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Rotor scoping project for UNSW
The final pdf document all compiled into one pamphlet.
Like the fast-food uniforms designed for the human workers, I designed the robots with the top pics describing the robot which handle the drinks, with the other robot in the middle describing the robot which handled both food and cleaning of the fast food restaurant. My pal compiled the pictures for the PDF document as shown below.
I have done the two suits, one female and the other male, with both their front and their back views as for demonstration purposes from the first four images. The sigil on their chest implanted onto the suit was suggested to be turned into a communication device for the human workers for the fast food restarunt as seen on the fifth image below.
The final result of my poster experiments on video games and desire.
In order to further blur the line between reality and the virtual, I combined the image of the real world with the moving imagery of the game world using Premiere.
Not only does the video show the four ideas of immersion through excitement, sociability, adventure and beauty, but it also switches the perception of reality by having the photograph of the "real" static and the virtual world in motion. This therefore questions the idea of which is the more "attractive" reality.
My concept statement is that games are an avenue for the fulfillment of the player’s desire through immersion wish fulfills the need of excitement, sociability, adventure and beauty that may otherwise be limited in the real world.
As my concept has to do with the desire to escape into a virtual world, I decided to conduct my experiments around the relationship between reality and the virtual world through a series of posters using images that fulfill each of the four categories above. The “virtual” and the “real” are the two topics that are often contrasted side-by-side when talking about the concept of desire and immersion within video games. By superimposing the virtual over the real and contrasting them, I realized how the eye is naturally drawn towards the vivid colors and attractive landscapes of the virtual. This happens despite the players being aware of the world that is our reality or in that case the real world is neither fiction or fantasy. The natural desire for the eye and therefore also the mind to escape became very interesting to me and led me to explore this further.
"His description of the banal but emotionally important exchange, taking place in the vivid fantasy of the game, got me thinking about the nature of the game itself; it’s a world of surface appearances and symbols. Within that, their interaction had been reduced to text; it was a technological extension of psychological models — the imaginary, and the symbolic structure of language.” ~Robbie Coope
In my original work, my answer to my created question of Desire through video games was more general and simplistic in that people play them just because it was fun and helps to kill time while waiting for other things outside of their control to be completed. However, the more I have pondered over the question the more the answer defines into not just one single answer, but a combination of answers that more or less defines the enjoyment and addictive properties of video games. As there are many answers to the connection of Desire through video games, I have decided to categorize them into four main ideas. These four main ideas that cover multiple answers to the question of Games and Desire are of Environment/Adventure, Communication/Sociability, Excitement/Combat, Beauty/Aesthetics.
Ideas:
The first of these four ideas, Environment/Adventure, is of the game to use beautiful, breathtaking environment entices the players to immerse themselves into the game world as to explore both its natural wonders and its hidden secrets to acquire great treasure for themselves, fulfilling the player’s desire for adventure.
The second of these four ideas, Communication/Sociability , any game that supports a way for players to communicate with one another abroad, whether it be through voice chat or text chat, fulfills the player’s desire of social communication and interaction with other people of their kin.
The third of these four ideas, Excitement/Combat, flashy Combat and through the myriad of quests that players take to become stronger fulfils the player’s desire of excitement and fun as they brawl with each other without a care in the world.
The final of these four ideas, Beauty/Aesthetics, limitless Character design, alongside with fancy equipment allow the player to dress up on their appearance freely, fulfilling the player desire of self-vanity and beauty as the players themselves dress up their characters with whatever item or decoration they could put on their character.
As I continued to explore the idea of desire through video games through these four ideas, I began to be drawn towards the concept of a blurred reality. That is to say, in some of the images, I noticed that while I am still drawn towards the virtual, the “real” also seemed oddly natural next to the virtual. It was as if they were both rooted in the same desire of freedom and escape. This concept of blurred reality furthers the idea of immersion for me as it shows that a certain degree of realism can be found in the concept of desire found in video games. In other words, perhaps the escape into desire is not an escape into a virtual but into another “real” – which is what immersion is.
Biblography
DH, Han, Bolo N, Daniels MA, Arenella L, Lyoo IK, and Renshaw PF. "Result Filters." National Center for Biotechnology Information. U.S. National Library of Medicine, Jan.-Feb. 2001. Web. 15 Sept. 2015. <http://www.ncbi.nlm.nih.gov/pubmed/21220070>.
Landers, Richard N. "Why Do People Play Online Social Games? - NeoAcademic." NeoAcademic RSS. NeoAcademic, 10 Oct. 2012. Web. 15 Sept. 2015. <http://neoacademic.com/2012/10/10/why-do-people-play-online-social-games/>.
Madigan, Jamie. "The Psychology of Immersion in Video Games." The Psychology of Video Games. THE PSYCHOLOGY OF VIDEO GAMES, 27 July 2010. Web. 15 Sept. 2015. <http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/>.
Popova, Maria. "Http://www.brainpickings.org/2011/12/14/alter-ego-robbie-cooper/." Http://www.brainpickings.org/2011/12/14/alter-ego-robbie-cooper/. Brain Pickings, n.d. Web. 15 Sept. 2015. <http://t.umblr.com/redirect?t=N2UyZDQ2M2U5M2Q5OGY4MTc4YTAzNjVhNzUzOTVhZTA4N2EyNjI0OSxuZDBiY25ueA%3D%3D&u=aHR0cDovL3d3dy5icmFpbnBpY2tpbmdzLm9yZy8yMDExLzEyLzE0L2FsdGVyLWVnby1yb2JiaWUtY29vcGVyLw%3D%3D>.
Upon contrast, there is a desire for people to travel around the world to visit new places and meet new people When achieving this in the real world is not possible, people turn to games to fulfill this desire and thirst to make their own discoveries and meet new people to hang out with. At times, it fulfills also the desire for freedom by giving the player total freedom to explore the world within the game as they see fit. The desire of freedom leads to the desire of satisfaction as the player finds untold treasure hidden within the game itself.
Once would notice that different game environments could lead to different desires that players would expect when entering the game world. In example, one world could offer a peaceful medieval world of tranquility and comfort which would fit in those with a desire for comfort and safety for their games. The other world could offer a fantastical mysterious world of adventure and secrets, which fit for those who desired seeking adventure and treasure for their games.
Desire has often been conceived in terms of a lack: we desire what we lack, and we move endlessly (and impossibly) towards the object of desire. Against this notion, Gilles Deleuze conceives desire as a constructive force: desire produces its own objects. Taking up this idea of desire as a constructive, creative, productive activity, consider art and design practices as ways of exploring the radical possibilities of desire
Upon more experimentation of merging images I notice how oddly natural that both the game world and the real world blend together, as if they share the same desire of freedom and beauty, alongside with convenience and accessibility. They merge in such a manner that there is no difference in terms of human interaction with the world around itself and others if one person form there real world were to cross over into the game world and vice versa.
Along with “OMGDUDESOAWESOME” one of the words that gamers like to toss around when describing their favorite titles is “immersive.” But what exactly does that mean? And what makes a game immersive...
Games and Desire - Annotation 4
“What is Immersion? : Immersion is a state in which players start to imagine or visualize their next move in their mind’s eye along with the response of the game environment to it. This is totally different from merely thinking about the current state of the game or consciously planning their next move, and closely resembles the state of mind during a guided meditation.” - Babak
Through immersion, the players are able to fulfill upon their many ‘desires’ within their hearts as much as they want. These desires when fulfilled give the player a high sense of euphoria, which other studies concluded would lead to a much better and healthier life for themselves. These desires can range from simple ones like petting a dog or cooking up a dish, to more complex desires like hunting a monster or discovering treasure in a hidden area.
Added to the idea of desire through the immersion of games, is the feeling of ‘living’ your player character within his or her game world. It also allows the player to interact with the 'characters' that live on their daily lives within the game itself, which helps strengthen the desire expressed through immersion as the player meets many new characters.
This is even more so with online multiplayer games, where people from different parts of the globe can interact with each other as they please, which leads them to getting themselves immersed into the game to fulfill the player's desire for companionship and socialization with both the characters and the players.
The real humanity of virtual worlds, or what imaginary public personas reveal about private personhood. In 2003, British photographer Rob
Alter Ego Reference on Desire:
“His description of the banal but emotionally important exchange, taking place in the vivid fantasy of the game, got me thinking about the nature of the game itself; it’s a world of surface appearances and symbols. Within that, their interaction had been reduced to text; it was a technological extension of psychological models — the imaginary, and the symbolic structure of language.” ~Robbie Coope
From this article, one could look the contrast between the real person and their virtual avatar. Despite the online anonymity that happens almost instantly behind our screens, intimate connection between other people exists with our online virtual game characters as a medium of connection and socialization. It allows the creation of many new groups or ‘societies’ for form from within the game itself and also it allows other players despite their differences from behind the screen to team up and unite against bigger threats in-game to take them down with ease which would be impossible for one player to pull such feats off. This is not limited to their own game world, as the desire for socialization is taken further with the creation of friendships between other players of the game which is sometimes later turn to relationships before not long turning into marriages between the players themselves.
Taking it further, these virtual avatars in the game are desired by the people in real life as it gave them the freedom of choice to choose what to look like, what to dress, mannerisms and many more that the game world has to offer just for them that is highly limited in the real world. Transcending from the physicality of bodies, genetics, and circumstances, it gives the player essentially a new ‘identity’ that is taken on within the game. This new identity gives the player confidence in that he/she would not be judged by their appearances(even with the choice of customization) but instead by their virtues and their desires that exist both in the real world and in the game.
Games and Desire - Annotation 3
If one were to look onto this poster, one could see a screen that is in a stark contrast from the mundane surroundings around to a video game world which is mirrored within , a world that contains fantastical objects and creatures that exists only within their game world but also fraught with many dangers and challenge. If these dangers and challenges can be overcome, the player can receive great rewards upon completion of the said challenges unlike many other real-life jobs which lack desirable satisfactions for the worker in question.
If one were to look from this poster, one would observe a warm welcoming into comfort and relaxation from within the game’s interior housing system, with a medievalist-fantastical aesthetic to make this house a nice home for many people to live in, which would be desirable to many people around the world who lack funds to re-create some of the furniture that existed within the game, an with a few objects which are impossible to replicate as housing ornaments with the use of real-world technology.
If one were to look from this poster, they could observe a contrast between the interested inhabitants of the real world and the fantasized sea and air vessels that inhabit themselves within the game world. Through their magnificence in size and craftsmanship makes these vessels highly valued as status symbols for the players within the game which also makes them obtainable through many means, some which are more easier than others, a feat not seen within the real world
2/9/15, Week 6
An old advertisement that shows a video game which fulfills the desire of power, of which is given with the ability to become a ‘jedi master’.
Game and Desire - Concept Statement
Upon examination of this poster one could see a land of fantasy, desired by many for those who want to live in it. The land of fantasy not only allows people to do many things that they wanted to do with their own choices but also to meet many interesting people that resided within the land. It also allowed many people play as to express their own desires in trying many new things within the game world which was lacking within the real world.
Firstly there is lots of exploration within the game in many different areas for many players who desire to discover the game worlds’ imaginative beauty from within as to seek out hidden treasures in secret areas. These location are enhanced by the game’s unique graphics alongside with interesting music that made the locations themselves much more bizarrely beautiful to the gamer. Games with customization allow one to choose a character class which is a set of prescribed abilities given to the player much like a job in real life, but with much more flexibility and variety tasks and quests. These fulfill the player’s desire of self-worth and achievement in their lives.
One other desire would be the myriad of equipment that people could wear with them during their adventures. Equipment allows the player to give a sense of ownership over the item that the player uses either in combat or in leisure or as a fashion. Player are given full customization for their avatars as to make themselves desirable as much as they like.
Finally one could meet up with the multitude of players that live their lives within the game from around the world with ease. This allows them to share their hobbies and exchanging friendships. From this interaction with other players is the expression of a desire to communicate with one another. Hence why desire in itself is expressed through the utilization of video games, especially Massive Mutliplayer Online Games.
Compr Psychiatry. 2011 Jan-Feb;52(1):88-95. doi: 10.1016/j.comppsych.2010.04.004. Research Support, N.I.H., Extramural
This annotation is a study of brain activity circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol.
“We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathological gambling.” - Han
After the study “The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling." - Han
From the research above, one could conclude that video games have some sort link between the desire within the player and the game itself, most notably the desire to win much like in gambling or the desire to enjoy the 'flavor’ within the game much like one who takes alcohol just for its flavor
Games and Desire - Annotation 2