immersive Worlds: Imagine stepping into your favorite fantasy RPG, feeling the wind against your skin as you explore vibrant landscapes and battling mythical creatures. VR's ability to transport players into fully realized virtual worlds offers unparalleled levels of immersion, as evidenced by titles like "Half-Life: Alyx" and "The Elder Scrolls V: Skyrim VR."
Physical Interactions, Virtual Consequences: AR overlays physical environments with interactive elements, blurring the boundaries between the real and digital. Games like "Pokemon GO" and "Harry Potter: Wizards Unite" encourage players to explore their surroundings, transforming daily walks into fantastical adventures.
Redefining Genres: Genres traditionally confined to flat screens are finding new life through VR and AR. Puzzlers like "Moss" and "I Expect You to Die" utilize VR's unique perspective to create mind-bending challenges, while AR titles like "Minecraft Earth" and "ARKit" games transform familiar locales into canvases for creative expression.
Beyond the Screen, Building Connections:
Social Play in Virtual Spaces: VR doesn't have to be a solitary experience. Titles like "VRChat" and "Rec Room" offer virtual spaces for users to socialize, play games, and even attend concerts together, fostering connections that transcend physical limitations.
Multiplayer Mayhem with Spatial Awareness: VR's positional tracking allows for unprecedented teamwork and tactical gameplay. Games like "Pavlov VR" and "Onward" immerse players in realistic military simulations, requiring coordinated maneuvers and spatial awareness for success.
Rethinking Competitive Gaming: eSports is embracing VR with titles like "Blaston" and "Echo VR," offering competitive experiences that require physical skill and strategic thinking alongside traditional game-play mechanics.
Challenges and Ethical Considerations:
Accessibility and Affordability: VR and AR headsets remain expensive, potentially creating a digital divide and limiting access to these immersive experiences.
Health and Safety Concerns: VR can induce motion sickness and discomfort, particularly for new users. Additionally, ethical considerations like data privacy and potential addiction to virtual worlds require careful attention.
Real World, Pixelated Consequences: Blurring the lines between reality and gaming can have unintended consequences. AR games have raised concerns about distracted walking and safety, while VR's immersive nature necessitates responsible design and user guidelines.
CONCLUSION- AR and VR could be very useful in the world of games. As the web moves to the decentralized Web 3.0 platform, both of these technologies will make games even better by combining new ideas with perfect execution.
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REFERENCE -
https://www.linkedin.com/pulse/how-ar-vr-impacting-gaming-industry/?utm_source=share&utm_medium=member_ios&utm_campaign=share_via ( Accessed on 5th December 2023)
https://screenrant.com/immersive-vr-games-experiences/( Accessed on 5th December 2023)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 2
Unveiling the Gender Struggles, Female Representation in the World of Video Games -
In the ever-expanding realm of video games, where cutting-edge graphics and immersive gameplay reign supreme, it is imperative that we delve into the profound impact these digital experiences have on players and the intricate interplay they have with gender dynamics within our society.
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Representation of females that are sexualized and objectified - The issue of sexualized and objectified portrayal of women in video games is still widespread, marked by the ubiquitous utilization of exaggerated physical attributes, impractical wardrobe options, and provocative stances. Female characters frequently exhibit unrealistic physical proportions, including exaggerated curves and revealing clothing, which perpetuate detrimental stereotypes and objectify women. These depictions diminish female characters to mere objects of attraction, placing more importance on their outward attractiveness rather than their depth of storytelling or capabilities. The influence of such portrayal extends beyond the digital realm, leading to unattainable ideals of beauty and potentially shaping players' views on gender roles. This problem gives rise to a situation where female gamers are excluded, leading to an environment where women may feel marginalized and perpetuating a society that accepts the objectification of women as normal. In response to this issue, there is an increasing need for the adoption of more inclusive development methods, the inclusion of different individuals in game design teams, and a heightened consciousness within the gaming community to actively question and modify these problematic portrayals.
Subordinate and Insignificant Subplots for Female Characters- Women are significantly underrepresented in video games, and their narratives are severely constrained. Female characters are generally relegated to supporting roles in video games. Dietz's study revealed a prevalent portrayal of women in video games as frequently being portrayed as victims or damsels in distress. These female characters possess inconsequential positions as secondary characters; they lack the capability to actively engage in the game and necessitate the intervention of a male character for their rescue. The narrative of a helpless woman in video games also dehumanizes women by depicting them as things that the male protagonist must acquire.
Certain video games have female protagonists who occupy a paradoxical role, serving as both symbols of female emancipation and objectified sexual objects designed solely for the male perspective. Grimes asserts that female protagonists conform to Western beauty ideals, characterized by being Caucasian, slender, attractive, and possessing symmetrical facial characteristics. Although the clothing worn by female characters may not be explicitly exposed, they typically possess a well-endowed and shapely physique. While female characters may enter a traditionally male domain by wielding weapons and participating in violence and aggression, assuming masculine roles does not diminish the influence of the male gaze.   As an illustration, in the Tomb Raider series, Lara Croft assumes the role of a formidable female heroine. Nevertheless, her physical form continues to be objectified and presented as an item of interest from a masculine perspective. The current edition of Tomb Raider not only portrays Lara Croft with heightened femininity and sexual allure but also sexualizes her through the perspective of the game camera. The camera's perspective accentuates the prominently displayed body parts of Lara Croft as she executes various movements. Players have the ability to view her body from a rear perspective or examine her physique by adjusting the camera angle.
Effects on Women Players - Video games can have a detrimental impact on women's self-perception. Behm-Morawitz and Mastro found that being exposed to sexualized video game characters can lead to the development of gender stereotypes and have an impact on how females perceive themselves. During the study, the participants were instructed to assume the roles of a "sexualized" female protagonist and a "non-sexualized" female protagonist. Subsequently, both groups were required to fill out an online questionnaire. The study suggests that women who engaged in a video game featuring a sexualized female character reported diminished levels of self-efficacy in comparison to women who did not partake in a game with a sexualized female character. Furthermore, women who engaged in a game featuring a sexualized female character expressed "less positive opinions about women's physical abilities" compared to women who did not participate in a video game with a sexualized female character. These findings indicate that being exposed to sexualized female characters can potentially heighten feelings of self-doubt in women.
Addressing the normalization of violence against women - The hypersexualization and objectification of women, along with the depiction of violence against women in video games, can foster attitudes that endorse real-life violent behaviour towards women. Beck and their colleagues contend that the widespread occurrence of violence against women in video games can promote the acceptance of rape myths. The rape myth refers to biased, stereotypical, or inaccurate ideas of rape, its victims, and perpetrators. Various rape myths exist, including the notions that "only immoral women are raped" or "women provoke it." In essence, they transfer responsibility for the sexual attack from the culprits to the victims.
Certain video games enable players to engage in violent conduct towards women by simulating acts of violence and sexual assault, portraying the abuse, torture, and rape of women as a kind of enjoyment. For instance, in the game RapeLay, players assume the character of a perpetrator of sexual assault with the objective of committing acts of rape on women. RapeLay features explicit depictions of sexual assault perpetrated against females of various ages, including incidents occurring within a train set, the act of forcibly removing their clothing, digitally fondling them, compelling their compliance through the use of specific items like handcuffs, and the ability to select the method of rape.
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CONCLUSION - Video games significantly contribute to the reinforcement of unfavourable beliefs and behaviours toward women. Therefore, it is crucial to examine the portrayal of women in video games to raise awareness about the prevalence of violence and objectification in many games. This examination will also help shape legislation and regulations surrounding the sale of video games. The mere augmentation of female characters in video games does not effectively address gender representation issues. Promoting favourable and empowering representations of women in video games has the potential to foster a more equal and varied gaming culture as well as instigate a beneficial transformation in the game industry.
REFERENCES -
Old School to Modern Day: The Best Nintendo Games Ever. https://thegameroof.com/old-school-to-modern-day-the-best-nintendo-games-ever/ (Accessed on 5th December 2023)
Celina Smith Leaked Nudes: Shocking Scandal Unveiled! https://theweeklyspoon.com/general/general-news/celina-smith-leaked-nudes-shocking-scandal-unveiled/ (Accessed on 5th December 2023)
Are Violent Video Games Bad For Teens? | HugATeen.com. https://hugateen.com/articles/tech/are-violent-video-games-bad-for-teens/ (Accessed on 5th December 2023)
Lucas Manhaes de Souza, Tamyres. "You Could Have Saved Her: Representations of Violence Against Women in Choice-based Games." 2021, https://core.ac.uk/download/483413498.pdf.(Accessed on 5th December 2023)
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dharshareddy189 · 2 years ago
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DIGITAL MEDIA: SOURCES AND SIGNIFICANCE
BLOG POST 1
Narratives in Game Design
In the realm of game design, narratives play a pivotal role, serving as the lifeblood that fuels immersive and transformative experiences for players. These captivating tales are not merely an accessory but rather a fundamental component that is intricately woven into the very fabric of the human experience, fostering growth, knowledge acquisition, and the advancement of society as a whole. The human species has undergone a remarkable evolutionary process, resulting in our ability to comprehend our own existence through the framework of interconnected events conveyed through spoken or written accounts. This unique cognitive capacity has led us to rely on narratives as a fundamental tool for constructing our perception of reality and comprehending the intricacies of the world we inhabit. This profound influence extends to the realm of gaming, where narratives play a pivotal role in shaping our understanding and engagement with these interactive experiences.
Hence, for several reasons other than just graphics and game mechanics, video games have become an essential part of many lives. Good gameplay and storytelling are now considered to follow hand in hand in the industry. They are essential ingredients for creating an engaging, highly interactive game.
 Video games today have more storylines than ever, from tiny smartphone games to huge, multi-million dollar franchises. “Witcher” and “God of War” focus substantially on plot and character development, while “Fortnite” has a little backstory that supports the gameplay.
In the captivating world of Angry Birds which was released in the year 2009, the feathered creatures take centre stage as the valiant protagonists pitted against their mischievous adversaries, the pigs. In this thrilling avian-themed adventure, the feathered protagonists are determined to retrieve their precious eggs, while the mischievous swine antagonists are equally adamant about retaining their ill-gotten treasures. Your current emotional state has a significant impact on your gameplay experience. By adopting a narrative-centric approach to your game, you will not only gain a clearer understanding of the contrasting forces at play but also infuse them with rich emotions and distinctive personalities.
The Power of Strong Narrative: A compelling storyline may have a profound impact on video games, as shown in The Last of Us. Making an emotional connection, delving into deep concepts, and leaving gamers with a lasting impression are more important than pixels and polygons. The ability of video games to convey stories and strike a chord with players on an emotional level is what really sets them apart from other forms of entertainment.
Character-driven story- Joel and Ellie's post-apocalyptic survival story drives the game. Players are emotionally moved by their stories of struggle, sacrifice, and resilience. Longevity- Emotional involvement builds a lasting gaming relationship. Powerful plot and sad moments draw gamers back after the first playthrough. Successful sequel. -The Last of Us Part II, which expanded and deepened Joel and Ellie's relationship, was a hit with fans and critics.
Conclusion - Video games offer a vast array of interactive elements, making them an exceptional medium for immersive storytelling experiences. Ultimately, the art of storytelling in games defies a singular formula or approach. To elevate the user's gameplay experience, game designers often employ a combination of multiple storytelling techniques. Ultimately, the optimal method for effectively conveying a narrative within the realm of gaming will perpetually hinge upon the meticulous curation of the game's environment, the seamless integration of gameplay mechanics, and, naturally, the compelling and captivating story being woven.
My perspective -
I think it's crucial to think about how the story fits into the bigger picture and how it may enhance the experience for players. I aspire to design games that captivate players with compelling stories and detailed environments. Games with compelling stories, like Titanfall and Call of Duty Ghost, have prompted me to play them again and again.
REFERENCE:
https://www.reddit.com/r/truegaming/comments/n0o9ex/how_important_is_a_story_in_a_video_game/ ( Accessed on 5th December 2023)
https://medium.com/edtech-in-language-learning/the-importance-of-narrative-in-video-games-4a879fb01fe8 ( Accessed on 5th December 2023)
https://www.theguardian.com/culture/australia-culture-blog/2014/feb/21/writing-video-games-can-narrative-be-as-important-as-gameplay ( Accessed on 5th December 2023)
https://game-ace.com/blog/storytelling-in-video-games/ ( Accessed on 5th December 2023)
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