Thursday, November 17, 2011

Research Memo #1

Research Memo #1
To: English 2
From: Matthew Archibald
Date: November 7, 2011

Video Games: Friend or Foe?
Hypothesis:
            A question I frequently ask myself is “Which video games provide the greatest experience in entertainment while promoting creativity and critical thinking?” I have found precious few that promote creativity, but of those that I have, I have not been disappointed.    One such game is called “Minecraft.” There is no goal to this game, leaving the player to his own ends and means in a world made up of hilariously low-resolution blocks. These blocks can be destroyed and placed elsewhere, oddly reminiscent of Lego blocks. Colossal structures have been made in all Minecraft worlds. One man even made a scale model of his home, a project that took him five months. If there ever was a game that deserved the title of creativity re-defined, it would be Minecraft. There are those who would say that this game is incredibly addicting, and to some extent, they would be right. Any large project or creation is time consuming, and it is very easy to lose track of time whilst playing. The duration of any activity is dependent on the participant. Video games are no different. I feel that those who participate in my survey will at least think about trying to find a video game that matches their style.

Context:
            I intend for this to be read by those who already play games, or those who are currently on the fence about games, not sure whether or not they want to join the culture. I know that critics are already dead-set against games, refusing to look at their value, constantly seeking new ways to malign them. Video games are an outlet. There are those in this world who find themselves incapable of expressing themselves; video games can help them do that. In a world where you are in control, no one is there to make you sad, no one is there telling you what you are incapable of doing, no one can tell you “no.” It is this freedom that is the allure. I created a survey asking questions about games and the surveyor’s life. They typically came back positive, but there were some that believed that they were harmful. For example, people with a history of epilepsy have suffered seizures from watching or playing games. But for those without a special medical condition, video games are a viable outlet for your emotions.








Results:

Survey Questions
Respondents ages 13-18
How often do respondents play games?
10% of my respondents claimed that they play games daily

20% of my respondents claimed that they play games several times per week

20% of my respondents claimed that they play games weekly

20% of my respondents claimed that they play games several times per month

30% of my respondents claimed that they never play games
Should the sale of violent video games be restricted to minors?
10% of my respondents claimed that the sale of violent video games should be restricted

30% of my respondents claimed that the sale of violent video games should not be restricted

60% of my respondents claimed that the sale of violent video games should be restricted to some extent
Would a video game simulating real-life situations be helpful or harmful?
60% of my respondents claimed that video games simulating real-life events would be helpful

40% of my respondents claimed that video games simulating real-life events would be both helpful and harmful
Are gamers anti-social?
80% of my respondents claimed that gamers are sociable

10% of my respondents claimed that gamers are anti-social

10% of my respondents claimed that they were unsure as to a gamer’s temperament
Is the video game industry failing as a business?
90% of my respondents claimed that the video game industry is succeeding as a business

10% of my respondents claimed that the video game industry is failing as a business


Data Analysis:
              The data gathered from my surveys leads me to think that there is an overall positive outlook on video games, with 70% of my respondents claiming that they play games, some more frequently than others. It seems that the majority of the respondents regularly associate with gamers, as they know that most gamers are just like any other person, sociable and outgoing. 90% of the respondents were well informed when they answered that the video game industry is succeeding as a business. When asked, a small percentage of my respondents claimed that a video game simulating real-life situations would disillusion the gamer, making him lose his grip on reality, not being able to tell the difference between the real world and the game world. A slightly larger majority (60%) claimed that video games that imitated real-life would be a helpful experience. My research shows that there are lopsided opinions on video games, but the majority of the respondents like playing some form of video game.

Thursday, November 3, 2011

My Video Game Survey

Demographic Information
What age group are you in? (Years old)
·         13-18
·         19-25
·         26-40
·         40+
Do you live around technology?
·         Yes
·         No
1.    How often do you play video games?
Daily___
Several times per week___
Weekly___
Several times per month
Never___

2.    When you play, how long do you play?
1-15 minutes___ 15-30 minutes___ 30-60 minutes___ 1-2 hours ___ 6+ hours___

3.    What is your opinion on gaming?



4.    Gamers are anti-social.
Agree or disagree?

5.    The video game industry is failing as a business.
·         True
·         False

6.    Which type of gaming genre do you most prefer?
·         Shooters
·         Brawlers
·         Racing
·         Puzzle
·         Flying
·         Simulations
7.    Should the sale of violent video games to minors be restricted?
a.       Yes
b.      No
c.       To some extent
8.    Do you know someone who has been negatively affected by video games? How?


9.    Would a video game simulating real-life situations be helpful or harmful?


10.  Given the opportunity, would you go shopping on a holiday for new releases based on visual representation?







*If filling out online, use an asterisk to mark your answers.*

Thursday, October 27, 2011

VIQ's (Very Important Questions)

There are several resounding questions that cause me to ponder, such as: What would happen if there was a videogame in which life itself was imitated, down to the very last detail and action that is found in life? Could this possibly be a valuable learning experience as gamers try to manage an avatar in daily life, striving to become a master entrepreneur while competing against other online players? Or would this be used in ways not intended by the designers, like robbing a bank, or performing heinous crimes simply because there are no consequences, save for what the game's programming laws depict such as the imprisonment of their character. Could this spark a wave of disillusioned gamers to become criminals? How could video games alter the way we as human beings think? Should they even attempt to imitate life? Which video games could provide a better experience in creativity and excitement while still remaining enjoyable? For what are video games without an entertainment factor? That is the ultimate goal of video game designers: to create the best possible experience in entertainment. My questions are there; all that is left to do is answer them.

Video Games Are Not To Fear

Currently, a new wave of technology has allowed us to broaden our perceptions of the possibilities of entertainment. The youth of today are growing up in a world that is increasingly becoming digitized. Is this a bad thing? Some would say yes, a digital world is something to be frightened of, to be avoided. Others would say that a digitized world is the future, to embrace it. I consider myself to be on the latter side of the argument. Social media is quickly becoming one of the most popular ways to express oneself, and I am of the opinion that instead of trying to escape it, we should, as best we can, try to be a valuable member of this new community. However, in any argument, there is always truth on both sides. It is no different here; too much social media can have a negative influence, but blatantly criticizing a subject based on rumors is pure idiocy, by contrast, blatantly disregarding all accusations of error is just as idiotic. Outlets such as video games are under fire by critics most often, simply due to the level of interactivity they provide. They are criticized for being time consuming, emotionally stunting, and being too “nerdy.” Nevertheless, there are positive effects as well, such as promoting camaraderie when playing with friends, building dexterity with the digits, and increasing critical thinking skills. As is the rule to all such instances, everything should be used in moderation. I have been playing video games ever since my dad bought me a Playstation. To say that I was enthralled would be an understatement. The idea that I was in control of these tiny characters was mind-blowing. I was around three years old. Twelve years later, I still play video games as often as I am able. My love of them has only increased as time has gone by, as well as my desire to be a part of the multi-billion dollar industry.