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Week 8 Art, Games, and Technology Research

The abstract stated that “The author traces the evolution from alphanumeric hardcopy, static and dynamic screen images, through objects and events that are not screen-based, to dynamic interactive, multisensory output. The effects of origins and prior practices in both technology and art on form, content, material, technique, meaning and purpose of computer graphics are explored” (Jones, 51). With a brief understanding about the author’s purpose, I read “Computer Graphics: Effects of Origins” and found out the thesis of this article.

The author said, “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” (Jones, 51). Therefore, from my point of view, the thesis of this article is “Reflecting origins and prior practices, these embedded patterns may have existed in art, technology or other aspects of material and symbolic culture. It is a premise of this paper that old cultural patterns do not die. They may fade or become more evident; that is, they may be deemphasized or emphasized” (Jones, 51).

To illustrate her thesis, Jones mentioned the example of John O’Niell. According to the article, “the work of John O’Niell offers and intersint example of the interaction of theory and practice from the art world with the origins and practices of early technical/scientific graphics…because he believed that art was important not in itself bu only as it affected people. He believed that it had to reach people in a medium they could relate to…. He produced the graphics fro Atari’s game ET. Wording under the signature of Admacadiam, he produced a series of games” (Jones, 56). Jones uses the example of John O’Niell to allow readers to have a better understanding about the combination about the technologies and art in the cultural aspect.

The thesis of Jones still works in today’s culture. There is a short paragraph from the article “The cultural Effects of Video Gaming”, “In fact, the U.S. Army has even begun to leverage games as a way to bolster recruiting in areas where interest has been dwindling. Take Philadelphia, for example. As part of its marketing efforts, the Army has erected a state-of-the-art facility in a mall there. Complete with computers and Xbox games — not to mention a Black Hawk helicopter simulator room — the facility places potential recruits, as well as casual mall-goers, in a virtual war environment” (Hartley). This shows that the cultural elements influences current video games. Video games made by different countries have different scenes, figures, clothes, and stories. People combined the art and technologies from the cultural aspect just like Jones’s thesis said in this week’s article.

 

 

Jones, B. J. (1990). Computer Graphics: Effects of Origins. LEONARDO: Digital Image – Digital Cinema Supplemental Issue, pp. 21-30.

Hartley, Deanna. The Cultural Effects of Video Gaming. Web. http://www.certmag.com/read.php?in=3768.

Week 8 Art, Games, and Tech Discussion

I was impressed by Jane McGonigal’s idea that playing the video game could help people to make a better real world. She combined the games and tech with the real life via art. Art is a bridge to connect the world of game and world of reality. She mentioned that the video game players are the fantastic human resource for the future development of the world. In addition, according to Jane’s speech, blissful productivity, social fabric, urgent optimism, and epic meaning are the four characteristics that could help video game player could also do something useful in the real world.

However, from my point of view, I doubt Jane’s opinions. Jane said in the video game there are always a number of people to help the player to accomplish a mission but not the same in the real world. My question is focus on this aspect. In the world of game, people could achieve success and add some points after they finish one mission together with some other people. However, in the real world, it is hard for a people always have someone around them, assisting them to finish one mission. What’s more, the game always has an end and solution after the player pass all the missions. In the reality, no one knows what will happen and there are a lot of uncertain elements so that people do not know what kind of obstacles they will meet.

Therefore, I wonder whether the world of game could really help the real world even though video game player may have some useful characteristics?