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BLOG-10
Narratives in Game Design: Weaving Engagement and Meaning
SOURCES: Narratives in Game Design
The marriage of storytelling and gameplay is what elevates interactive media from mere entertainment to an art form. In game design, narratives are more than just speech exchanges and cutscenes; they are the threads that connect the player's experience and give it personality, agency, and purpose.
Beyond Linearity: Branching Narratives and Player Agency
The days are gone of passive storytelling in games. Modern game narratives are intricate tapestries, where player choices determine the course of the story. Branching narratives, with their multiple endings and consequences, empower players to become active participants in the narrative, forging a deeper connection with the game world and its characters.

Show, Don't Tell: Environmental Storytelling and World-Building
In-game environments can be potent storytelling tools. Lush landscapes, crumbling ruins, and bustling cityscapes whisper tales of the world's history, culture, and conflicts. Environmental storytelling allows players to piece together the narrative organically, fostering a sense of discovery and intrigue.
The Power of Character: Creating Relatable and Memorable Avatars
Compelling characters are the lifeblood of any narrative, and games are no exception. Well-developed characters with relatable motivations, flaws, and backstories draw players into their world, inciting empathy, investment, and even love. Whether it's the gruff space marine or the witty robot companion, memorable characters leave a lasting impression on players long after the credits roll.
Challenges and Considerations: Balancing Story and Gameplay
Integrating narrative seamlessly into gameplay is an art. Too much story can bog down the action, while too little can leave players feeling unengaged. Striking the right balance is crucial, ensuring that the narrative enhances the gameplay and vice versa.
The Future of Storytelling in Games
The future of game narratives is brimming with possibilities. The rise of virtual reality and augmented reality promises to further blur the lines between player and character, immersing us deeper in interactive stories than ever before. Artificial intelligence-powered characters with adaptive dialogue and behavior could create truly dynamic and unpredictable narratives.
Conclusion
In conclusion, narratives in game design are a powerful tool for creating engaging and meaningful experiences. By understanding the different facets of storytelling in games, from branching narratives to environmental cues, developers can craft worlds that resonate with players and leave a lasting impact. As the technology and tools at our disposal continue to evolve, the future of game narratives is poised to become even more immersive, interactive, and emotionally resonant.
References
Stone, C. (2023) The evolution of video games as a storytelling medium, and the role of narrative in Modern Games, The evolution of video games as a storytelling medium, and the role of narrative in modern games. Available at: https://www.gamedeveloper.com/design/the-evolution-of-video-games-as-a-storytelling-medium-and-the-role-of-narrative-in-modern-games (Accessed: 04 January 2024).
Sophie, V. (2019) The evolution of video game narrative, The Literary Platform. Available at: https://theliteraryplatform.com/news/2011/01/the-evolution-of-video-game-narrative/ (Accessed: 04 January 2024).
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BLOG-9
VALORANT: SKYE BUILDING BLOCKS
SOURCE -SIGNS AND SEMIOTICS
Valorant is the game that I have been playing continuously for the past 3 years. "Valorant" is a first-person tactical shooter developed and published by Riot Games released in 2020, Valorant quickly gained attention for its strategic gameplay, unique character abilities, and focus on precise gunplay reminiscent of classic tactical shooters.
Every 3 to 6 months, valorant keeps adding new agents to this roster, which always makes me curious to know about the background stories of those new agents. Because the stories of every new agent are interconnected to the valorant main story timeline. With his commanding presence, SKYE piqued my interest. I desired to delve further, into her existence after watching the trailer in September 2020. From where did she get her name? What was its origin? What secret codes did the colors and symbols that characterized him represent? I decided to investigate more closely using semiotics, looking at the signals and symbols that comprise his personality.
ABOUT THE SKYE
Originating from Australia, Skye leads her group of creatures across dangerous terrain. The squad is strongest and safest while Skye is leading it, as her inventions hinder the adversary and she can heal others.
Personality
According to the storyline, she has admitted that she was unaccustomed to working with others before joining VALORANT. Still, she has already demonstrated that she is an excellent team player by leading and reminding her teammates to move as a cohesive unit and cooperate to accomplish their goals. Skye is naturally perceptive, taking note of anything strange in her surroundings as soon as she does. This is due to her inclination to feel and sense the natural world and everything around her.
Appearance
Skye can be seen donning a green tank top over a vest of body armor, gloves, earrings in both ears and a green headband. She is dressed in boots, long cargo trousers with kneepads, a utility belt, and a pouch on her left leg. In addition, she has two leaf pendants hanging from her beaded necklace, which contrasts with her green, natural-themed outfit. Skye conceals her left forearm with a sleeve and has multiple scars on her right arm. She also has a lot of muscle, probably from living in the wild and being tough.
Academic Standpoint
Charles Sanders Peirce in his study “3 Key Typologies of Signs” mentions about three modes of Signification. (Charles,1839-1914)
Symbolic: The signifier is traditional and arbitrary. Example -This Classified relationship between a person and his or her name.
Iconic: Like or mimic the signified is what the signifier does. Example – The relationship between an advertisement for a car on sale and the real car.
Indexical: signifier and object are somehow directly related. Example- The relationship between the origin of a game character and the abilities or power they have are related to that origin or atmosphere.
Fiske in his study, "Introduction to Communication Studies", mentions that media is not always a direct connection. There may be some uncovering hidden meanings.
Fiske divides media understanding into two categories-
Connotation- This Shows Deeper perceptions and connections connected to a sign. (Fiske,1982:91)
Denotation- This shows direct associations with the sign. (Fiske,1982:91)
To decrypt the character, I am going to use those studies. To keep it comprehendible I am going to take SKYE from Valorant.
Semiotics & Sign in Character Design.
Name – Skye
Origin- Australia
Skye - VALORANT Color Palette
Colors in Palette
Color Hex RGB
#3b494b (59,73,75)
#95bdab (149,189,171)
#547386 (84,115,134)
#6f8b8c (111,139,140)
#35271b (53,39,27)
Skye character is based on Austrian forest tribal girl, which is trying to save his home from intruders.
It is clearly visible that using this color palate. The developer wants to show a connection between Skye and nature.
Other References
The Abilities of Skye

REGROWTH-
Skye first ability is Regrowth. It is a feature in which she can heal other players. It is represented by a leaf sign.
Leaf has historical uses in traditional medicine.
TRAILBLAZER-
With the use of this power, Skye is able to call forth a controllable Tasmanian tiger that will scuttle ahead and hit any foes in its path when given the order. The Tasmanian tiger held cultural significance among the Aboriginal Tasmanians in Australia.
Using the Tasmanian Tiger as a trailblazer refers to the connection of Skye and natural habitats.
GUIDING LIGHT-
Skye uses a hawk she can manipulate to soar over the map, revealing and blinding any adversaries in its path of vision.
As raptors, hawks hold great cultural and symbolic significance for many indigenous Australian tribes. These birds' skill at hunting, their acute vision, and their flying talents have earned them respect and admiration.
Overall Representation
Skye is an amazing representation showing the connections between her origins, abilities, and symbolic representation through the colors and symbols. Her persona reflects an amalgamation of Australian tribal roots and a fierce protector of the environment. The chosen color palette symbolizes this union, signifying her affinity with the natural world. Each ability, from the healing represented by the leaf to the Tasmanian tiger as a trailblazer and the hawk's guidance, mirrors Skye's deep-rooted connection with her homeland's culture and wildlife. Through semiotics and Peirce's typologies of signs, the developers intricately weave Skye's narrative, seamlessly integrating her abilities, appearance, and backstory to create a character that embodies the spirit of nature's defender and team leader within the Valorant universe.

Conclusion -
Skye in Valorant, an embodiment of Australia's tribal essence, stands as a guardian of nature, intertwined with her surroundings. Her color palette reflects a deep connection to the natural world, while abilities like healing through the leaf, the Tasmanian tiger as a trailblazer, and the hawk's guidance echo her cultural ties. Through semiotics, Skye's design intricately weaves her backstory, abilities, appearance, and heritage, showcasing a profound bond between humanity and nature. Within Valorant, she epitomizes a nature-driven leader, defending her homeland while guiding her team, portraying a captivating narrative crafted through meticulous attention to detail and rich symbolism.
References
Fiske, J. (2010) Introduction to communication studies, Routledge eBooks. https://doi.org/10.4324/9780203837382.
Atkin, A. (2022) Peirce’s theory of signs, Stanford Encyclopedia of Philosophy. Available at: https://plato.stanford.edu/entries/peirce-semiotics/ (Accessed: 02 January 2024).
Kodzvn (ed.) (2022) Skye - Valorant Color palette, Color Hex Codes. Available at: https://www.color-hex.com/color-palette/1006234 (Accessed: 04 January 2024).
GAMES, R. (ed.) (2022) Valorant agents: Skye, an initiator from Austrailia, VALORANT. Available at: https://playvalorant.com/en-gb/agents/skye/ (Accessed: 09 January 2024).
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BLOG-8
Does a Game Review Heavily Affect Game Purchases?
SOURCES: Game reviews as a strong ‘Emotioneering’ tool
Does a Game Review Heavily Affect Game Purchases?
Numerous people's decisions to buy video games can be significantly influenced by the evaluations of those games. The reviews are an important source of information since they provide insights about the quality of the game, the gameplay mechanics, the graphics, the story, and the overall experience for the players.
About the “Emotioneering” in Game Sales?
Emotioneering in game design greatly influenced game sales and the overall success of a title.
Positive Reviews are something that creates a marketing buzz, gets press attention, and increases visibility. Highly regarded games are emphasized in advertising materials, included in ‘Top 10’ or ‘Best of’ lists, and suggested by platforms like Metacritic or IGN which increases their visibility and may even boost sales.
Academic Standpoint
David Freeman's in his book unveils the secrets behind Emotioneering™, a powerful set of techniques to infuse games with depth and breadth of emotion. Those techniques are key to the mass marketing success of several games in today's competitive game industry market.
Stirring emotions to create:
- Marketing buzz
- Press attention
- A broader demographic
- Competitive advantage
‘Emotioneering’ through reviews
The Reviewer or Publication Should Be Trusted:
It is more probable that consumers will be swayed by reviews that come from sources that they have faith in. Well-known reviewers, well-established gaming periodicals, community input on platforms like Steam, and Epic Games, or user reviews on websites can all have more weight than other types of reviews such as Metacritic and IGN.
Metacritic
Trailers and Demo Versions of the Game:
It is possible to demonstrate the actual gaming experience through the use of gameplay trailers, demos, or beta versions. This provides prospective purchasers with the opportunity to make more informed judgments beyond what is discussed in reviews.
When it comes to making purchasing decisions, it is essential to keep in mind that different people have different responses to reviews, and some customers may not place a significant amount of weight on ratings. Additionally, factors such as personal experiences with previous games developed by the same developer, brand loyalty, and the popularity of franchises can all play a role in the purchase decision.
Recently Rockstar Games Released the trailer of GTA 6. Given the popularity and success of the Grand Theft Auto series, the GTA 6 trailer broke all the previous records in terms of views, engagement, and excitement within the gaming community.
The Most Viewed Video Game Trailer on YouTube History with over 193 million Views.
youtube
The Role of Influencers in Emontioneering
In the context of Marketing Buzz and Press attention, influencers play a very vital role. They establish emotional connections with their followers by using their charisma, personal brand, and relatability to build attachments that have an impact on behavior or influence the users.
"The Last of Us Part II," crafted by Naughty Dog, embarked on a unique promotional journey before its release. The game, a sequel to the highly acclaimed "The Last of Us," was eagerly awaited by fans worldwide. Understanding the power of influence in the gaming community, they strategically granted early access to a select group of gaming influencers, notably including Greg Miller from Kinda Funny Games and Alanah Pearce, formerly with IGN.
These influencers were entrusted with a critical role: to introduce the game to the public from a player’s perspective. They embarked on this task by sharing their experiences, focusing on the game's storytelling, gameplay mechanics, and emotional depth. They delved into how the narrative was crafted, highlighting the game's ability to weave complex, emotionally charged stories that resonate with players on a profound level.
The influencers created a wave of hype around the game. Their previews, filled with genuine reactions and devoid of major spoilers, stirred up immense curiosity and excitement. They effectively set expectations, painting a picture of what potential players could anticipate in terms of both the gaming experience and the emotional journey. This was not just about showcasing a new game; it was about framing "The Last of Us Part II".
Their content, be it through long-form videos, tweets, or live streams, allowed the audience to experience the game’s emotional depth. Viewers witnessed firsthand the influencers' emotional reactions – from moments of tension and shock to those of heartfelt emotion. This showcase of emotional depth did more than just promote the game; it connected the audience to the game’s core narrative themes, generating a sense of empathy and engagement even before the game’s release.
Upon its launch, "The Last of Us Part II" received a mix of critical acclaim and community debate, partly due to the narrative choices made in the game. The influencers' early access and subsequent content played a pivotal role in shaping how the game was received. It highlighted the influence such individuals have in the gaming industry - they can build anticipation, mold expectations, and significantly impact the initial reception of a game.
This case study underscores the evolving landscape of game marketing and the substantial impact influencers have in the gaming industry. Their ability to share experiences, build hype, set expectations, and showcase the emotional depth of a game like "The Last of Us Part II" represents a powerful tool in the hands of game developers seeking to create a lasting impression in the highly competitive gaming market.
Conclusion-
Game reviews serve as guiding lights, illuminating the game's quality and mechanics, often influencing purchasing decisions with their marketing buzz and visibility. Yet, decisions aren't solely dictated by reviews; personal experiences, loyalty, and franchise popularity also weigh in. The recent record-breaking GTA 6 trailer views underscore the multifaceted nature of player excitement. Meanwhile, influencers craft emotional connections, share authentic experiences, and set expectations, exemplified by "The Last of Us Part II" previews, shaping narratives before a game's launch. This amalgamation showcases the significant impact of reviews and influencers, not just on sales but on fostering a profound connection between players and their gaming experiences, illuminating a path for marketers and developers to craft resonant strategies within the competitive gaming market.
REFERENCES
Lowe, S. (2020) Introducing ‘inside the last of us part II’ Video series, Naughty Dog. Available at: https://www.naughtydog.com/blog/inside_the_last_of_us_part_ii_video_series (Accessed: 09 January 2024).
Freeman, David (2004), ‘Creating Emotion in Games: The Craft and Art of Emotioneering’, ACM Computers in Entertainment, 2: 3, Article 8a, pp. 1–11
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BLOG-7
Grand Theft Auto 6: Abstract OF REAL LIFE
SOURCES: INTERTEXTUALITY IN MEDIA
There are a lot of insane situations in the GTA 6 teaser, some of them are even directly influenced by actual events. I've always enjoyed finding Easter eggs in the games I play, frequently spending additional time looking for those tiny gems. Rockstar Games are known to use parodying in their Grand Theft Auto sequence.
Curriculum Vitae
The term intertextuality is defined by Julia Kristeva as the transposition of one (or several) sign system(s) into another. Kristeva urges a departure from the 'banal sense of "the study of sources."' (In-text citation)
For Example:
Easter Eggs
Parody
The similarity between GTA IV, GTA V, and the upcoming GTA 6
Those Shots in the trailer are similar to what Rockstar Games did in the Past with GTA IV AND GTA V Games. GTA IV's emphasis on different gangs gave the game a realistic crime drama feel, but GTA V was overly preoccupied with the FIB/Merryweather and dull rich individuals like Weston. Still, Liberty City felt more "real" than Las Vegas, which may have been the intention of the developers. But, the map of Grand Theft Auto V is far too dominated by an enormously pointless rural area. There are a lot of scenes in the games that are based on real-life events or locations like The Vinewood Von Crastenburg Hotel (Based On The Hollywood Roosevelt Hotel) in GTA V.

The Von Crastenburg Hotel & Resorts network appears to be modeled after the Hilton group. However, the Hollywood Roosevelt Hotel was most likely the inspiration for the company's Vinewood location. It is situated at the intersection of Clinton and Meteor and has restaurants, nightclubs, and swimming pools among its facilities.
Scenes In GTA 6 Trailer Based on real-life news stories
Some of the more absurd shots in the Grand Theft Auto VI teaser are essentially news articles.
Racist Women comes with hammers
Rockstar Games included this event in the trailer of GTA 6 even though it's from Los Angeles and not Florida, where the environment (Map) of the game will be based. A woman verbally and physically assaulted her neighbor. She had two hammers with her so she could smash up her neighbor's car. In the GTA 6 teaser, a woman is also seen carrying two hammers in the same manner.

Crocodile walks into the supermarket
Another shot from the trailer is a crocodile walking into the shop. CCTV footage of a crocodile barging through the front door of a store appears in the GTA 6 teaser. This is also based on a real-life event where an alligator showed up at a Florida Walmart's front entrance in 2013.

Police Officers Chasing Naked Man Running on Highway
Another non-Florida event was this naked man running from police in Canada. Even the style of mobile phone footage is identical to a moment seen in the GTA VI trailer.

In Conclusion
The creative way that each real-life events are integrated as an Easter egg gives this storyline a brilliant touch. Grand Theft Auto's core attraction is intertextuality, which is well demonstrated in the GTA 6 trailer. Several examples demonstrate how well Rockstar Games can incorporate real-world elements into its virtual worlds. From Easter eggs and parodies in Grand Theft Auto IV and V to the forthcoming Grand Theft Auto VI, the series has evolved to intentionally move towards greater realism with GTA 6. Scenes that mimic viral news stories like the crocodile invading a store or the woman wielding a hammer show that rockstars want to create immersive experiences for users in GTA6. Adding a Viral News story in the game can be a good way to attract young audiences towards the game, as it can be in the form of realistic character interactions, relatable locales, or events modeled after real-world occurrences. All things considered, young audiences stand to gain a great deal from the inclusion of realism in games as it encourages empathy, critical thinking, connection, and curiosity, all of which contribute to a more fulfilling and meaningful gaming experience.
References
Kristeva, J. and Moi, T. (1986) The Kristeva reader. https://ci.nii.ac.jp/ncid/BA00525868.
Petty, T.E. and Campbell, M.W. (2023) GTA VI - TRAILER. Published by Universal Music Works on behalf of Wild Gator Music (GMR) and Wixen Music Publishing, Inc. as agent for Gone Gator Music (ASCAP) and NotoriousJBPSongs (ASCAP) Courtesy of Universal Music Enterprises, a Division of UMG Recordings, Inc. 4 December. Available at: https://youtu.be/QdBZY2fkU-0?si=HWi1wszybeulaxEr (Accessed: 01 January 2024).
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BLOG-6
VR Immersive Experiences in Games
Being a game buff, VR as having the ability of providing an immersive experience has always excited me. The virtual reality (VR) technology has gone through a lot, leading to a wide application in such diverse areas as education and training, simulations, healthcare, among others. This blog post entails my views about how VR affects gaming by presenting a few examples of immersive VR games.
VR is a powerful tool for gaming.
The novelty of VR gaming lies in the fact that it cuts the player away from his/her external reality and involves the body into the gaming process. It surpasses traditional gaming by making players live it up through their involvement in the game world. Furthermore, the adoption of VR to different cultural heritage settings like museums and exhibitions as well as virtual reality games continues to grow.
Examples of Immersive VR Games
Half-Life: Half-life: Alyx is considered to be one the best and most captivating VR game, with the highest storytelling and visual immersion standards. The game is very well built with mechanics and physics that captures you.
Lone Echo: It has a very interesting story, amazing visuals and physics features that make this one of the best VR engagements.
The Gallery: A pioneer despite being an older one, The Gallery and its sequel had immersive storytelling and gameplay embedded in a VR.
Resident Evil 7: This biohazard horror game utilizes the tension-filled quality attributed with VRs to present a scary experience for players.
Echo VR: Echo VR, is a virtual reality competition game mixing sport with FPS under gravity less conditions.
Challenges and Future Potential
The potential benefits associated with virtual reality gaming notwithstanding, the journey is not without hiccups. One of the major problems lies in the price of VR equipment that might be too high for many clients. Other important structural problems to virtual reality gaming are high content development costs and market fragmentation.
Nevertheless, VR technology keeps advancing, and so are more interactive encounters tomorrow. In turn, using a device like the Meta’s Quest 3 VR headset in conjunction with VR and AR expands creative possibility in gaming. Besides, with time VR technology will be used in making more new and intriguing games whose parameters exceed those allowed for ordinary virtual reality.
Personal Perspective
Being a gamer, I look forward to what lies ahead in VR gaming as more of such enhanced gaming options become available. The presented cases in this post illustrate how effective VR can be for creating intriguing game environments which are very immersive. With increased development of technology and the designer’s exploration of new ways of employing VR, a larger number of sensational and intense games should be expected later on.
References
Hamad, A. and Jia, B. (2022). How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. International Journal of Environmental Research and Public Health, [online] 19(18), p.11278. doi: https://doi.org/10.3390/ijerph191811278 .
Theodoropoulos , A. and Antoniou2, A. (2022). Virtual Reality Games in Cultural Heritage. [online] Scholarly Community Encyclopedia. Available at: https://encyclopedia.pub/entry/33196 [Accessed 25 Dec. 2023].
Kraynov, M. (2023). VR Gaming: Navigating Challenges for Mainstream Success. [online] Spiceworks. Available at: https://www.spiceworks.com/tech/innovation/guest-article/vr-gaming-key-challenges/amp/ [Accessed 25 Dec. 2023].
ReflectingThePast (2023). What’s the best VR game you played in terms of overall immersion in storytelling and graphic fidelity? [online] Reddit. Available at: https://www.reddit.com/r/virtualreality/comments/14dged2/whats_the_best_vr_game_you_played_in_terms_of/ [Accessed 25 Dec. 2023].
Moore, E. (n.d.). Designing VR Games and Experiences Worth Playing | Toptal®. [online] Designers. Available at: https://www.toptal.com/designers/virtual-reality/designing-vr-games [Accessed 25 Dec. 2023].
Bojarski, M. (2022). 10 Totally Immersive VR Games And Experiences. [online] ScreenRant. Available at: https://screenrant.com/immersive-vr-games-experiences/ [Accessed 26 Dec. 2023].
Porokh, A. (2023). Best PC VR Games: Immersive Experiences Beyond Reality. [online] Kevuru Games. Available at: https://kevurugames.com/blog/best-pc-vr-games-immersive-experience/ [Accessed 26 Dec. 2023].
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BLOG-5
The Art and Science of 3D Lighting
Lighting has always had an influence on me as a 3D artist – it is one thing that has caught my interest. One very important attribute for achieving an accurate photorealistic visualization is the lighting setup and it sets the foundation for adding an extra dimension in terms of value to any project. This post involves the concept of 3D Lighting which encompasses its category, methods used in illumination and in film and games. In addition, I will talk about the kind of a software that I have employed while writing this essay on 3D lighting as well as my own views concerning it.
Types of 3D Lighting
3D animation has got many kinds of lightings. They consist of Point Light, Directional Light, Spotlight, Emissive Light, Ambient Light, and Diffuse light. Every category of illumination bears a different trait and suits specific conditions. As an example, certain types of lighting have a place in exterior settings, whereas others may look outdated or be more suited for interiors.
Secondly, shadows are another form of lighting in 3D animation that helps to give an impression of reality and depth. Flat shading is one of the most simple models that use the same colour for all pixels which give a model an appearance as if it were flat.
Lighting Techniques in 3D Animation
The art of 3D lighting includes knowledge about how light reacts to different materials and how this light can be used in certain ways. One of the techniques is a key lighting which acts like primary light that glares on the camera side about.
The other method is known as Rim lighting, in which lights are placed behind the models but face frontwards. The method is especially useful for enhancing the details such as edges of an item thereby emphasizing its projection on space.
Lighting in Different Contexts
Film
The use of lights is an important aspect in creating the right atmosphere for film scenes. It can be utilized for drawing attention of a spectator’s sight to the key picture item, show the time and place of shooting, emphasize certain heroes or objects in one frame, and make it seem that there is volume with depth.
Video Games
Lighting is one of the important aspect of the graphics of video games where it is used to give brightness to characters and objects and also the depth of surfaces. These include a directional light, the spotlight, the ambient light, and point light, which are widely used in game creation. Technological changes in game engines and GPUs have led to a transformation on how lighting works in video games, resulting in increased creativity for game artists and designers.
3D Lighting Software
Artists have a variety of 3D lighting software options including Maya, Blender, Autodesk Arnold, 3DS Max, KeyShot, Cinema 4D, Houdini, and much more.
Among several pieces of software, I found HDR Light Studio intriguing. This generates boundless specific 3D designs and renderings for scene lighting in any 3D market soft.
My Perspective on 3D Lighting
Therefore, 3D lighting as an applied art and science. This technique is very demanding as it entails in-depth knowledge on the workings of light and its interactions with various surfaces or materials. However, one needs an imaginative eye to apply lighting so as to beautify the aesthetic of an image and create the right mood or atmosphere.
I have learnt the need for observing in effective 3D lighting. This is possible when we use the process of imitating how light behaves in the real world and then incorporating it into the virtual 3D space. This involves taking pictures of actual scenes in the world, viewing films whose lighting is like what will be needed in case of that specific setting, and taking many photos during various times of a day in order to pay attention to the relationship between light and its ambiance.
Finally, 3D lighting is an intriguing area which contributes much for 3D animation. It is an area that demands both technological knowhow and artistic ability as well as something that I am constantly studying and discovering.
References
Lee, T. (2019). Lights and Shadows: Types of Lighting in 3D Animation. [online] Academy of Animated Art. Available at: https://academyofanimatedart.com/lights-and-shadows-cg-lighting-types-for-3d-animation/ [Accessed 23 Dec. 2023].
Adobe. (2021). Tips and techniques for mastering 3D lighting in CGI. [online] Available at: https://helpx.adobe.com/uk/dimension/using/cgi-3d-lighting-tips-techniques.html [Accessed 23 Dec. 2023].
Katatikarn, J. (2021). 3D Lighting Software: 23 Tools You Need in 2023. [online] Academy of Animated Art. Available at: https://academyofanimatedart.com/3d-lighting-software/ [Accessed 23 Dec. 2023].
Jasmine (2021). What is 3D Lighting in Animation? Step-By-Step Guide (2022). [online] Academy of Animated Art. Available at: https://academyofanimatedart.com/3d-lighting/ [Accessed 23 Dec. 2023].
Foundry. (2020). Leveling up by light: a look at lighting in video games | Foundry. [online] Available at: https://www.foundry.com/insights/film-tv/lighting-video-games-8-bit-bulb [Accessed 23 Dec. 2023].
Lightmap. (n.d.). Best 3D Lighting Software in 2022: HDR Light Studio. [online] Available at: https://www.lightmap.co.uk/learning/whatishdrlightstudio/ [Accessed 23 Dec. 2023].
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BLOG-4
Realism in Games
Being a game-loving student, I always find myself wondering whether games can be realistic. It is actually a controversial issue that has made people discuss in many quarters including gaming circles and academics as well. This blog post will cover realism in games and its ramifications, including its effect on the gameplay experience. Sources both academic and my experiences guide me.
Realism in Games: An Overview
Realism in video games is a multidimensional concept that goes beyond just graphics. It includes dramatic conditions, gameplay procedures and overall experience of the game. This realism in video games can be categorized according to Rogers et al.'s systematic literature review into types such as typicality, magic window, perceptual fidelity, virtual experience, utility and identity.
For instance, "Red Dead Redemption 2" has been praised for its realistic portrayal of animals and landscapes that immerse players in the action. In contrast, "Squad" is all about realistic combat scenarios and weapon behavior emphasizing teamwork and communication.
The Impact of Realism on Player Experience
A player’s experience can be greatly affected by the level of realism in a game. There are those who believe that realism in games helps to immerse players more, making the game world seem more plausible and engaging. For example, the game “Assetto Corsa” has incredibly accurately reproduced real-world physics, car dynamics, and tracks, resulting in a more lifelike driving experience.
Nevertheless, not all games benefit from being realistic. The industry’s pursuit of hyper-realistic faces can seriously damage the gaming experience of people with prosopagnosia or face-blindness. Moreover, there is an ongoing argument about the role of realism versus fun in games since some believe that it is only an aesthetic choice while others maintain that game mechanics should simply be about providing enjoyable and interesting gameplay
Realism and Violence in Games
Additionally, the effort to make games closer to reality has refreshed discussions on video game violence. This is because graphic resolution increases realism hence more violent killing in games. For example, “Dead Island 2” has the Fully Locational Evisceration System for Humanoids (FLESH), which generates images of brutal events that can be seen as being so harmful to those who interact with them.
My Perspective on Realism in Games
Thinking about this, I have come to appreciate how complex and diverse realism can be in games. Even though I love being completely immersed in the game world and getting the full experience of it, I still see some problems like an increase in violent acts and exclusion of some people.
I think that game realism should be consciousness regarding player enjoyment, inclusivity and ethical implications. While game developers are continuing to make games more realistic than ever before, they should not forget one thing; fundamentally, games are entertainment. Such sources of fun should be accessible, enjoyable and above all considerate on a wide basis.
To sum it up, realistic games are complex ideas that affect game designs and users’ awareness dramatically. As a gamer and academician, I have realized more on this area as I have taken time to study these ideas concerning the influence that video games exert on societies.
References
Rogers, K., Karaosmanoglu, S., Altmeyer, M., Suarez, A. and Nacke, L.E. (2022). Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games. CHI Conference on Human Factors in Computing Systems. doi: https://doi.org/10.1145/3491102.3501875
Plarium. (n.d.). The 10 Most Realistic Games of All Time - Plarium. [online] Available at: https://plarium.com/en/blog/realistic-games/ [Accessed 14 Dec. 2023].
Donovan, I. (2019). Realism in games is actually impairing engagement for disabled gamers. [online] Startmenu. Available at: https://www.startmenu.co.uk/home/realism-games-actually-impairing-engagement-disabled-gamers [Accessed 14 Dec. 2023].
ArbitraryFrequency (2020). The whole ‘fun vs realism’ debate is flawed. ‘Realistic’ is a flavor of aesthetics, ‘fun’ is the goal of game mechanics. [online] Reddit. Available at: https://www.reddit.com/r/EscapefromTarkov/comments/fhrri2/the_whole_fun_vs_realism_debate_is_flawed/ [Accessed 14 Dec. 2023].
Jaenchen, L. (2023). Realistic Graphics Renew Debate About Video Game Violence. [online] Movieguide | The Family Guide to Movies & Entertainment. Available at: https://www.movieguide.org/news-articles/realistic-graphics-renew-debate-about-video-game-violence.html [Accessed 14 Dec. 2023].
Jessey, B. (2023). The Most Realistic-Looking Video Games Ever. [online] The Gamer. Available at: https://www.thegamer.com/games-with-most-realistic-graphics/#red-dead-redemption-2 [Accessed 14 Dec. 2023].
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BLOG-3
Politics in Art: A Personal Exploration
Art has for a long time intrigued me as an art lover. Over the years, different artists have resorted to their creative abilities to voice their political views, defy traditions, and cause a revolution in society. This blog post examines the intricate dynamics that exist between art and politics employing relevant literature and illustrations.
The Role of Political Art
The relationship between art, especially in the Western world, and its social environment was always essential. It had always involved mirroring the society as well as its political circumstances. Art is used politically, providing important messages concerning human rights, societal justice, and government violence. Engaging in political art makes it possible for us to understand more about how the society operates or the forces operating behind our existence.
one of the best known pieces of political art is Picasso’s Guernica (1937) that represents the terrors of the Spanish Civil War an extremely good anti-war statement. Another striking instance is Banksy who is an anonymous graffiti artist associated with controversial politically laden pieces on issues like capitalism, consumerism and squalor.
The Aesthetic Regime and Art's Political Engagement
The essence to politics in art relies on aesthetics of art. The aesthetics regime has since been proposed by the French philosopher Jacques Rancière who distinguishes art from the ethical and poetic regimes, the latter two defining art beforehand. The aesthetic regime insists on art’s capacity to unsettle and remake concepts of self-hood, world-hood, and thus is an immensely political weapon
Comparing Political Artworks
To further illustrate the relationship between art and politics, I will compare two political artworks: The portraiture work of Frida Kahlo “self-portrait on the borderline of Mexico and United states” of 1932 and that of Ai Weiwei called Trace (2014).
In her painting Kahlo addresses subjects of industrialism, colonialism and capitalism as seen in an image of the artist on the border between Mexico and the US. It is a critique on the cultural and political conflicts arising between the countries with the artist also revealing his own sense of alienation.
However, Ai Weiwei’s “TRACE” is a wall installation made from Lego bricks featuring various portraits of global activists and political dissidents. Censorship and societal fragmentation come into focus at the center in this piece of art, provoking the viewer to think about the necessity of freedom of speech and unity today.
The two pieces of arts clearly attest to the ability of art to confront political concerns, promote thoughtful contemplation, and generate conversations.

Frida Kahlo, Self-Portrait on the Borderline Between Mexico and the United States, 1932.

Ai Weiwei, Trace, 2014
Personal Reflection and Conclusion
Politics in art has helped me understand the influence of art on how one relates and defines the world around oneself. Political art thus offers us an opportunity of questioning our own belief assumptions thus creating a more open society.
In addition, I learnt on how to support arguments in my assignments with academic sources and examples, and how to cite them in a Harvard referencing style. It has helped in reinforcing my arguments and provided an opportunity for dialogue on art and politics within the academic world.
Therefore, the connection between arts and politics is complicated and multi-sided, for art can reflect or inspire change in politics. The fact that artists have the power to subvert social norms and advocate for fairness excites me as a supporter of the arts, and I eagerly anticipate pursuing this intriguing area further.
References
Maria R. (2016). 15 Influential Political Art Pieces | Widewalls. [online] Widewalls. Available at: https://www.widewalls.ch/magazine/political-art [Accessed 21 Dec. 2023].
Contributor, A. (2023). Art is Political: Nine Artists Who Used Their Art for Their Politics. [online] Academy of Art University. Available at: https://www.academyart.edu/about-us/news/art-is-political-nine-artists-who-used-their-art-for-their-politics/ [Accessed 17 Dec. 2023].
Anapur, E. (2016). The Strong Relation Between Art and Politics | Widewalls. [online] www.widewalls.ch. Available at: https://www.widewalls.ch/magazine/art-and-politics [Accessed 21 Dec. 2023].
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BLOG-2
Exploring the Game-Changing Role of AI in Video Games: An In-depth Analysis
Being a keen gamer and an AI admirer, I have grown interested with AI’s growing involvement into video games. AI has been a feature of video games since they came into existence in the 50’s as improving the gaming experience and not for machine learning or decision-making. There has been quite a development in the application of AI in games. It is interesting looking forward to discussing how it has been impacting the gaming industry.
AI in Video Games: An Overview
Human-like intelligence is also referred to as artificial intelligence and it is mainly found in non-playable characters in video games. It’s important to highlight that AI in video games is another separate sphere distinctly different from academic AI. In a game with action, first person shooter, or even an adventure there should be a little bit of combat. Moreover, this combat should be effective, since it involves the whole person and his abilities.
A popular case of AI in games is in Dungeon 2, which relies on GPT-3, a proprietary and open-source text generative process by OpenAI. For instance, there is a game called “The Last of Us”, where NPCs controlled by AI become adaptive and responsive toward human players.
The Impact of AI on the Gaming Industry
By 2026, gaming industry is expected to be among the top revenue generating industries totalling approximately US $314 billions. Therefore, the world investment in AI-game development has been steadily escalating. In gaming, AI is all about improving player’s experiences, given how developers offer game experience on several devices starting with mobile phones and now including virtual reality headsets and so forth.
The Ethics of AI in Games
Several moral questions rise as the application of AI tools is infiltrated within the game industry. Some of these concerns are bias in AI algorithms, compute fairness, and problems pertaining on ethics in game AI. Therefore, it is necessary to engage in discussions and actions for today’s games and tomorrow’s cyber space.
The Future of AI in Games
With time as other technologies mature with age, artificial intelligence will be instrumental in transforming the gaming world in the future. By developing game landscapes that change shape in consequence of human decisions, and AI-driven NPCs, AI can improve the gaming experience for players.
My Perspective
Taking into account these thoughts, I have realized that AI has a lot of potential for complex games. Smarts in NPC and enemies are important, but the aim is to improve gaming experience into full immersion. However, there are also ethical issues on the effects of gaming AI which include issues in fairness and bias.
Finally, AI has become an interesting and complex domain where great possibilities on innovation can be provided. This goes far to show how far we have developed technologically and creatively, and I am excited to learn where this will lead us in the future.
References
Wikipedia Contributors (2019a). Artificial intelligence in video games. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games [Accessed 15 Dec. 2023].
Eliacik, E. (2022). 16 Best Artificial Intelligence Games & AI Gaming - Dataconomy. [online] DataConomy. Available at: https://dataconomy.com/2022/04/29/artificial-intelligence-games/ [Accessed 15 Dec. 2023].
Melhart, D., Togelius, J., Mikkelsen, B., Holmgård, C. and Yannakakis, G.N. (2023b). The Ethics of AI in Games. IEEE Transactions on Affective Computing, [online] pp.1–14. doi: https://doi.org/10.1109/TAFFC.2023.3276425 [Accessed 15 Dec. 2023].
Arm (n.d.). What Is AI in Gaming? [online] Arm | The Architecture for the Digital World. Available at: https://www.arm.com/glossary/ai-in-gaming [Accessed 18 Dec. 2023].
Urwin, M. (2023). AI Games: 7 Leading Companies To Know | Built In. [online] Builtin. Available at: https://builtin.com/artificial-intelligence/ai-games [Accessed 18 Dec. 2023].
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BLOG-1
Embracing Diversity in the Gaming World: Representation, Inclusivity, and the Path Forward
Being a fan of video gaming as well as a cultural studies scholar, I have paid increasing attention to the matter of diversity in the game development process. Such an issue has been growing for many years now, involving many discussions about the way various genders, races, and cultures are portrayed in modern videogames. In my blog post, I explore why diversity is important in a game, what representation looks like today, and how much the industry needs to do in order for them.
The Importance of Diversity in Games
There are many reasons why diversity in games is vital. First of all, it brings us closer to the realities of our world. A pluralistic society is with us; thus, it should be expressed in our games. UKIE further indicated that about 50 percent of British are females, with about 10percent being from a mixed ethnic descent who play video games. It’s only fair then we should have this diversity reflected on these games.
Diversity in games may enhance fun and excitement in gaming for everyone. EDI in game design promotes equity among players with diverse features and helps to build a more accommodating gaming environment.
Finally, portraying a certain group of people in mass media can be really influential, especially when this group is hardly ever present in media. One of the best benefits of gaming is that it can allow an individual to “escape” to another world. Indeed, for some people it is even more difficult to escape as there are no figures in the games who look like them.
The Current State of Representation in Games
However, despite its significance, the gaming industry still has some distance to cover. Out of 100 best-selling and major games in 2017-2021 almost 80 % of main characters is male, almost 55 % – white. The gaming community as a whole has been adversely affected by this lack of diversity.
But all is not lost. In recent years there have been some steps taken into the direction of diversity. For instance, the game "Star Wars: This game “Knights of the old republic” is also hailed for including different kind of young persons from various backgrounds.
How the Industry Can Improve
Increasing diversity in games shall be a collective effort involving all players in the industry. Another important factor here is cultural adaptation that implies redesigning of the game contents, characters, as well as plotline so as it may become comprehensible, clear, as well as familiar for players from various cultures.
Secondly, it is equally vital that one has a diversity in production team so as to target various people in play. Game designers can create a richer gaming world by portraying different lives, lifestyles, and perceptions in a game.
Finally, the sector should hear what its participants have to say. There have been many discussions about diversity in games on online forums like Reddit, and this is a good source of information about what gamers would wish to see.
Conclusion
Finally, game diversity remains a sophisticated subject warranting continuous consideration and engagement. As an avid gamer, I’ve come to understand why representation matters and what issues the industry has encountering. I am of the opinion that further talk and dedication should lead us into creating an environment that will portray our diverse gaming society.
References
Jessop, J.W., Rachael Davies, Vicky (2023b). Diversity in games: the best (and worst) examples of representation. [online] Evening Standard. Available at: https://www.standard.co.uk/culture/gaming/video-game-diversity-representation-a4461266.html [Accessed 14 Dec. 2023].
Mohawk College. (2023b). The Importance of Equity, Diversity and Inclusion in the Video Game Industry | Mohawk College. [online] Available at: https://www.mohawkcollege.ca/about/news/blogs/importance-of-equity-diversity-and-inclusion-video-game-industry%C2%A0 [Accessed 14 Dec. 2023].
The Gamer. (2017). 10 Times Games Got Diversity Right (And 10 They REALLY Didn’t). [online] Available at: https://www.thegamer.com/10-times-games-got-diversity-right-and-10-they-really-didnt/ [Accessed 14 Dec. 2023].
Tressel, L. (2019). Diversity in Gaming. Analysis of the current representation of video game demographics and strategic guidelines for diverse character design in modern games. Bachelor’s Thesis. [online] ResearchGate. Available at: https://www.researchgate.net/publication/335867041_Diversity_in_Gaming_Analysis_of_the_current_representation_of_video_game_demographics_and_strategic_guidelines_for_diverse_character_design_in_modern_games_Bachelor's_Thesis/citation/download [Accessed 14 Dec. 2023].
Yellowbrick (2023). Mastering Cultural Adaptation in Video Games. [online] Yellowbrick. Available at: https://www.yellowbrick.co/blog/entertainment/mastering-cultural-adaptation-in-video-games [Accessed 14 Dec. 2023].
Anansispider (2017). So uhmmm.What does ‘pandering’ or ‘forcing diversity’ in games mean? [online] Reddit. Available at: https://www.reddit.com/r/truegaming/comments/60rc3l/so_uhmmmwhat_does_pandering_or_forcing_diversity/ [Accessed 14 Dec. 2023].
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Critical Analysis
Noë, A. (2021). Strange Games, Puppy Play and Exhaustive Intelligibility: A Response to Thi Nguyen’s Games: Agency as Art. [online] The Analysis Trust. Available at: https://academic-oup-com.ezproxy.herts.ac.uk/analysis/article/81/2/306/6338009
The selected pages 306-307 from the article "Strange Games, Puppy Play and Exhaustive Intelligibility: A Response to Thi Nguyen’s Games: Agency as Art" by Alva Noë delve into the concept of play, exploring its seriousness, cultural implications, and the blurred boundaries between work and play.
Noë starts by focusing on how important play is, bringing up examples from childhood like choosing teams during recess at school and the social aspects. The writer talks about whether people are seen or not based on their choices. They show the power battles that come with this activity. This first statement helps make way for a more thorough look at play as something complicated and guided by culture.
One main point made by Noë is that play has been overly praised or fantasized about by philosophers and other writers who usually compare it to work. Play is shown as a place with no rules or criticism, different from the set-up of work. But, the writer argues that work and fun don't have clear lines. Comparing play and work makes us think interestingly. It questions the usual idea of play as only fun to do without worry or stress.
The writer looks more at how doing things and playing work together. The author says that some types of games like sports or theater are turned into jobs with rules to follow and scores given out. Noë talks about "sexual performance" and the important aspects of games like baseball that need score-keeping and responsibility. This study adds detail to the understanding of play, making us think about how free it is.
Noë talks about the usual view of play, especially kids' activities. People often see it as a chance for self-realization and creativity that can be freely explored. The author says that play, especially games, is often a way people follow and sometimes must do to measure, test, and organize individuals. This goes against the idea of pure fun. This view says that play is not always fun and free like people often think.
Noë's argument is important because it shows the difference between games and activities we choose freely. The writer says that in history, games were more similar to local languages or parts of an area's geography than things you can pick from a list. The idea that learning to play games is like understanding languages supports the thought that people don't really choose what games they play. Instead, they adjust based on societal rules around them. This idea makes people think again about who is involved in choosing games.
Noë compares choosing games to picking music at parties. The idea says that, just like people may not freely pick their games, they might not have complete freedom in choosing the music they listen to. The way people interact, how different age groups affect music choices and regional or political meanings attached to songs make it harder for individuals to freely pick their own favorite tunes. This comparison makes it easier to see how culture limits people's choices in games and music.
The talk goes on about how the internet and online life affects people, which is thought to free individuals from normal limits. The writer knows there are lots of choices on the internet. He compares watching movies, playing games and dating in a big way. But, Noë wonders if all these choices really mean more freedom. The idea says people's social group expectations and self-understanding still affect what they like, even on the internet.
In short, these two pages deeply look at the idea of play. They show that perfect ideas are not always true and highlight how culture, society, and past events affect people's choices. Noë discusses the lines between work and fun, how some games judge people, and personal freedom to pick an activity. The writer's ideas make readers think again about what play is and how important it can be for people and culture.
These pages seem to have two goals. First, Noë wants to break down the idea of play as a place where we have total freedom. He shows how it is connected with our culture and society's rules. Next, the writer tells readers to carefully look at how tradition and habits affect what we choose when playing. This includes social expectations too! The study helps to talk about what play is all about. It breaks many old ideas and makes people want to understand more about how this easy-going activity can be so complicated.
Noë's ideas are interesting and very important for several reasons. Firstly, looking at play as an important part of culture goes against old ideas about work being different than fun. This complex point of view makes us understand play better, recognizing its many parts. Next, comparing picking games and selecting music for parties gives readers a simple way to understand how much control one person has in choices that seem free. By doing this comparison, we make the study easier to understand and use in everyday life.
The importance of Noë's ideas also comes from their ability to encourage more study about the social and cultural side of play. By doubting the pretty ideas about play, the writer shows ways to investigate how the rules of society and pressures on people change their involvement with fun activities. This important study makes people think about their play times and look at the wider effects of culture on fun activities.
But, we must accept that there might be some shortcomings in Noë's study. Talking about games kids play and schoolyards might not show the different types of fun experiences in various cultures, age groups, or social situations fully. The writer gives useful ideas about how play is connected to culture, but a larger look could make the study even better. We should have a deeper look at online culture and its influence on freedom of choice. This is important because digital spaces change very quickly.
In the end, two pages from Noë's article give a deep look at the play. They change normal ideas and show how they connect with culture and all parts of society. The writer's ideas are mostly about how important it is to play and that work often mixes with fun. Plus they talk a lot about cultural reasons we pick games- add much to discussions on things people do for fun time. This big check of Noë's work looked at the main things he said. It measured how important these points are and if they matter to people when deciding what play means in different situations.
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Reader
1. ALBA GARCÍA MARTÍNEZ, 2020. Games as an Art Medium: Critical Art Game Exhibitions in the Twenty-first Century. The International Journal of New Media, Technology and the Arts, 15(1), pp. 21-39. The text by Alba García Martínez discusses games as an art medium and critical exhibitions of art games in the 21st century. It goes further to look at how video games as a kind of artistic presentation and the meaning of critical art games shown in modern culture.
The quality of it is good because it provides views on how games are now recognized as art. For my studies in the art of game art and design, I chose this book because it provides a deeper insight into the artistry of games and the ways they can be showcased in contemporary art. This article has helped me in developing strategies for making an artful type of game.
2. Alva Noë, Strange Games, Puppy Play and Exhaustive Intelligibility: A Response to Thi Nguyen’s Games: Agency as Art, Analysis, Volume 81, Issue 2, April 2021, Pages 306–317
Alva Noë’s text serves as a response to Thi Nguyen’s writing about gaming being considered art. In reply to Nguyen’s position on agency in games as art, Noe talks about such concepts as strange games, puppy play, and exhaustive intelligibility. This discussion entails conceptions of “agency” and experience as it relates to games.
The text is good as it deals with an abstract philosophical discussion about the games and their aesthetic nature. Since my course was related to game art and design, I opted for that because it looked at the subtle philosophies behind games being considered an art form. It is very helpful since it provides me with more insights into various theories related to designing games and aesthetics.
3. Caiman, C. and Jakobson, B. (2021). Aesthetic experience and imagination in early elementary school science – a growth of ‘Science–Art–Language–Game’. International Journal of Science Education, 44(5), pp.833–853.
The article by Caiman and Jakobson delves into the exploration of an innovative educational framework called 'Science–Art–Language–Game' that aims to integrate aesthetic experience, imagination, and interdisciplinary learning in early elementary school science. Its main focus lies on highlighting the interconnections between science, art, language, and games with the ultimate goal of enhancing students' understanding and involvement in scientific education.
This particular text stands out for its exceptional quality due to its incorporation of various disciplines such as science, art, language studies, and game theory within the field of education. I chose this piece specifically because it serves as a source of inspiration for creative approaches toward integrating diverse elements into designing educational games. It is highly valuable since it provides insights into fostering a comprehensive and captivating learning environment which aligns perfectly with my own interests in developing multi-faceted educational games.
4. Clegg, M. (2018). ‘The Art Game’: Television, Monitor, and British Art at the turn of the 1960s. British Art Studies, (8)
Clegg’s text scrutinizes “The Art Game,” focusing on how television screens, British art, and monitors intersected in the early 1960s. Finally, it examines how these visual media impacted and reshaped art in this period.
The quality of the text comes from the detailed investigation of the connections between TV shows, screen, and art at a key time for British art. This is why I picked a book that discussed the relationship between visual technologies and art and the ways they are integrated into the era of gaming art and design. I found this book very interesting and I used it to gain an understanding of how art changes together with the emerging new media. More importantly for all of us, contemporary game design requires such a context.
5. Juho Hamari, David J. Shernoff, Elizabeth Rowe, Brianno Coller, Jodi Asbell-Clarke, Teon Edwards, Challenging games help students learn: An empirical study on engagement, flow, and immersion in game-based learning, Computers in Human Behavior, Volume 54,2016, Pages 170-179,
A study by Juho Hamari et al. investigates the effects of tougher games on student engagement as well as their sense of flow and immersion in a gaming environment. In essence, it argues that challenging class activities promote engrossment which leads learners into flow and absorption states. The authors based this on empirical research.
It is considered of high quality considering it employs an empirical approach, flow, and immersion which are well-established concepts, and has been published through Computers in Human Behavior which is a reputable journal. I found this article relevant to my field of study in game art a design because it enlightens on how to develop tough learning-friendly games for students.
6. Kühn-Botma, L. (2023). Video Games, Art-Making, and Digital Commemorative Narratives. de arte, pp.1–20.
Kuhen-Botma’s article addresses the intersections of digital commemorative narratives, artistic creativity, and video games. The article in short examines video game-based platforms for the expression of art and the narrative of commemoration.
The text is at a high level because it addresses the innovative usage of video games as an art medium as well as in-memory storytelling. I chose it for its suitability relating to my training in game art and design to reveal how video games go beyond only entertaining. As such, this work enlarged my vision regarding the power of games for telling stories and representing remembrance as an art.
7. Pitman, T. (2023). ‘Go Outside and Play It!’: A Scenographic Approach to Finding Aura in Sci-Fi, Cli-Fi, Augmented Reality Art Game, Sin Sol/No Sun. Romance Studies, 41(1), pp.65–85.
Pitman’s text considers the scenographic notion of aura applied to the sci-fi and cli-fi augmented reality art game “Sin Sol/No Sun.” It concludes that scenography creates immersive experiences with meaningful implications. To this effect, players are enjoying.
This makes the text a qualitative one as it highlights a special meeting point between AR, sci-fi, and cli-fi in view of a scenographic background. I chose this piece for its visionary approach to designing games and was published in “Romance Studies.” This work serves as an inspiration for me as a student of game art and design, giving hints at how to make interactive experiences where virtual space extends beyond computer interfaces and becomes coherent with.
8. Pierce-Grove, R. (2014). Pressing Play: Digital Game Techniques and Interactive Art. Games and Culture, 9(6), 468-479.
The text by Pierce-Grove explores the intersection of digital game techniques and interactive art, emphasizing how game design principles are employed in the creation of interactive artistic experiences. In summary, it examines the ways in which elements from the world of digital games can enhance and inform interactive art.
The text is high quality as it provides a thoughtful analysis of the crossover between game design and interactive art, offering insights into the creative potential of merging these domains. I selected it for its relevance to my studies in game art and design, as it enhances my understanding of how game techniques can be applied in broader interactive contexts. This work is valuable as it inspires creative possibilities in designing immersive and engaging interactive art experiences.
9. PATTON, R.M., 2014. Games That Art Educators Play: Games in the Historical and Cultural Context of Art Education. Studies in Art Education, 55(3), pp. 241-252.
Text by Paton investigates employing games in the historical and cultural context for instruction in art education. Finally, it details multiple arts used by instructors in the context of art education based on history and culture.
This text is well above par by showing an academic inquiry into the junction of game studies and educational art with its different approaches on how various games are implemented into pedagogy. Therefore, I chose it due to its relation with studying game art and design, providing a comprehensive approach on cultural and historical factors on use of games educationally.Therefore, this study is important because it helps me understand the cultural background in which the educational games are embedded to make my designs more meaningful.
10. Winegar, J. (2008) 'The humanity game: art, Islam, and the war on terror', Anthropological Quarterly, 81(3), 651
Winegar’s text examines the intersections of art, Islam, and the war against terrorism using what they call “The Humanity game”. Summarily, it shows how artists’ expressions in Islamic communities reacted and navigated through the conflict created by the war against terror
The text is of good quality for offering an anthropological viewpoint on the tangled interactions of art, culture, and geopolitics. My choice was motivated by the original method used to view international occurrences in light of art making and their significance. As a game art and design student, this work is helpful for me since it widens my understanding of such numerous factors that may define and find their reflection in game design forcing one to adopt a more culturally competent standpoint while working creatively.
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