Thursday, May 24, 2007

Week 12 of NCT

This week we discussed the discovery of free software. Having used GNU/linux for a short time in the past; i am all for free technology - i think it's brilliant - however i can't help but wonder how the professionals get paid...as Bill Gates mentioned in his letter. I don't know why he's so worried - i really don't think he'll be going out of business anytime soon; but he wrote a letter - pretty much slapping free software creators in the face. He talked about all the reasons that free software shouldn't be distributed, though i personally think he's coming from a biased opinion.


So there was heaps to learn about GNU/Linux and copyleft (the concept of putting stuff out there on the net for free), and after that we watched some more of the movie Primer. We still haven't made it to the end but it's quite an odd little film and as i said it would be - very confusing. There's body doubles and ear bleeding and the violent gassing of people....yeah...i really don't get it, but the two male characters are going back in time (that concept i do get), using some amazing new technology that they're keeping a secret, that uses heaps of radiation or something - probably the cause of the ear bleeding. Quite uncomfortable i suspect.


Anywho, thats all for me - i must go home and study for the exam next week...ahhhh!


Toodles.

Thursday, May 17, 2007

Cyber Politics and Time Travel

Ahoy-a-hoy,
Week 11 was all about Cyber-politics and Timetravel - as you may have gathered from my title.

Cyber-politics explored cyberdemocracy and the digital divide. Whats that you ask? Well, Digital Divide is an issue that keeps us from achieving the idealistic cyberdemocracy. How can there be a World-wide democracy when there are people throughout the world who don't have a computer, let alone the internet. So that is the very valid issue of cyberdemocracy. However, there is a democracy on the net (although it can't invite every person in the world), and it exists through the freedom of speech, that may be broadly published on the internet. Access to blogs, chat rooms - ways to get your opinion out there basically. About censorship, John Gilmore says:

"The net interprets censorship as damage and routes around it."

So, on the net, there are ways of getting around the censorship. Censorship that may unaviodable in other forms of media.

We also discussed Computer Hackers. We learned that "Hackers were once computer programmers that had a desire to understand machines and their networks. They regard computer programmes not as corporate property, but as common wealth; and do not believe that it is wrong to break into systems to look around and to understand." Or so the lecture notes said. So that's pretty interesting; and fair enough if they're inquistive and want to 'understand', but come on - there's got to be a line drawn. It makes me think about the pathetic advertisers that hack into people's myspace page and advertise their lame target gift cards or mobile ringtones. Shouldn't there be some sort of policing on that? I mean if government can track everything we do on the net - can't these websites be tracked and charged for improper use of the internet? Obviously i am quite aggrivated by the subject. Maybe I should write a letter.

Apart from learning about Cyber-Politics today we watched a movie called 'Primer.' It's a little confusing but generally its about these two men that build this machine...a time machine. And they're working out little things and seeing their present selves....or past selves....I'm not sure about the physics of the matter, and all in all its quite confusing. Hopefully i can tell you more about it next week but its meant to get more confusing as it gets further in....so wish me luck.

Anywho, till next week, toodle-oo.

Thursday, May 10, 2007

Using Microsoft Word

Well, after successfully posting my essay on my blog (please feel free to have a read) I have just completed some tasks using Microsoft Word. The tasks consisted of:
  • changes to text
  • header and footer use
  • track changes and
  • mail merging

I found everything to be familiar - (except for track changes) as i'm constantly using them for letter-writing at work. The track changes I have never used before - but found to be quite simple as I followed the instructions outlined. I'm using Windows Vista at home and it feels strange to be going back to older versions of Word. Vista makes everything so simple - but when you're first learning how to use Word on Vista - its quite confusing. Especially when you have used XP at work and so on. Another thing about the Exercises that i found to be rewarding is the simply written cover page. I've written cover pages for resumes before but the cover page shown was short and simple and probably exactly what the employers need to hear as a summary. So i don't know if that was an object for the exercises but it sure helped me!

In the lecture today we had Debra Beattie as a guest Speaker. She was talking to us about cyber therapy - such as Kids Help Line. She discussed how at first it was argued - because some didn't believe that it possible to counsel over the phone or web - (but arguments are common with new technologies) and then she gave us an idea of how many mentally troubled children they are helping today - and how they help them (In your face skeptics!) . So it was rather interesting. Then we watched a documentary she had written, directed and co-produced called "The Wrong Crowd" which is a personal history as told by Debra, about growing up in Queensland. So that was rather interesting too. After that we watched Existenz - and that was my day of New Comm. Tech. in a nutshell.

Don't forget to have a read of my Essay as seen below if you happen to pass by my blog!

Au revoir!

Video Games Get Real; Do video games create real-life victims? By Emily Wellstead

In the past two decades Video Games have evolved from consoles to world-wide-web interactive worlds. Video Games are becoming increasingly stimulating – captivating a growing population of users. There is no doubt that not only children but adults use video games as an entertaining hobby. With recent school shootings creating controversy regarding their violent content – this essay will investigate the addiction behind the entertainment; and how the Video Games contribute as provocation to Violence.


Video Games are often accused of being a distraction from reality. As well as a distraction from reality, they can also been seen as a distraction from School work and exercise – normal things that children and adolescents should be incorporating into their daily lives. The National Institute on Media and the Family (2005) defines Video Game Addiction as: “when time spent on the computer, playing video games or cruising the Internet reaches a point that it harms a child's or adult's family and social relationships, or disrupts school or work life”. According to Kerry Hempenstall (2000, p.2) a study found that 29 percent of Year 7 and 8 boys played Video Games 3-6 hours a week, and 23 percent played more than 6 hours. Video Game Addiction has been compared to Pathological Gambling because it affects people around the victim (Orzack). Lucien King (2002) comments on the life of a gamer:


‘Sleepless nights are common. Your chair replaces your bed. The habitual flicker of the monitor punctuates your dreams. You dream games, you wake to play games, you long to play games – you can’t live without games.’


Looking at addiction from a psychological point of view it is said ‘Exposure to a substance that creates a euphoric mental state brings about neurological adaptations that produce feelings of discomfort and craving when it is no longer present’ (Feldman, Olds, & Papalia, 2007). In this case, Video Games are considered the substance that the addict uses to get their fix – so that they may again reach their euphoric state of mind.


The Game ‘World of Warcraft’ is a Massively Multiplayer Online Game (MMOG) that is known for its ‘addictive’ attributes. Leigh Schwartz (2006) comments that World of Warcraft is ‘a fantasy world occupied by real people’, thereby influencing a need for the player to continue playing. Schwartz created a chat room in which game users could answer some of her questions regarding several differing games, including World of Warcraft. Regarding Schwartz’ question of the aspect of escapism in the games, one of the users commented “Escapism all boils down to control, the more control you have over the game environment and your character the more you lose your self in it.” An additional problem of Video Game addiction lies in the content of the Video Games; and the player’s exposure to strong violence within the entertainment.

Violence plays an important role in the popularization of video games. ‘An expert on the sociology of video games highlights the power of this medium to popularize violence among children’ (Lugo, 2006). When considering that many Video Games are popularized as a result of their violent appeal to users; this addiction may be harmful to more than just the addict’s friends and family. Video Games such as Medal of Honor; Rising Sun and Doom 3 both involve brutal violence where the player is the “murderous hero” that battles against their enemies. The two games involve a selection of weapons and methods that the hero may kill its enemies with. The player is ‘rewarded’ by gaining points or levels for their use of violence. Although both games have a rating of MA15+, this is a small obstacle for children whose parents are unsuspecting of the brutality involved. When we link this advertising of Violence in Video Games to Violent School Behavior, the outcome is frightful.

‘Most studies show that subjects in laboratory experiments who observe media violence tend to behave more aggressively than do subjects in control groups’ (Felson, 1996). Anthony Lane (2006) states that the two boys who were responsible for the Columbine shootings were obsessed with shooter Video Games. For this reason, there have been protests against further production of violent Video Games (Lane, 2006). A group who named themselves the “Peaceaholics” and attorney Jack Thompson publically protested the game ‘Bully’ calling it a “Columbine Simulator” (Paprocki, 2006). In fact - the American Police and Army Forces use video games (known as point and shoot video games) to train their recruits (King, 2002), so it is no surprise that there is such protest against shooter games. According to Hempenstall (2000, p.2), a study was conducted to test the impact of violent video games on children. A group of year five girls were exposed to a violent video game, and they exhibited increased aggression in free-play. Hempenstall goes on to say that these effects are only short-term and the long-term effects are unclear.

Conclusively, Video Game addiction certainly does exist. To the compulsive gamer, Video Games are their fix, like drugs to the drug-addict. Excessive gaming may be a cause for aggression when the “fix” is no longer present, though there is no proof that video games produce a long-term aggressiveness; no matter what excess of time is spent playing. Regarding the provocation of Violence within Video Games, it may be extravagant to say that Video Games are the cause for School Shootings, thugs and much of the violence that is seen in today’s Society. There is no legitimate proof to make such a statement. It can not be generalized that Video Games create Killers, for there are deeper psychological issues involved. With the presented evidence, however, it is appropriate to say that Video Games are contributors to violence in society. It has been proven that aggression is increased for a short-term after exposure to video games; and that video games are used as training for our real-life killers. Using violence as entertainment; Video Games teach users to accept it as sport, rather than rare necessity. The basic issues such as, guilt and punishment, that are confronted with real-life violence are lost; and the user is free to go on a virtual killing rampage with no consequence.


Bibliography
Feldman, R. D., Olds, S. W., & Papalia, D. E. (2007). Human Development; Tenth Edition. New York: McGraw-Hill.


Felson, R. B. (1996). Mass Media effects on violent behaviour. Annual Review of Sociology , 26.
Hempenstall, K. (2000). Playing Games: Vicarious Satisfaction Vs. Violent Thrill. Australian Educator , 2.


King, L. (2002). Game on; the History and Culture of Videogames. London: Laurence King Publishing Ltd.


Lane, A. (2006). Learn to be a Bully. New Statesman , 2.


Lugo, W. (2006). Violent Video Games Recruit American Youth. Reclaiming Children and Youth , 4.


National Institute on Media and the Family. (2005, November 3). Computer and Video Game Addiction . Retrieved May 6, 2007, from National Institute on Media and the Family: http://www.mediafamily.org/facts/facts_gameaddiction.shtml


Orzack, M. H. (n.d.). Computer Addiction Services. Retrieved May 6, 2007, from Computer Addiction Services: http://www.computeraddiction.com/


Paprocki, M. (2006). Video Game Industry in New Fight: Rockstar's Bully May Have T Rating. Blog Critics Magazine .


Schwartz, L. (2006). Fantasy, Realism, and the Other in Recent Video Games. Space and Culture , 13.

Friday, May 4, 2007

The many delights of Cyberpunk...

This week in NCT we explored the Science Fiction that is Cyberpunk. Think Matrix. Think Star Wars. My understanding of Cyberpunk is the Mythical prediction of our technological future. The ongoing progression of Technology is often viewed to be the ongoing progression of a mythical Utopia. A Utopia where humankind will be in control of everything - even mother nature. A "perfect society" where nothing will be natural - everything will be artificial and it will be perfect because we created it for ourselves. We become the Gods of a new era. But then - things go tragically wrong - our universe is failing. Technology fails us and we now have nothing to rely on. Nature is long forgotten - there is limited food, limited water, limited oxygen. Humanity has come to realise that the perfect world they created was only concealing the hellish reality that lay beneath....Something to think about anyway.

I personally think that if there was such a thing as Utopia, we'd have passed it ages ago. Somewhere, long ago when Nature and Humans were in harmony. There was none of this pollution, no corporate logging companies. Life may have been a hell of a lot harder - but i think it would have been worth it. So i guess we're talking long, long ago - when there were only indigenous humans. But if there was this Utopia somewhere in the future that was created from technological advance; i think that it would be only a short time of bliss - and then further technological progression or lack of energy would ruin it. I guess i justify that opinion by the same notes that were posted in the lecture. The fact that every other proposed Utopia is eventually destroyed due to the attainment of knowledge - or the progression of technology. Take for example the Adam and Eve story. Adam and Eve gain knowledge by eating the fruit - but in turn they are banished from their perfect world. Or the story of Faust - the brilliant Doctor who sells his soul to the devil to gain more knowledge and power. We all know that couldn't end in happiness. So this idea of the attainment of knowledge and technological advance has been fictionally portrayed as a negative. Knowledge is not always power.

So some other things Steve talked about during the lecture were - cities as machines - The alternative myths of the way cities will be created in the future. A machine for living - whereas it creates human life just as humans create it. A natural city - created by natural beings - just as bee-hives are by bees. Or a city as a living being - a cyborg which combines human tissue with sythetic infrastructure. This among many more interesting ideas of Cyberpunk.

Next post will be my essay - until next time - i bid you adieu.

Thursday, April 26, 2007

Hoyahoy neighbourinos,

This weeks lecture was great. Jason Nelson did the first half of the lecture and talked to us about Internet Art. He has his own website www.secrettechnology.com which has an amazing array of net art that he designed. I thought the art was amazing and even alienating at times - but overall very clever and original. After that we began a movie called eXistenZ. I think its set in the near future and is about these modern video games. Anyway, i will let you know more next week.

So now i am in the tute and we have been learning about 3D worlds and socialising on the internet - and i have been very busy customising my avatar - to look just like me.....hehehe, or not. Its a much hotter version of me - but stop your sniggering because its my second life and i'll do what i want...

It reminds me a lot of the game the Sims - and its just as easy to get sucked in. I've been going through the tutorial so far - learning the ropes, and after that im going to meet some cyber friends. Woot!

Till next week -

Emily

Thursday, April 19, 2007

The delights of Video Gaming

Why hello there,

Hope everyone had a grand Easter Holiday. This week in New Communication Tech we studied Video Games - Arcade, Consoles, computer games, Multi-User Domains and Massively Multi-User Online Games. We were looking at the study of Video Games, questioning whether Video Games could be studied as a form of Media as are films, Radio and TV. In my personal opinion; if films are considered media; Video Games should be allowed the same title. Whether for entertainment or to tell a story - Video Games seem to fit into the same category.

Within the study of Video Gaming; we were further learning of Narratology and Ludology. Narratology is the study of Video games from the perspective of them being stories or literary works. It questions their ability to be read as texts. Ludology is the study of the game play element of Video Gaming. It further explains that the story elements in video games are there for decoration only.

I guess if i had a choice to study either of the above, my choice would be Ludology. I think that Video Games are moreso for entertainment than narrative aspects. Looking at older games such as...oh say - Pacman (probably the oldest game i could think of being a less-frequent video gamer), i find that there is very little narrative in such a game. I too think that Video games have evolved for the purpose of their entertainment; and are doing a lot of damage for it.

I must admit that i have partaken in the Computer game called 'The Sims.' There was a certain enjoyment of earning heaps of money and buying new furniture for your simolen house, (for me particularly, I am without question as materialistic as they come,) however, i found it to be a big time-waster. I was sucked-in. I havent played it for some time now because i have come to the realization that i should start living my own life rather than creating a virtual one.

Then there's my brother. He is completely sucked in to World of Warcraft - a Massively Multi-User Online Game (MMOG). And - by the way i see no narrative aspect to this game. It appears to be a game in which the higher level you are the more people you can beat, or the more armour and accessories you can buy. I just don't see the point. But he can sit there for hours and just be consumed. I guess its also like it's own little virtual world, where you can interact with other users and have a jolly ol' time; but it will never interest me.

Anywho, i think i have rambled enough for now, and i have an essay to think about - which i think i will base on the negative aspects of Video games - go figure.

Till next we meet,

Emily.