LAFS SVGI Session 9 - Games and Society
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Transcript of LAFS SVGI Session 9 - Games and Society
GAMES AND SOCIETYSession 9
David Mullich
Survey of the Video Game Industry
The Los Angeles Film School
VIOLENCE IN VIDEO GAMES
Mortal Kombat (1992)
Publisher: Midway Designer: Midway Genre: Fighting Mortal Kombat was one of many
violent video games that appeared in 1992-93, and was the first game to raise the issue of violence in the medium
The U.S. Senate held hearings on video game violence
Possible catalyst to the implementation of a rating system, and the first game to receive an “M” rating
Doom (1993)
Publisher: id Software Designer: Tom Hall, Sandy Petersen,
John Romero, Shawn Green Genre: First-Person Shooter Doom was, and remains, notorious for
its high levels of graphic violence and satanic imagery
The game sparked criticism throughout a period of school shootings when it was found that the Columbine High School shooters were avid players of the game
Grand Theft Auto (1997)
Publisher: BMG Interactive Designer: DMA Design Genre: Action-Adventure Open World The game was controversial from the
very first incarnation of the series. It was condemned in Britain, Germany, and France due to its “extreme violence,” and Brazil banned it outright.
Later versions of the game were criticized for allowing the player to commit violent acts, including the killing of policemen, and instigating gang wars
GTA 5 And Violence
Does GTA 5 Mean That There Will Always Be Violent Video Games? | Game/Show | PBS Digital Studios (6:13)
Columbine High School Tragedy
In 1999, two students opened fire in their Colorado high school -- shooting 20 people and killing 13
The media revealed that the two killers played a lot of violent video games
The widow of one of the slain teachers filed a lawsuit naming multiple video game publishers
Do video games contribute to violence?
Arguments That Games Do Promote ViolenceThe basic claim is that video games are more likely to affect people’s behavior than TV: Games are immersive Games are repetitive Games reward violent behavior
According to a 2001 study reported in the journal Psychological Science, children who play violent video games experience an increase in: The physiological signs of aggression Aggressive actions
However….
A relationship between virtual aggression and real-life aggression isn’t necessarily cause and effect.
Maybe bullies in real life also enjoy being bullies in virtual life, so they play violent video games
The results of studies, so far, are inconclusive. And to date, all lawsuits against video game companies for distributing violent content have been thrown out of court.
But the controversy is far from over.
PBS Newshour
Can Violent Video Games Play a Role in Violent Behavior? (13:25)
Discussion
What was the incident that happened in Newtown Connecticut?
What do critics of video game violence say is the effect on players?
What do supporters of video games say in response to the criticisms?
What did the Supreme Court have to say about video game violence?
What does President Obama recommend doing about video game violence?
Violence and Free Speech
Extra Credits, Season 1, Episode 06 - Free Speech (7:04)
Facing Controversy
Extra Credits, Season 1, Episode 15 - Facing Controversy (9:53)
VIDEO GAME RATINGS
Entertainment Software Ratings Board
The Entertainment Software Association is the U.S. trade association dedicated to the business and public affairs of video game publishers.
The ESRB was established in September 1994 by the Entertainment Software Association as a means of regulating the video game industry.
ESRB Ratings
Early Childhood – Game is geared towards children ages 3 and up.
Everyone – Game is well suited for a general audience. It has minimal violence but may contain some crude language.
Teens – Game is for older kids, ages 13 and up. Such games often have violent content and can contain strong language.
Mature – Game is for people 17 and older. It usually has very violent or gory content, strong language and possible nudity.
Adults Only – Game is not suitable for anyone under the age of 18. They may contain graphic violence, language or sex.
How Games Get Rated
Publisher submits game content (video) to ESRB
ESRB has reviewers view video Reviewer recommends rating ESRB sends rating to publisher Publisher can change content and
resubmit
ERSB Rating Use At All-Time High
Global Ratings Groups
US – Entertainment Software Rating Board (ESRB): www.esrb.org
Europe – Pan European Game Information (PEGI): www.pegi.info
Germany: USK: www.usk.de Australia: Office of Film & Literature
Classification (OFLC): www.oflc.gov.au Japan: Computer Entertainment Rating
Organization (CERO): www.cero.gr.jp
ESRB
G4 Icons Episode #42: ESRB (21:32)
COPPA
The Children’s Online Privacy Protection Act of 1998 places restrictions on the online collection of information from children under 13 years of age. It details:
What a website operator must include in a privacy policy
When and how to seek verifiable consent from a parent or guardian
What responsibilities an operator has to protect children’s privacy and safety online, including restrictions on the marketing to those under 13
INTELLECTUAL PROPERTY
Intellectual Property
What is the Goal?
Technological IP
Creative IP
Importance of IP
IP protects market share IP represents future earnings IP represents majority of company worth
Copyright
Literary works Musical works Dramatic works Pantomime and Choreography works Pictorial, graphic, sculptural works Motion Pictures and other audiovisual works Sound Recordings Architectural works Computer Software
Copyright
Length: 95/120 years Process: Low cost - $30.00, easy to obtain Rights: Negative rights Penalties: $150,000 per + Damages Scène à faire: elements that are almost
obligatory for the genre
Trade Secrets
Any idea or process that conveys business advantage
Length: Immortal Process: Cost of Practice Rights: Negative rights Penalties: Damages
Trademark
Any Word, Name, Symbol, Graphic or Short Phrase
Length: Immortal Process: $3,000 - $4,000 Federal
registration Rights: Negative Rights Penalties: Damages and/or seizure
or destruction of infringing items
Patents
Any new and useful process, machine, manufacture or composition of matter (but not something found in nature)
Length: 20 Years (with renewals) Process: 2-3 years, $10,000 - $30,000 Rights: Negative Rights Penalties: Damages Cost of Protection: $1,000,000+
Examples of IP
Copyright Trade Secret Trademark Patents
Music Customer Mailing Lists Company Name Inventive Gameplay
Story Publisher Contacts Company Logo Inventive Game Design
Characters Middleware contacts Game Title Tech Innovations
Art In-House Development Costs Game Sub-Title Hardware Innovations
Box Design In-House Development Tools Identifiable "catch phrases"
Source Code Deal Terms
Different Forms of IP
IP in the Game Industry Patents Trademark Trade Secret Copyright
Length 20 years Immortal Immortal 95/120 Years
Cost High Medium Medium Low
Ease of Obtaining Tough Medium Medium Easy
Use Rare Often Often Often
Registration? Yes Recommended No Recommended
Coverage Medium Narrow Large Large
Rights of Publicity
Commercial use of own image or likeness
Ellen Page accused Naughty Dog of “ripping off” her likeness for their game The Last of Us.
Software Piracy
Copyright infringement is the use of works under copyright, infringing the copyright holder's exclusive rights, such as the right to reproduce, distribute, display or perform the copyrighted work, or to make derivative works, without permission from the copyright holder.
Piracy is the unauthorized copying, distribution and selling of works in copyright.
The Debate
Software publishers say that software piracy removes revenue from the developers, jobs are lost and there is less incentive to create new software.
However, there are the people who believe that all information should be free and all programming should be open source. They believe that this will spark industry creativity instead of stifling.
Others argue that personal backups, and being able to resell software as long as you are not still using it should always be legal regardless of what a company wishes to say.
Piracy
Extra Credits, Season 1, Episode 26 – Piracy (7:32)
ARE VIDEO GAMES ART?
Are Video Games Art?
The concept of video games as a form of art is a controversial topic within the entertainment industry.
Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical concept that video games are works of art remains in question, even when considering the contribution of creative elements such as graphics and music.
Thumbs Down From Roger Ebert
The late film critic Roger Ebert described video games as a non-artistic medium incomparable to the more established art form:
“To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.”
Ebert went on to say that video games don't explore the meaning of being human as other art forms do.
Enriching Lives
Extra Credits, Season 1, Episode 07 - Enriching Lives (7:10)
Are Games Art?
Extra Credits, Season 3, Episode 02 "Art" Is Not The Opposite Of "Fun” (6:23)
VIDEO GAME ADDICTION
Video Game Addiction
Video game addiction is an excessive or compulsive use of computer games or video games, which interferes with a person's everyday life.
Video game addiction may present as compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper-focus on in-game achievements, to the exclusion of other life events
Video Game Addiction
Extra Credits, Season 3, Episode 04 - Game Addiction (pt. 1) (6:23)
Video Game Addiction
Does Extra Credits think video games are addictive?
What does Extra Credits say is the point at which playing video games becomes a problem for the player?
What suggestions does Extra Credits have for parents whose children spend a lot of time playing video games?
VIDEO GAMES IN EDUCATION
Terms
Educational games are games that are designed to teach people about certain subjects, understand an historical event or culture, or assist them in learning a skill as they play
Serious games are simulations of real-world events or processes designed to train or educate users
Games In Education
Extra Credits, Season 6, Episode 22 - Games in Education (6:01)
The Oregon Trail (1971-2011)
Publisher: Broderbund, others Designer: MECC Genre: Simulation The original game, first created by Don
Rawitsch, a senior at Carleton College in Northfield, Minnesota, was designed to teach school children about the realities of 19th century pioneer life on the Oregon Trail.
The player assumes the role of a wagon leader guiding his party of settlers from Independence, Missouri, to Oregon's Willamette Valley over the Oregon Trail via a covered wagon in 1848.
Math Blaster! (1981)
Publisher: Knowledge Adventure Designer: Davidson & Associates Genre: Educational Action Players are presented with a math
problem and had to shoot at the correct answer.
Spawned numerous sequels and expanded into other subjects such as reading and science
Where In The World Is Carmen San Diego? (1985)
Publisher: Broderbund Designer: Broderbund Genre: Educational Strategy The goal is to track Carmen’s villains
around the world and ultimately catch Carmen herself.
Spawned several critically-acclaimed sequels as well as television shows and books.
SimCity (1989)
Publisher: Broderbund, others Designer: Will Wright Genre: Simulation The objective is to design and build a
city, without any goals except in certain scenarios.
After the success of the original game, Wright’s company, Maxis, created “Sim” games of many types, including multiple sequels to SimCity as well as The Sims.
Brain Age: Train Your Brain in Minutes a Day! (2005)
Publisher: Nintendo Designer: Kouichi Kawamoto Genre: Puzzle Based on the book by Dr. Ryuta
Kawashima, Brain Age features a variety of puzzles designed to keep certain parts of the brain active.
However, there has been controversy over the game’s scientific effectiveness.
Minecraft (2009)
Publisher: Mojang, Microsoft Designer: Marcus “Notch” Persson Genre: Sandbox Indie game that has sold 54 million
across all platforms as of mid-2014. In 2011, an educational organization
named MinecraftEdu was formed with the goal of introducing Minecraft into schools.
Used to teach students various subjects, including history, language arts and science
Impact of Minecraft
How Minecraft Changes the Future of Games (5:00)
Impact of Minecraft
How might the popularity of Minecraft with kids affect the future of games?
Jane McGonigal: Gaming can make a better world (20:31)
Jane McGonigal