Tuesday, April 1, 2008

Week 12: Assignment 2 - Video Podcast



CCT205 Assignment 2
Chan Wai Kin 994059601
http://chan-k-2008cct205.blogspot.com
Cheng Yat Sum 995526499
http://cheng-ys-2008cct205.blogspot.com
Cheong Reagan 993364373
http://cheong-r-2008cct205.blogspot.com
Lee Ka Ki Jeffrey 994657849
http://lee-k-2008cct205.blogspot.com
“Game Addicts”

April 1, 2008

Excessive playing of online game has caused many negative impacts upon the modern generation. Therefore, we have chosen “Game Addiction” as our topic for the vodcast since it is one of the main issues affecting the youths today. According to our research, game addiction often leads to lack of social interaction as well as engagement in outdoor and indoor activities. Online games have provided players virtual identities that allow them to escape from the cruel reality. Thus, a sense of fantasy world is created where gamers are granted the unique powers and strength to gain recognition. The vodcast consists of several interviews showing how gaming culture affects the society and the differences between gamers and non gamers. On the other hand, the interviews also show how gamers and non-gamers of different gender spend their time differently. Towards the end, we can see the influence of game addiction consisting two sides effect. Gamers lose physical social interaction while playing games, but they are able to communicate with others through the virtual world. The Internet has linked people from all over the world together in a virtual space, while online games have provides players an opportunity to know different people around the world. Since online games are not likely to be eliminated, it is necessary for us to come up with a solution to cope with the negative effect of the gaming culture.


Bibliography
Media Awareness Network (2008). Excessive Playing.
http://www.media-awareness.ca/english/parents/video_games/concerns
Raph. K (2008). Current and future developments in online games.
http://www.raphkoster.com/gaming/futuredev.shtml
Daniel Terdiman (2007). The state of online games.
http://www.zdnetasia.com/news/business/0,39044229,62031991,00.htm
E. J. Mundell (2007). Video Games’ Addictive Nature Unclear: AMA.
http://www.healthonnet.org/News/HSN/605801.html
Science Daily (2007). Online Multiplayer Video Games Create Greater Negative. Consequences, Elicit Greater Enjoyment than Traditional Ones.
http://www.sciencedaily.com/releases/2007/10/071019174410.htm
Associated Press (2008). Communing without nature.
http://www.cnn.com/2008/TECH/science/02/05/nature.interest.ap/index.html
Mark Ward (2004). Virtual gaming worlds overtake Namibia.
http://news.bbc.co.uk/2/hi/technology/3570224.stm
Media Family (2005). Computer and Video Game Addiction.
http://www.mediafamily.org/facts/facts_gameaddiction.shtml
Silicon Valley Sleuth (2006). Online games and their environmental impact.
http://siliconvalleysleuth.co.uk/2006/12/online_games_an.html
Beth Winegamer (2005). When does online-game fervor become addiction.
http://www.gamespot.com/news/2005/02/18/news_6118921.html
Stanley A. Miller II (2002). Death of a game addict.
http://www.jsonline.com/story/index.aspx?id=31536
Associated Press (2007). Virtual Epidemic, Real-Life Scenarios.
http://www.cbsnews.com/stories/2007/08/21/tech/gamecore/main3189020.shtml?source=search_story
Nicholas Yee (2002). Study of Online Game Addiction.
http://www.cbc.ca/consumers/market/files/health/everquest/study1.pdf

Tuesday, March 18, 2008

Tuesday, February 19, 2008

Week 6: Project 2 Proposal

The no life gamer project will explore the phenomena of video gaming culture and how it is integrated to the lives of the new generation. The short film we try to create will ridicule and mimic the life of a gamer.

Thesis:

Video games is a form of entertainment that acts as a stress relieve or pass time for the children of the new digital age. Ever since online games (such as warcraft, starcraft, diablo) debuted to the scene of internet, the new trend spread like cross fire across the world as children of all ages slave away day after day to prove their superiority in mastering such games.

Online games is a sense of augmented reality which allows its user to embed themselves to a world that even a average person can become a hero. To a certain level, online games provide what Maslow would call the self actualization stage in the hierarchy of human needs, which is the ultimate strive of every human being. Achieving the ultimate hierarchy of human need would undoubtedly leave the person with little to strive for, which could very well explain the unproductive behavior of most online gamers.

Regular exercise have become a difficult task to incorporate within the urban culture as the demand for labor employment have decrease drastically over the years. The introduction of online games have further limit the exercise opportunity, and may very well become a major issue of health hazard for the future generation. The life of a game addict is not only unproductive, but also very unhealthy (whether it'd be social life or biological health).

The impact of gaming have the potential to ruin lives of people, but only in the sense if one should become addicted to games. If properly balanced, online games can be a great form of stress relieve that acts as self fulfillment as well as venting of anger. Therefore it is important to understand the culture of gaming and prevent the potential hazard that could be caused.

Preliminary Research:
The online game concerns:
http://www.media-awareness.ca/english/parents/video_games/concerns/excess_play_videogames.cfm http://www.raphkoster.com/gaming/futuredev.shtml http://www.zdnetasia.com/news/business/0,39044229,62031991,00.htm
Health problems:
http://www.healthonnet.org/News/HSN/605801.html http://www.sciencedaily.com/releases/2007/10/071019174410.htm http://www.cnn.com/2008/TECH/science/02/05/nature.interest.ap/index.html
Online game impacts:
http://news.bbc.co.uk/2/hi/technology/3570224.stm http://www.mediafamily.org/facts/facts_gameaddiction.shtmlhttp://siliconvalleysleuth.co.uk/2006/12/online_games_an.htmlhttp://www.gamespot.com/news/2005/02/18/news_6118921.htmlhttp://zonaeuropa.com/20060304_1.htmhttp://www.jsonline.com/story/index.aspx?id=31536
http://www.cbsnews.com/stories/2007/08/21/tech/gamecore/main3189020.shtml?source=search_story
Survey:
www.cbc.ca/consumers/market/files/health/everquest/study1.pdf
Video:"Katie Couric's Notebook: Kids And Sports" http://www.cbsnews.com/sections/i_video/main500251.shtml?id=3683084n

Treatment:
Our podcast will be split up into three parts. The first part is the introduction that will first show our group’s topic through narration. The narration will continue to introduce the topic, as different clips of video games will be shown with imbedded background music to demonstrate the ideas we’re trying to convey. The background music will mostly consist of the theme soundtracks from video games that appropriately portrays the points being made. The clips will stop in the scene of two people playing board game (outdoor/indoor). The volume of the music will decrease when the narrator or actors talk. The introduction part will take around one minute. After the narrator finished the introduction, the scene will move to a room where a addicted gamer is playing video in front of the computer. He is always concentrating on his games and constantly ignores his girlfriend. His girlfriend is frustrated at him and decides to break up, his grades are getting worse, and essentially he has nothing left in his life. This scene will last around one minute. Then the camera will move to other places, e.g. basketball court, gym room, or library which people are having other activities but not video gaming. The narrator will give a conclusion and showing examples of other healthy activities. The video will lead to proper usage of games that could very well balance with existing healthy activities. This may take less than one minute.

Monday, February 11, 2008

Week 5: My Team

Team Name: Game Addicts

Project: No Life Gamers

Group Members:

Chan Wai Kin (Film editor, Camera man)

Cheng Yat Sum Ianthe (Background research)

Cheong Reagan (Director, Coordinator, Narrator)

Lee Ka Ki Jeffrey (Podcast cast, Research)

Project Concept:

The video podcast will deal with the phenomena of video gaming and how it has affected our culture. Online games have taken over the leisure time of most children in the digital age, and have replaced conventional pass time such as board games, and sports. This phenomenon has lead to limitation of physical interactions and may very well become a health hazard for the future generations due to lack of exercise.

Sunday, February 3, 2008

Week 4: What makes a good video podcast? A Review of My Fav.

National Geographic: Octopus

This is a video podcast by National Geographic and the topic of this video is about octopus. The beginning of the video is showing a fight between a octopus and a shark, the octopus won. Octopus has the largest central nerves system, and it can change its skin's colors instantly by expending or straining the million pigment cells, and also it can change its body's texture by changing its tiny muscles. The filmmaker, Mike Degruy, dived into the sea tried to feel this amazing sea creature. To let more people understand the abilities of octopus, they built a special tank just for it to move around so that we the audiences can see clearly of the movement. The semi-circled glass is made for watching how the octopus eats. The octopus's legs move its meal, the crab, to its month and give the crab a toxic bite just to remove the shell, and then it can enjoy its meal. To observe the octopus's movement, the glass tubes allow us to see how this no bones sea creature moves inside such a small space.

This video podcast is all focus on a natural creature, octopus. The video is not too long, around six minutes, which is enough to show everything that they wanted to tell their audiences. The first thing in the video that attract to keep watching it is the enigmatic sea background, and then is the attack of the octopus which makes me shocks. The audio at the back is some relaxation meditation sounds with the sound under the sea, plus the filmmaker dove down the sea which all these would show the realism and let the audiences feel like they are with the camera, watching every motions of the octopus directly. In the whole video there is almost no text lines prompted up to interrupt. The narration is speaking clear and not too fast, also the narrator did not talk too much which the video has shown us. The video is well structured; it is mainly separated into two parts: the sea and the lab with the big tank. The two parts are very well related together, e.g. when we cannot see how the octopus eats in the sea, the camera will move to the lab and watch that clearly under the glass. For the total quality of the video is very good, it is clear and the sounds are good. This video podcast has introduced the audience the abilities, this expose us to something new.

Tuesday, January 29, 2008

Week 3: Web 2.0 and Podcasting where is this heading?

Web 2.0 is a new way of web development, it has the services like social-networking sites, wikis, blogs, etc. which based on everyone’s participation, and the sharing between users. Some examples of web 2.0 are Google map, RSS, APIs and widgets. The web now allows us to do our personal things, like the APIs, we can use the Word, Excel or some other applications through the web so that we don’t have to buy them and install them to our computer. We can check for the most recent news by RSS, and also find a place through Google map. So nowadays we do not just use computer to store our own data, through the World Wide Web, we can interact with people everywhere.

The web or companies like Google or Youtube are adding more and more applications for people to use. They are trying to find more space in the web for users to store their information. In the future, all those software that inside a computer could be found on the web, people may then trend to use the virtual drive and not the hard drive or software. This will make a competition between the companies that create hard drive (e.g. Microsoft) and the companies that focus on the web (e.g. Google and Youtube).

Podcasting is like a radio, the different is people can listen to the audio everywhere at anytime. Not like the radio, we have to follow the radio station’s time schedule so that we will not miss anything. But the podcasting is, people can find the audio through the web, then download it to iPod or mp3 player, then they can bring it to everywhere and listen to the audio as many times as they want. In the university, some professors would record their lectures and put those audio online and let their students download it so that they can transfer the lecture audio to their iPod and study in anytime.

The future of podcasting could be expended more on education. Since nowadays everyone has an iPod or mp3 players, it is easy for students to upload the lecture audios to their iPods and study for it. It could be a replacement of radio because people can now download the radio programs online. The future of our technology is an unknown, but the web must going to be more efficient, faster and cheaper.

Tuesday, January 22, 2008