Category: Unit 08

Unit 8: Art, Games, and Technology Research Essay

Beverly Jones, “Computer Graphics: Effects of Origins,” makes a strong claim about the relationship between art and technology. Jones’ primary thesis is, “By reviewing specific works and what appear to be underlying conditions and assumptions that shaped these works, I hope to establish the relation of specific image, object, event or environment to conceptual frames. These frames exist within art and technology and are present in other forms of symbolic and material culture” (1990, p. 21).

One historical example Jones provides to support her thesis was William Fetter’s “seven-system man” (1990, p. 23). This system developed as an aid to the air force. Jones writes, “This program created the image of a man with seven movable components using data representing a fiftieth-percentile pilot of the U.S. Air Force. Its purpose was to assist in the design of an ergonomically efficient cockpit. Fetter and his technical group also attempted a computer-graphic landing simulation for the air force” (1990, p. 23). This system offered a new method and ease of use for air travel. It helped to make air travel a commonality and comfortable method of transportation.

I think you can relate the claims made by Beverly Jones back to Jane McGonigal’s TED Talk video as well.   In terms of drawing a parallel between Jones’ thesis and today’s culture, I think video games are a prime example. Video games, as McGonigal argues, are providing the framework for a new type of independent society. The images of video games and the sense of achievement they bring is what McGonigal argues will in turn result in an improvement of solving world problems.

In an article I found online about a new review by the American Psychologist, “The Dutch researchers suggest that not only do the newer video games provide young people with compelling social, cognitive, and emotional experiences, they also can potentially boost mental health and well-being” (Vitelli, 2014). Ultimately, this supports the claims made by McGonigal and illustrates that Jones’ claim about computer graphics are true. Video games can tap into a part of society and make a positive impact unlike many other mediums. Yes, it is important to acknowledge that these theories can be contradicted by the number of video game players and such, yet even if the change is not on an extreme level, it can still be beneficial to the world overall to play just one more video game.

 

Bibliography

Jones, B. (1990). Computer Graphics: Effects of Origins. Leonardo. Supplemental Issue, Vol. 3, Digital Image, Digital Cinema: SIGGRAPH ’90 Art Show Catalog (1990), pp. 21-30.

McGonigal, J. (2010, February). Gaming Can Make a Better World. [Video file]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en

Vitelli, R. (2014, February 10). Are There Benefits in Playing Video Games? Retrieved May 21, 2015, from https://www.psychologytoday.com/blog/media-spotlight/201402/are-there-benefits-in-playing-video-games

Unit 8: Technology

I chose to write my post on the Ted Talk video about saving the world via video games. Jane McGonigal explains that we need to play video games for the “future survival of the human species.” She argues that video games offer a sense of community and ability to come together for the common goal of achieving something. Therefore, if you apply these ideals to the best interest of the world, people can be more successful and achieve greatness. I think that McGonigal’s claims are definitely valid in many respects. However, being that I myself am not a video game player, it might be unrealistic to expect video games to impact the greater good of the world in a significant way in the near future.

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