Art Games & Technology Research

The thesis or purpose of that article Computer Graphics: Effect of the Origin is actually to identify and argue that “dynamic interactive multisensory output” (Computer Graphics) are not just “technical effects” but are actually the result of a much broader “cultured condition conception patterns” (Jones, 21). Furthermore, the author states, “I hope to establish the relation of specific image, object, event or environment to conceptual thinking” in attempt to identify the purpose of his article (Jones, 21). Additionally, the author explains ancient Egypt architecture as one his example to show or clarify his thesis or purpose of article as he states “The stones columns of ancient Egypt architecture were based on earlier bounds papyrus columns” (Jones, 21). I think a compelling and accurate of Jones thesis at work today can be seen in video games. As he identifies the cultural conception to be a “tendency towards abstract experience” which heightens “sensation and sedate others and for this reason may be examined a potential addiction” and in “visual reality may be viewed in light of addiction television, video games and home computers” (Jones, 21).

Another expert that have similar views and might also support the theory Jones is Jane McGonigal. As her interest in the addictiveness of video games is also the primary point of her discussion TED videos of ideas worth spreading. As McGonigal points out that presently people or average gamer spend over 10,000 plus hours in gaming is very similar or can be supported by what Jones defines as “tendency towards abstract experience” that leads to potential addiction towards television, video games and home computers. Though, Jones and McGonigal basically arguments differs in main points as Jones mainly relate his aspects of video gaming to support his argument of conceptual view in computer graphics by pointing out the abstract experience that one gains form it and McGonigal mainly points at the productivity of the time that young minds spend on games as these brilliant minds that achieve “epic win” in games by successful means of team work and strategies can use that time to actually solve real world issues if games were created to target real world issue instead of conceptual game world issues.

Reference:

  • “Gaming Can Make a Better World.” Jane McGonigal:. N.p., n.d. Web. 02 Mar. 2015. <http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en>.