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Showing posts with label Violence in Video Game. Show all posts
Showing posts with label Violence in Video Game. Show all posts

Sunday, 14 April 2013

VIOLENCE IN GAMES: TIMELINE TEMPLATE

      After completing the majority of my research (the rest to be carried out tomorrow), highlighting patterns and key aspects of violence in games, I decided to make a start on the timeline that will work in co-operation with the presentation that both me and Andrew are to give on Wednesday the 17th of April.

     The original idea was to present the timeline adopting a 'crime board' theme, as discussed in a previous post of mine. However, whilst attempting to develop that idea on Photoshop, it seemed boring - I guess it sounded better on paper. So I decided to scrap that idea on the most part and blend it with another visual style. Some aspects still remain, such as the pins, the notes and pretty much the whole practical theme, but I blended it with a nice digital layout that I think looks much better.


It doesn't look too flashy small, so open the image in another tab to see it at it's nearly full quality! 

VIOLENCE IN GAMES: TIMELINE TEMPLATE
by Christian Whelan

    I must note, that this is just a template, ready to have the information thrown in there - it is not a finished idea. The idea is to have the concept above, with a little more information in there, and I mean a little. Such information types such as quotes and buzzwords will be added in where necessary, to make the timeline a little more readable, a at the moment, it's just pictures and dates, which is a timeline for sure, but not a very interesting one.

     Although a low resolution when you look at it, the timeline is actually A4 in height and 5 times A4 in width, so it's quiet a lengthy timeline. I may need more space, but me and Andrew will try our best to compile all the information onto this template.

   Anyway, I think Andrew will like it, so once I get approval, we'll compile the research, put it into the timeline, and by tomorrow night, it should be finished along with the research and coupling presentation.

NEXT POST: VIOLENCE IN GAMES: CARMAGEDDON (1997)

Saturday, 13 April 2013

VIOLENCE IN GAMES: VIDEO GAMES TO RESEARCH

     As I gear up to analyzing violence in modern games, I've made a note of what key games I should research. They need to be varied, highlight issues, facilitate conclusions and most importantly, support the evidence and research I've found. However, I do hope that these games offer more questions, as that will only develop my knowledge on the subject and ensure my research is informed and valid. 

  • MANHUNT
  • GRAND THEFT AUTO
  • CALL OF DUTY: MODERN WARFARE 2
  • MORTAL KOMBAT (PAST AND PRESENT)
  • SOLDIER OF FORTUNE 1 / 2
  • KARMAGEDDON

    I hope to draw solid conclusions from these and the previous games that contain violence, but to be honest  I think although I will, it will still mostly be opinions facilitated by research and evidence. Violence in games is a controversial topic that has many sides, but no solid evidence to solidify any argument as the definitive answer.

NEXT POST: VIOLENCE IN GAMES: TIMELINE TEMPLATE

Thursday, 14 March 2013

VIOLENCE IN GAMES: TIMELINE IDEAS

        A key part of this research project is to present and communicate the findings and conclusions through a visually rich timeline. Creativity is one of my great hobbies, especially when Photoshop is concerned, and when you consider the timeline is to be heavy on visual information rather than textual information, a successfully designed timeline is key.

I don't want a linear, everyday timeline. It's too boring considering the topic my research is focused upon. I want it to fit the theme, be creative, be fun, but most importantly, just look cool. So I have a few ideas on how to tackle it - ideas that fir the idea of a visually rich themed timeline.

POLICE CRIME BOARD - I've been watching Dexter recently, and often, episodes feature the stereotypical crime board. Boards where images of suspects, victims and locations are pinned to a white board with minimal information, the sole purpose of such visual material, is to be presented to the detectives and forensics' specialists by those already informed.

Maybe I could use that idea to have a none linear timeline and to ensure the timeline is heavy in visuals. To further reflect the theme of violence (the topic) I could overlay blood spatter, maybe even have buzzwords drawn around the "crime board" in blood smears. This would both help convey the theme to those listening to the presentations whilst helping myself and Andrew to present the information rather than holding cue cards. Plus, it would just look cool.


CRIME BOARD - EXAMPLE

COLOUR SCHEME IDEA

RORSCHACH INK - When I think of crime, I think of violence, then psychology. Considering psychology may have be the driving force for this timeline, maybe there could be some way to present the timeline as a Ink Blot test. I think this is by far the most ambitious and interesting design. But presenting the timeline around this idea may cause issues. Yes, I don't want it to be linear, but I still want a logical order to the information. After all, it is a time "line".


RORSCHACH INK BLOT - EXAMPLE

      So they are my ideas so far, I'm still yet waiting to discuss these ideas with Andrew (my project partner) but I like them, and I'm sure he will too. I'm still thinking of other ideas, but as a starting point, these two ideas are great, as this research project could go two ways, and now, I have a timeline idea for both.

NEXT POST: COMING SOON!

Wednesday, 13 March 2013

VIOLENCE IN GAMES: INITIAL GOALS AND ARTICLES

      It's incredibly hard to find practical, never mind relieble evidence, when researching violence in games to draw an comprehensive and informed conclusion. Violence in Video Games is a topic with great coverage, arguments, speculations and conclusions, but beyond that, evidence seems to wane the deeper you delve into history or culture unless you know specificly what you are searching for.

So as a starting point, I have decided to path out my research. What do I want to know and what do I need to know? These are the questions that will be asked when researching violence in games (not just video games) as a whole. The answers to those questions are below and will form the basis of this assignment.

This is very much a living plan - further research can and may inform the direction of this study.

  • Earliest recording of violence as a sport?
  • Why violence in games before?
  • Notable examples (dating to prehistoric)?
  • Why violence in games now?
  • Notable examples (modenr games and sports)?
  • Why and is violence a pleasure?
  • Why is violence prominant in games?
  • Is there a passive pattern?
  • Conclusion and future?

I believe that by answering these questions, I shall develop a comprehensive but concise journey documenting violence in games through the form of a visually rich timeline.

      Already a few articles show some importance in this research. It is importnat to note, that highlighting violence in games is not the single goal of this research, rather, the goal is to also understanding the reasoning behind violence in games then and now. Artciles found as of yet, may prove to be invaluable when answering the questions above.

9 INSANE SPORTS OF THE ANCIENT WORLD
BLOODSPORTS
THE VIOLENT ORIGIN OF SPORT
WHY DO PEOPLE RESORT TO VIOLENCE?
These articles, along with many others, will be revisited and referenced to draw conclusions for this project. However I will not research alone. Both I and Andrew Shuffleton will work in co-operation to reach the target. Have at look at his blog post below.

NEXT POST: VIOLENCE IN GAMES: TIMELINE IDEAS

ANDREW SHUFFLETONS POST: VIOLENCE IN GAMES