2011年9月25日 星期日

Presentation and Examples

(Presentation Here)

Using a Blog for a "Web 2.0" Presentation instead of PowerPoint
http://www.ddmcd.com/blog_presentation.html

Presentation using Prezi (whiteboards and slides)


Presentation using Google Docs. (slides)


Presentation using Slideshare. (slides)

Examples of blogs for group project

Conclusion


The above four passages discuss the impacts of computer games on three different aspects, including individual, economic & financial and cultural. Undoubtedly, no matter positive or negative, from altering individual’s lifestyles to creating new business opportunities and occupations, the invention of computer games greatly changes the world. At least, it has become an important element of entertainment, and perhaps, an essential part of life to many people. Whether these impacts are good or bad all depends on what perspective you use and what dimension you are investigating on.

As individuals, it is difficult for us to affect the technical, economical and cultural impacts of computer games. However, we can ensure that computer games to bring good influence to our personal lives by good time-management and self-control. Bare in mind that computer game is a kind of tool, and whether it brings benefit or harm to yourself all depends on how you manage it.

Last thing I want to add is that while we, as game players, affect the direction of development of the computer game industry; the industry is changing us at the same time. Therefore, the impact of computer games to the world is somehow bi-directional. Never underestimate the influence of yourself, and never underestimate the power of computer games.

Societal Impacts

The Societal impacts brought by computer games are the most controversial, and perhaps, the most important argue regarding its influence. Many people believe that the invention and widespread of computer games bring adverse effects to the society. To sum up, there are mainly three common viewpoints on how computer games can cause harm to the society, including addiction, linkage with youth aggression and antisocial behavour such as spending less time to communicate with others in person.

The first point argues that computer game causes addiction, especially among teenagers. In fact, the emotional 'high' experienced after successfully completing certain game objectives can create a feedback effect, which, if unchecked, can lead to emotional dependency (Zwaa, 2008). Many people believe that, this not only reduce the time teenagers spent on obtaining knowledge from textbooks and revising, but also, in extreme case, reduce their sleeping time, thus harming health and affecting their normal lives. This causes severe threats to the society, as teenagers are leaders of the future world. Moreover, a research found out that the average game player age is 34 and the average experience of game playing is 12 years (Entertainment Software Association, 2010). This means that the working force available to the society will diminish as adults become addicted to computer games, which is a great lost to the society. A more detailed description of the addictive effect of computer games has been included in Joseph’s part already.

Compared to the first viewpoint, the second viewpoint sounds even more persuasive. Many people believe that there is a close linkage between violent computer games and teenage aggression. Their major argument is mainly about desensitization of violent or bloody content. These people believe that violent content could be transferred and stocked in minds of anyone who plays it, and as they continue to play those kinds of games the initial reaction about violence eventually decreases. At last, they become more and more immune to this violence, which make them feel that killing and slaughtering images were just normal. This violence continually plays in front of every teenage boy while they are playing their favorite cold-blooded character, killing and slaughtering lots of people mindlessly (Ferrer, 2008). They claim that at the end the computer games with violent contents will transform innocent schoolboys into cold-blooded killing machines. Reasons why this point is invalid will be given in the latter part of this essay.

The last point states that once teenagers are too devoted to playing computer games, they spend less time making new friends, interacting with family members, and less “out-going”. We often hear complains from parents that their children spend more time “talking” to virtual characters in computer games than to them. This is not very healthy as the ability to communicate with others in the real world is an important key to the whole-person development of the children.

These three viewpoints, on the first glance, seem to be strong and persuasive. However, I personally share the same viewpoint with Henry Jenkins, a professor from the Massachusetts Institute of Technology (MIT). Professor Jenkins listed eight very interesting misconceptions of the general public on computer games, and give very effective counter-arguments (http://www.pbs.org/kcts/videogamerevolution/impact/myths.html). Many of these counter arguments can be used to explain why I believe that the above three claims about computer games are not necessarily valid. For the argument regarding the addiction of computer games, as Joseph has mentioned, all depends on the players’ self-control and time management. Thus, I am not going to emphasis much on this point. Instead, I want to focus on the other two viewpoints, including the relation between aggression and violent games, and the antisocial behavour caused by video games.

In practice, there has been no research proving that computer game with violent content is a primary factor of aggression and violence. Similar, there isn’t any case describing that these computer games are capable of transforming a normal human being to a serial killer (Jenkins, 2004). Besides, Professor Jenkins states that, there have been classic studies of play behavour suggesting that even apes can make basic distinctions between “play” fight and actual combat.

Eric Zimmerman, a famous game designer and play theorist describes the ways we understand play as distinctive from reality as entering the "magic circle." He stated that, “The same action — say, sweeping a floor — may take on different meanings in play (as in playing house) than in reality (housework). Play allows kids to express feelings and impulses that have to be carefully held in check in their real-world interactions.” (Jenkins, 2004). Thus, the argument that playing violent video games too often can cause desensitization of violence act, or a lack of empathy for real-world victims is not valid at all.

However, there are children that behave similarly towards virtual sceneries or characters and the real world. This is a kind of emotional disease, which is hidden in some people. In such case, violent video games can trigger violent actions. But for the majority, gaming has no such effect (Jenkins, 2004). Concerning the viewpoint about social isolation, it is not very accurate to say that computer games cause users to be socially isolated. Again, according to Professor Jenkins, almost sixty percent of frequent gamers play with friends, more than two-third plays with siblings and twenty five percent play with spouses or parents. (Jenkins, 2004) In fact, there are much video games designed for the purpose of social interactions, such as the multiplayer sports game of Nintendo Wii. According to Talmadge Wright, a famous sociologist, conversation about game content, which is called “meta-gaming” provides a context for thinking about game rules and rule breaking (Wright, Boria, & Breidenbach, 2002). This in terms stimulates communication and interactions. In fact, players not only conflict and combat on the explicit screen, but also cooperate and battle implicitly in the real life as a person. Gaming strategies can also serve the purpose as a conversational content among friends and enhancing their relationships.

I believe computer games have brought certain important positive impacts to the society, and one of them is globalization. Through multiplayers gaming, such as online games, players from all over the world interacts with each other frequently. Gradually, we become more and more comfortable to interact, such as playing, arguing and cooperating with people with different races, cultures, social backgrounds and economic classes because on the gaming scene, the only thing that matters is the gaming skills of players (Zwaa, 2008). Gaming itself eliminates the differentiation based on other factors. This eventually facilitates globalization and smoothen the development of a truly harmonious global village.

However, I have to admit that there are still some negative societal impacts of computer games that we cannot ignore. For example, the popularity of computer games cause children to spend less time on sports, thus worsening the already severe problem of obesity.


Reference
  1. Barer, R.H. (1969). Patent No. 3659285. United States.
  2. Winter, D. (1999, October 28). The Site of the First Video Game. Retrieved November 23, 2010, from Welcome to the PONG-Story: http://www.pong-story.com/intro.htm
  3. Enterainment Software Association. (2010). Industry Facts, Retrived November 23, 2010, from Entertainment Software Assoications: http://www.theesa.com/facts/
  4. Ferrer, P. (2008). The impact of video games on the socriety. Retrieved November 23,2010, from Helium: http://www.helium.com/items/1230702-the-impact-of-video-games-on-society?page=1
  5. Zwaa, X. (2008). The impact of video games on society. Retrieved November 3, 2010, from Helium: http://www.helium.com/items/929805-the-impact-of-video-games-on-society
  6. Jenkins, H. (2004). Reality Bytes: Eight Myths About Video Games Debunked. Retrieved November 23, 2010, from PBS: http://www.pbs.org/kcts/videogamerolution/impact/myths.html
  7. Wright, T., Boria, E., & Breidenbach, P. (2002). Creative Player Actions in FPS Online Video Games Playing Counter-Strike. Retrieved November 23, 2010, from http://www.gamestudies.ord/0202/wright

Business and Economics Changes in Another Prospective

The development of computer games has provided many business opportunities to the world. Many companies have successfully targeted this potential market and made a lot of profit. Similarly, individual game players have also used this golden opportunity to earn some money. But what big changes were actually brought by the introduction of computer games for both individuals and companies to the business market? For easier understanding, I would take an online game called “Audition” which was developed by one of the Hong Kong game developer, Gameone Online Entertainment Group How Computer Games Change the World 8 Limited [1], as an example on how computer games change the business market throughout this part.

From companies’ side, the most significant change to the business world is the launch of different online games that require regular subscription payment, as there were no firms that will focus on the online games business before. Apart from subscription payment, some online game developers have also introduced “virtual items”, such as virtual money, inside the game that require real dollars to purchase. Therefore, in order to play such kinds of online games, game players need to pay certain amount of fees. There are two common ways for the online game companies to charge users, one is by periodic payment such as monthly payment, and another one is by selling game credit points through some game packages which are usually available for sale from convenience stores. For the example of Audition, it is currently selling game packages to sell its virtual items like virtual clothing and virtual money to game players from places like 7-11 [2].

Besides the launch of charged online games, computer games developers also finance their budget to advertise their products through channels like magazine, television or even Facebook. Audition has also invested substantially to their advertisement. They have launched their first television commercial at TVB on June 13, 2008 [3]. Also, setting up interest group and links at the advertisement column at Facebook. All these promotion activities have helped Audition to gain popularity and hence more potential players would be attracted to try the game and make money contribution to the company.

The introduction of computer games not only brings financial changes to game developers, it also brings business opportunities to individual game players. For instance, trading virtual items in reality is the most common one. Sometimes the virtual items even cannot be purchased by real cash, but can only be obtained by luck or continuous playing individually. These virtual items were usually regarded as “rare” or “valuable” inside the game. This has, however, boosted the trading of virtual items between players in reality by cash. In the game Audition, the virtual clothing and other virtual items that used to customize the virtual character are also transferrable inside the game. Therefore, this created demand and supply of the virtual items between players. The potential buyers and sellers usually search their needs from online forums like Discuss.com and Uwants. After they have found their buyer/ seller, they will negotiate the trading details and make transaction subsequently.

Apart from trading virtual items between individual game players, the rise of computer game also lead to different kinds of public competitions. Some game developers would launch regular computer competitions or tournaments that open to the public, usually there would be a prize or reward for the winner. For example, Audition had launched a competition for the 12th ACGHK 2010 at Hong Kong Convention and Exhibition Centre during July 30 to August 3 this year (2010). Winner has got a prize, which is a guitar simulator and a few virtual game packages [4].

To conclude, the development of computer games not only brought a commercial opportunity to game developers such as launching charged online games and sales of virtual products, but also provided an environment for individuals to trade virtual items and to participate in open games competition.

Reference
  1. http://www.gameone.com/intro.php
  2. http://news.hk.9you.com/article/au/readnews1.php?artid=807
  3. http://shop.hk.9you.com/au/
  4. http://news.hk.9you.com/article/au/readnews2.php?artid=2134

Financial and Business Changes

Financial and Business Changes
Besides great sales, the computer games development has greatly influenced the financial sector as a pioneer of creating new business, new careers, and new promotion methods.

First of all, online games have established a fast and sustainable business in trading virtual items. With the rise of online games in late 1990s, trading virtual items became a significant part of Internet trading business. Unlike traditional commodities, virtual products traded, which are mainly rare equipments in MMORPG, online game accounts, and “Webmoney” credits used in online games, do not have a real shape. This feature enables fast trading via Internet. In a virtual product trade, a buyer pays to get a code from the seller, and then the buyer inputs the code in the online game to get virtual items. It only takes several minutes for the buyer to get the code after payment, whereas for trading real products usually it usually takes several days to get the product. Furthermore, trading virtual items is a sustainable business because of the great demand of virtual items. Usually the equipments in MMORPG have a valid date and the online game charges for a certain amount of “Webmoney” every month, so players always need new equipments and “Webmoney” if they involved in the online game. These consumable factors keep players buying virtual items, thus maintain a sustainable business. As the online game player population is increasing, the demand of virtual items is also likely to keep increasing.

Second, the computer games industry provides youths with better career opportunities. As a variety of new jobs related to computer games have emerged, youths have more choices on choosing their jobs. For instance, in South Korea and China, some skillful young computer games players become professional gamers and enroll online game tournaments like World Cyber Games as a career. They work as “e-sport” athletes and gain from their game performance. Also some computer science students become professional game programmers or game designers so that they can design their ideal games. These new jobs give the youths who have strong passion in computer games better career choices because they may find their careers enjoyable. On the other hand, the youths’ talent can also be fully revealed in corresponding jobs. Professional gamers can utilize their fast reaction as well as skillful moves to perform a wonderful game to audience, and game designers can show their creativity in designing a new game.

Third, the computer games promotion shows a possibility of effective and low cost marketing among online game players via online game community. Advertising in online games is effective because the advertisement is exposed to all players, and the majority of computer game players have similar demographic characteristics. For example, regular online game players are mainly aged from eighteen to thirty-four, and 60% of the players are male. Therefore it is effective to have advertisements or campaigns targeting such majority players. On the other hand, compared with advertising in magazines or in MTR station, advertising in online games has relatively low cost because the promotion is mainly conducted through network, which requires much less expenditure.

In conclusion, the computer game industry has brought vigorous new elements to current business world. However, there exist some safety risks in computer game business. For example, some criminals can make use of the loopholes in trading virtual items to commit frauds, and some intruders can steal someone’s account and sell it to other player. But judging from the new business, careers, and promotion methods provided by computer games industry, more business opportunities is favored rather than risks.

Personal Influence

As the computer games become popular, we should think about the personal impact on the game player. Generally speaking, computer games have both positive and negative effects on the player. To judge computer games are good or not, that’s all depends on the player’s self-control and time management.

First, different skills can be learnt from different types of entertainment computer games. The action games require the player to have high concentration and fast reaction; also because of the high levels of action, it can improve the eyesight and hand-eye coordination of the player. Strategy games can train the player’s logic reasoning ability and problem solving. Sport games
can develop the player’s sport sense while the player no needs to be on the field. It can avoid overtraining so it is very useful to use sport game as a tool to train athletes before match. In nowadays computer games, smoother graphic reality and better sound quality provide a higher level of entertainment to the player so that they will enjoy the games more and maintain concentration for a long time. It is a good idea to use computer games as a teaching tool. Schools are encouraging students to play education games in different subjects. That education video game is improving student’s academic performance by increase the concentration on learning. Playing computer games can release stresses as the player can do anything they what inside the game and get rid of the real world. “Video game training” also use by different professionals. For example, flight simulators are used by cadet pilot for training in order to reduce the risk and also save air fuel. By the same token, military are using RPG game to simulate the combat zone situation. As the Nintendo Wii released on 2006, computer games are not limited by just using hands and eyes. Players are able to use full use of their body to play computer games and doing fitness.

As for the negative side, addiction to the computer games has already been a big issue. Just like our parents always tell us, spending too much time on computer games could lead to bad academic result. Also it might cause potential health disease like Myopia and heart attack .The extreme case is death, a South Korean player died due to nonstop playing 50 hours of online game. The affection on mental health is even worse, as anti-social behaviour is build up on the frequent computer games user, as they are lack of social skill and not good at public speaking. All this is because of they spend the time in computer games instead of joining social events. Playing violent video games can cause aggressive behaviour. This is extremely danger for countries that allow people to have guns like the US. Once the player can’t control his emotion, the society will pay a heavy price whilst gun violence occurs. To put it simple, the positive effect of the computer game mainly maintain in personal aspect while the negative effect could affect the whole society.

Reference
  1. http://en.wikipedia.org/wiki/Video_game_behavioral_effects
  2. http://news.bbc.co.uk/2/hi/technology/4137782.stm

Introduction

A computer game, or a video game, refers to an electronic game, which involves interaction with a user interface to generate visual feedback on a video device. (Baer, 1969) A video device can be a television, a computer, or portable gaming device, etc. The oldest computer game in the world is the cathode ray tube amusement device, a missile-firing game invented by Thomas T. Goldsmith Jr. and Estle Ray Mann in 1947 (WINTER, 1999). At that time, the device could only show very simple dot and line graphics on the cathode ray tube instead of a monitor or television set and only scientists who pursue their studies in physics know how to “enjoy” the game.

Nowadays, however, various computer games have become a major mean of entertainment for most people in the world. These computer games are loaded with fascinating graphics and ever-evolving complexity of the game systems. In the United States, sixty-seven percent of the American households play computer games (Entertainment Software Association, 2010). Economically, the U.S. computer game software sales generated 10.5 billion USD in 2009 (WINTER, 1999). These data imply how popular and powerful computer games have become that not only can it cause an influence to an individual’s life, but also a change to the world.

Similar to other important forms of media, such as movies and televisions, computer games have always been the central of arguments in different aspects, particularly the adverse impacts of violent or pornographic games. It is very controversial to judge if computer games bring a positive or negative impact to the world in general. In fact, the change computer games brought to the world can be described in 3 dimensions, including personal influence, financial & business changes and societal impacts. This essay explores how computer games change the world, both positively and negatively, by having a detailed investigation on each of these four impacts. As the impacts of video games in the four aspects are written by four different HKU students, some of the ideas may be contrasting or even contradicting. We believe that this is a mean to demonstrate diversity of thoughts, and the exchange and interactions of different viewpoints will have dynamic effects on each other, which I believe, is the core value of the whole common core education (general education).