Sunday 30 April 2017

Week 11 - Virtual Reality is the Next Big Thing in Video Gaming

Virtual Reality has a lot of potential in the future for gaming
Virtual Reality for people who may not know, is a way to almost be in the video game itself trying to place you into the world of a video game for a great gaming experience. The potential for virtual gaming is massive and could end up being the next best thing, but there is still a lot that should be done for it to really be the next best thing. 

To begin with there are a few issues that should be sorted out first. These issues are dealing with the safety of a person when using the virtual reality headset. They need to try and find a way to eliminate the motion sickness feeling and have some sort of sensor that tells the player if they are getting too close to objects around them whilst playing the game. These issues will help unleash the potential of VR Gaming as this will help eliminate any safety issues that may we stopping from having an immense success. The sensor will be handy otherwise people may get hurt whilst playing and being fully immersed into the world of the video game they are playing and this can lead to all sorts of different accidents to occur in the safety of people’s home. Then the motion sickness issue, may be a problem because if people cannot play the video game to long without getting dizzy or throwing up, then this may be a problem for the future of the technology as it won't grow in popularity if you are only able to play a game for 20 minutes and feel sick. 

Another issue that may prevent this from taking over the gaming industry is Competitive Gaming. This may not be able to be used in competitions since it is too much to have on your head all day long practising for tournaments. In the competitive scene of "League of Legends" the training for most competitors is to "practice for a minimum of 50 hours per week and most play the game far more". Now to be competitive in a gaming scene, you must spend most of your week playing that video game. If there was a competitive gaming scene in VR, this would be extremely painful and properly unsafe as this headset may cause severe problems for the human body. These range from heck issues to do the weight of the headset and possible balance or headache problems from the headset itself. Now the only way I can see Virtual Reality being the next massive thing, is if the headset can be used a lot so a competitive scene for VR games can grow and help flourish the headset. 

Overall, Virtual Reality has a lot of untapped potential to be the next important thing in video gaming history, but they should first help make the headset user friendly and prevent it from causing people pain whilst using it. The other way is to be able to create a competitive scene for games using Virtual Reality and if this can be accomplished, then there is no reason for this technology to not be the next massive thing. 

Reference:

Harrison Jacobs, 2015. "Here's the crazy schedule of young guys who make a huge salary playing video games, viewed 30 April 2017, <https://www.businessinsider.com.au/pro-gamers-explain-the-insane-training-regimen-they-use-to-stay-on-top-2015-5>.


Monday 24 April 2017

Week 10 - Is Australia’s ‘Refused Classification (RC)’ category treating Adults like kids?

The RC category for Australia is treating Adults Unfairly

Refused Classification is classed as "Films, computer games and publications that are classified RC cannot be sold, hired, advertised or legally imported in Australia." The Refused Classification in Australia is used for pretty much no reason as they are treating adults like kids. They believe that they are helping our country by banning content from our national audience. The option should be up to the consumers whether they want to invest their time and money into a game or not. Instead the RC is controlling what people can consume in their video games which there is no need for this and this can be considered treating adults like kids. 

By controlling the consumers, this just leads to illegal actions such as pirating the game since it is not available in Australia. There should not be a constraint on what can and cannot be consumed in a country video games wise since, it doesn't affect the physical world like drugs as an example, they are illegal due to the dangers it can put live into. Now on the other hand, we have games being banned from our country for being too violent and gore. One of the most recent games to get banned from Australia was Mortal Kombat (2011), which was banned due to its violent game play and brutal finishes. Now this game may be different to most games when it comes to gore, but it should be up to the user whether or not they chose to buy and play the game. Most gamers know what they are getting themselves into when they buy a Mortal Kombat game and this should have been no different to another Triple AAA game. 

The Refused Classification does treat adults like kids as they restrict the content from them like parents may from their children. There should not be a restriction on the content people in Australia 
as it should be up to them to decide whether they buy a game or not. There is no need to ban a virtual game that people use as an escape, no matter how vulgar or violent it may be. Otherwise this can lead to illegal actions to obtain a simple game. Therefore, the Refused Classification on games it is treating adult like kids and they should not be allowed to choose what people consume for entertainment. 


Reference: 
Australian Government, na, Refused Classification (RC), viewed 24 April 2017, <http://www.classification.gov.au/guidelines/pages/rc.aspx>. 


Mortal Kombat, 2011, Video Game, NetherRealm Studios

Sunday 16 April 2017

Week 9 - Video Game Addiction

Video Games should not be the blame of an addiction

Addiction is considered to be "a condition that results when a person ingests a substance or engages in an activity that can be pleasurable but the continuation of which becomes compulsive and interferes with ordinary responsibilities and concerns". This is a definition of addiction and gaming can come underneath this category but I think that it should not be the blame itself if it causes interference in the lives of normal people. 

There have been some interesting scenarios when it comes to video game addiction, but this should not be a problem to people unless they have other disorders themselves. The video games themselves should not cause any harm, towards people. Some people may see it as an escape from the real world but if these people take it too seriously they most likely have some sort of other issue interfering with their interests. Video games should not be a scapegoat for people to blame as if someone does not want to face the world, they more than likely have mental instability to be the blame for not keeping up with day to day activities. This has nothing to do with video games, the only reason it is used as an excuse it because it is a source of entertainment that the person is drawn to. 


If people are playing video games a lot, the game itself is doing the job its meant to do since you are meant to be enveloped into the world and atmosphere it creates. However, you must be able to distinguish the different between the importance of a game and the importance of keeping up with the simple things in life. If you cannot separate the two, then issues arise from this and can cause some instability in some lives, but this is not caused by video games rather issues that people have of their own.

Overall, video game addiction can be considered as an addiction but is only enforced when that person has other issues with themselves and go to video games as a release. This should not put the blame onto gaming itself rather that persons’ mental issues and instability. 

Reference:
Psychology Today, n.a, 'Addiction', viewed 16 April 2017,  <https://www.psychologytoday.com/basics/addiction>.

Monday 10 April 2017

Week 7 - Violence in Video Games

Violent Video Games do not cause Gamers to be violent

The main point I am going to make in this post, is that video games have no correlation to making people more violent than they would be without video games. Video games are set in a fantasy world, some may try to re-enact realism such as the 'Grand Theft Auto' Series, but this does not mean that it will enable people to have violent out bursts within our community. There have been many other traumatic events that have occurred throughout history including the more recent World Wars that have a multitude of violence and death involved and could not be pinned on video games since they didn't exist then.

Violent video games should not be a negative in the community, rather they should be seen as an outlet for people to let out whatever they are feeling in a game instead of real life. This should reduce violence and it does correlate to the crime rate over time has been decreasing as the consumption of games increases. This unveils that more people spend their time playing games in the safety of their home, rather than exploring the world and committing crimes whilst doing it for reasons such as simply boredom. The charts below show that there is somewhat of a correlation between when the increase of video games and the decrease in crime rate is which can be considered relevant to each other. This however, rather proves the opposite of violence in games influencing people in a positive manner.

The logical reason for violence in video games is that it can be a release from the real world and since it is a fictional world, you can do anything without consequence so the violence is fine. The world is better off with violence within video games as it does not result in negatively on people rather gives them a way to release stress by relaxing and see what can happen. 

References:
Rachel Barkley, 2014, 'Do Video Game Make Kids Saints or Psychopaths (and Why is it so Hard to Find Out?), viewed 4 April 2017, <http://www.healthline.com/health-news/video-games-saints-or-psychopaths-082814#6>.