Showing posts with label BA6:Contexts: Collaboration. Show all posts
Showing posts with label BA6:Contexts: Collaboration. Show all posts

Friday, 4 May 2012

BA6: Focus 3 Bibliography

 
Documentary Definition. Available from:


Assassins Creed: Limited Edition Art book (2007) Prima Games 

Extra Credits (2011) Facing Controversy. Available from:


Daniel Starkley (2011) Interview: Six Days in Fallujah


Fox News (2011) Six Days in Fallujah News interview. Available from:
(Accessed 28/04/2012)

Daily Mail (2009) Iraq War video game branded 'crass and insensitive' by father of Red Cap killed in action: http://www.dailymail.co.uk/news/article-1168235/Iraq-War-video-game-branded-crass-insensitive-father-Red-Cap-killed-action.html (Accessed 28/ 04/2012)

Guardian (2004) JFK Shooting game ‘despicable’. Available from:
(Accessed 28/04/2012)



Gamespot (2009) Six days in Fallujah interview. Available from:
(Accessed 28/04/2012)
 
Stuart, K (2009) Konami pulls Six Days in Fallujah. Available from:
(Accessed 28/04/2012)

Wikipedia (2012).Six Days in Fallujah Overview. Available from:
(Accessed 28/04/2012)

Game Politics.com (2009) Gamer War Vet Fears That Six Days in Fallujah Will Dishonor Those Who Served in Iraq. Available from:

Will Wright (2011) Inventing the future of Video Games Keynote. Available from:
‘FancyJakeOnline (2012) The Kite (English) Complete Playthrough. Available from:

Wikipedia (2012) Social Realism. Available from:

Henry Jenkins, Reality Bytes: Eight Myths About Video Games Debunked. Available from:

Jiyeon Lee (2011) South Korea Pulls plug on late-night adolescent online gamers. Available from:
(23/03/2012)

Eliot Lefebvre (2011) South Korea puts the ‘Cinderella Law’ into effect. Available from:
(23/03/2012)

(23/03/2012)

Spiral Knights Screenshot. Available from:
(23/03/2012)

Animal Crossing Screenshot. Available from:
http://guidesmedia.ign.com/guides/682878/images/acww_02_money_06.jpg
(23/03/2012)

Raphael Row (2010). Can video gaming cross from innocent fun to addiction? Available from:
(23/03/2012)

The Kite (Anate Studios, 2012)
Animal Crossing: Wild World (Nintendo, 2005)
Spiral Knights (Sega, 2011)
Assassins Creed (Ubisoft, 2007)
Doritos Crash Course (Wanako Games, 2010)
Darfur is Dying (Take Action Games, 2006)
Madrid (Newsgame 2004)
September 12, A toy world (Newsgame 2003)

Tuesday, 1 May 2012

Essay: Can Games Change the World?


Are games persuasive? Can Games Change the world? These are the questions I aim to address and explore in this essay, looking at how video-games persuade (and to what degree) in addition to the development of games as a medium that transcends purely entertainment.

The Power of a Video Game as a persuasive tool
Video games as a medium often carry a stigma as being toys or pieces of entertainment in the media currently, even in the eyes of the publishers themselves:
‘Konami states, "At the end of the day, it's just a game."’(B, Ashcroft, 2009)
 But yet the very concept of a game is something that carries a significant power. In a TED lecture Jane McGonigal argues that games have both the power and persuasion to overcome great real world obstacles, using Greek historian Herodotus’s tale of Lydia as an example. The King of Lydia utilised the potency and persuasion of dice games to survive a kingdom-wide famine:
“…And they would be so immersed in playing the dice games because games are so engaging, and immerse us in such satisfying blissful productivity, they would ignore the fact they had no food to eat.” (McGonical, J. TED 2010)
Now at first the idea that games have the persuasive ability to allow humans to defy hunger would seem ludicrous but games theorist Johan Huizinga explains that in playing a game the player surrenders themselves to the rules and social etiquette of the game, forming a ‘magic circle’ containing all of the players in the process (Zimmerman and Salen, 2003).  This in itself is not unlike the audience’s suspension of disbelief in the established mediums of television and film.
However unlike those two mediums, Video Games have a much greater potency to engage their audiences – with Adrian Hon, the chief creative officer of SixToStart discussing the use of invisible psychological devices in video-games to keep the player hooked.  He stated that it was based on research that had been carried out in the 1950’s where rats that had been trained to feed themselves via a button would resort to pressing the button obsessively if the food was instead delivered randomly: “People discovered that this works on humans as well. If you give people a lever or button to press and give them random rewards, they will press it all the time.” (Rowe, R. 2010)
This experiment has been actually utilised in many different video games as a core mechanic, like ‘looting’ – a process in that the player will open a chest or (from which it gained its title) looting a defeated enemy corpse for spoils. These spoils are often randomly generated and exploring dungeons in order to loot or complete quests are the basis of many hugely successful Role Playing Games including The Elder Scrolls Series (Bethesda, 2011) and World of Warcraft (Blizzard).
Now despite these psychological tools being used in the pursuit of persuading the player to stay in the world, some could argue that games are too powerful in this regard, with the emergence of gaming addiction becoming a serious concern – especially in South Korea where around eight percent of the population between the ages of nine to thirty nine suffer from internet addiction (Lee, J. 2011). The degree of this issue has led to many steps being taking by the Korean government, such as the creation of dedicated programs for treating gaming addiction in over a hundred hospitals while games companies such as NCsoft finance private counselling centres and hotlines (S,Caroline. 2011). The largest of these actions included the passing of the Shutdown Law, which blocks children under the age of sixteen from playing during the period from Midnight to 6AM (Caoli, E. 2011). So from this the question no longer remains ‘can video games change the world?’ for they already have.
However while the change in Korea was born from the raw power of games being channelled into the entertainment sector, what of harnessing the persuasive power of games to achieve other things? Is the medium constricted to purely entertainment or does it have the potential to influence sectors not before considered and change the world in a positive way?



Branching Out – Games as Documentary
In 2009, Konami announced the release of a war title: Six Days in Fallujah (Atomic Games, 2009). The game itself was conceived from the developer ‘Atomic’ working on Military tactical programs, before being asked by returning veterans to make their experience in Fallujah a game (Fox News, 2011). The game was described as a ‘"game-amentary" (M, Fahey. 2011) and in numerous interviews the developer stated their focus was on realistic depiction of the events that would in no way glorify the experience, but inform. However upon the games announcement controversy erupted due to the nature of what the game was documenting: 
'It's much too soon to start making video games about a war that's still going on, and an extremely flippant response to one of the most important events in modern history. 'It's particularly insensitive given what happened in Fallujah, and I will certainly oppose the release of this game’ - Tim Collins OBE (Daily Mail, 2009)
The result of this controversy led to Konami removing their backing for the game shortly after its announcement ultimately meaning the game was not released (Stuart, K. 2009).
Other smaller non mainstream titles have explored sensitive historical events in the past through video games as a form of documentary, with one such example being Scottish developer Traffic Management’s ‘JFK Reloaded’ (Traffic Management, 2004). The game was  described by the developer as an ‘interactive forensic experience’ that would disprove any conspiracy theories surrounding the death of JFK by recreating the events of the day according to the Warren commission report – rewarding the player for the most accurate three shots to those actually taken. The most accurate player was to be rewarded money of up to one hundred thousand dollars, in return for a small fee for the games purchase. The game, like Six Days in Fallujah was not met without controversy due to the nature of what it was ‘documenting’, with David Smith a spokesmen for David Kennedy branding the game as ‘Despicable’ (The Guardian, 2004).
                Despite both games featuring extensive amounts of research and sourcing of external advisors to give the games a high level of historical accuracy -with a ten man team taking 7 months to research before developing JFK Reloaded (The Guardian, 2004), these titles have suffered from a barrage of arguments that remove this underlying credibility.
One of these general arguments is that as pieces of an entertainment based industry, Video games are not mature enough to be considered as a serious attempt at educating audiences or conveying tough messages through documentary. This stigma is heavily tied to the media’s representation of the medium itself – with two quotations used in this essay already both acting as evidence to compliment this theory. For example in his statement of opposition to Six Days in Fallujah’s release, Tim Collins describes the act of making it a game as a ‘flippant response’ (Daily Mail, 2009). This is condemning not the topic of the game but rather the choice of video game as a medium over film or written documentary forms. When it was considered that in the development of the title, Atomic Games utilized over 70 different sources of information from civilians, soldiers and even insurgents -with the latter sparking even more controversy (Wikipedia, 2009), it is clear that the title would have had a depth of research on par or beyond that which would go into the creation of a credible television documentary.  
Now while the preconceptions about games are often tied into the way that the media presents them, at points these are utilized by the industry themselves:
Anthony Crout, Vice President of Konami Marketing: "We're not trying to make a social commentary. We're not pro-war. We're not trying to make people feel uncomfortable. We just want to bring a compelling entertainment experience. At the end of the day, it's just a game” (Stuart, K. 2009)
As shown by the persuasive power of games and the level of detail a current videogame can deliver, it could be said that videogames might have the ability to deliver a meaningful documentary experience beyond that of film or television due to its ability to place the player into the world itself. However for a member of the industry like Konami to publically submit to the idea that a game does not have any weight or depth to deliver that particular level of experience is counterproductive to giving the medium the credibility to be viewed in such a way.
Although this does not necessarily mean that there isn’t any merit to stating the importance that the videogame is a game at heart for this perhaps is the major hurdle for the medium to seriously branch into being a form of documentary;  with Six Day’s in Fallujah’s creative director Juan Benito stating:
“I think realism is a very important part of the game but a term we use more often is authenticity. That means that we recreate the essential elements of the experience and we leave out those which are non-essential. We are a video-game and we need to be accessible as such and provide gameplay so we make some concessions to that.” – (Gamespot, 2009)
Documentary is defined as:  “based on or re-creating an actual event, era, life story, etc., that purports to be factually accurate and contains no fictional elements” (Dictionary.Com). However in the dilution of events through removal of those which are deemed ‘non-essential’ in order to make the gameplay more accessible to the audience, the game then acts more akin to a social commentary than documentary.
Emergence of Indie: Games with a message
While AAA titles such as Six Days in Fallujah need to ultimately repay the money which was invested by appealing to a large audience, a number of smaller free Indie titles have begun to experiment in a number of areas because they do not suffer from similar restraints to that of their more expensive to produce counterparts.
The result of this is the emergence of niche titles that experiment with gameplay mechanics or the very idea of play itself in order to deliver a message – be this for educational, political or other. There are many examples of this, such as the Newsgame ‘September 12:  A Toy World’. The opening tagline is simply “This is not a game. You can’t win and you can’t lose.” The ‘gameplay’ is a simple dilemma. There are terrorists wandering around a city. The player can fire at these. By firing the player may kill a terrorist but will catch civilians in the process. The mourning of these leads to civilians becoming terrorists.  If a gamer approaches the game there is only one ending in that the city will be full of terrorists – but as it states ‘This is not a game’. This is but one of the interesting examples of games that are utilizing the very idea of play to engage with their audiences – not for entertainment purposes but to spark discussions relevant to today’s politics in a way relevant to today’s audience.
In Summary…
The initial questions raised in this essay were Can Video Games Change the World? And Are they Persuasive? I think by having looked at the immersive nature of a game it is only natural that they persuade us – with Jane McGonigal summarizing one such reason perfectly:
“The problem with collaborative online environments like world of warcraft is that it’s so satisfying to be on the verge of an epic win all the time that we decide to spend all our time in these game worlds.” (TED. 2011)
And from this ultimately lies their power to change the world. But to have asked such simple questions in this essay underlines that perhaps because of the preconceived notions that games are simply just ‘games’ means that their potential is overlooked by the masses. Maybe the question that needs to be asked is simply:  “Are Video Games given the respect and credibility to be recognised as a persuasive tool that can change the world?” The answer to which, at this current time at least, can be found once again in the word and response ‘Flippant’.


                                                                 Bibliography



Jane McGonigal, Video games can change the world. Available from:
(Accessed 28/04/2012)
Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge: The MIT Press, 2003)
Raphael Row (2010). Can video gaming cross from innocent fun to addiction? Available from:
(23/03/2012)

Jiyeon Lee (2011) South Korea Pulls plug on late-night adolescent online gamers. Available from:
(23/03/2012)
(23/03/2012)
Eric Caoili (2011), South Korea’s Shutdown Law Goes into Effect.  Available from:
(Accessed 27/04/2012)
Fox News (2011) Six Days in Fallujah News interview. Available from:
(Accessed 28/04/2012)
Fahey, M (2009)The fate of Six Days In Fallujah. Available from:
(Accessed 28/04/2012)
Daily Mail (2009) Iraq War video game branded 'crass and insensitive' by father of Red Cap killed in action: http://www.dailymail.co.uk/news/article-1168235/Iraq-War-video-game-branded-crass-insensitive-father-Red-Cap-killed-action.html (Accessed 28/ 04/2012)
Guardian (2004) JFK Shooting game ‘despicable’. Available from:
(Accessed 28/04/2012)
Gamespot (2009) Six days in Fallujah interview. Available from:
(Accessed 28/04/2012)
Stuart, K (2009) Konami pulls Six Days in Fallujah. Available from:
(Accessed 28/04/2012)
Wikipedia (2012).Six Days in Fallujah Overview. Available from:
(Accessed 28/04/2012)
September 12, A toy world (Newsgame 2003)
JFK Reloaded (Traffic Management, 2004
Six Days in Fallujah (Atomic Games, 2009)


Saturday, 28 April 2012

Games as Documentary



Today’s contextual presentation opened up an area I hadn’t really considered before when looking at games and this was their ability to act as a documentary. A documentary can be defined as:

“A work, such as a film or television program, presenting political, social, or historical subject matter in a factual and informative manner and often consisting of actual news films or interviews accompanied by narration.”
( http://www.thefreedictionary.com/documentary )
Now looking at games with this definition in mind it is hard to say that they are exactly a documentary, but they are close to it. For example the video game franchise: “Assassins Creed” utilises historical themes, people and places for which the player must interact within. However these are extensively researched to a similar level, if not more thorough than some documentaries:

Assassins Creed - Stunning Accurate recreations of its time period that have had serious historical research as the foundations
Assassins Creed Screenshot. Available from:
http://cdn4.digitaltrends.com/wp-content/uploads/2011/05/assassins-creed-scenery.jpg

“To make the Holy Land as historically accurate as possible we did our research in the first six months and designed at the same time. All the cities are roughly based on maps of the cities at the time. We found maps from the 200 years of the entire Crusade, of the Holy Land. We tried to recreate it, but they’re not perfect.” Patrice Desilets (Creative Director – Assassins Creed, 2007)

“We hired a historian who was an expert on the Third Crusade. The first thing I asked him to do was to get the biggest database of images possible for us. So he put together a presentation for the team, but also this bank of maps from the era, all of the city maps – masses of material that you couldn’t just find on the internet. Because he was a historian he had access to certain libraries and he scanned them in. He gave a presentation to us and gave everyone this great solid background…

…When we got to the phase of producing those cities and making them 3D, we hired other historians to get different perspectives, like Dr. Paul Cobb, from the United States, he is a specialist in the Third Crusade and he actually consulted on Kingdom of Heaven. So he reviewed our script for accuracy and also all of the 3D cities. We sent him videos within each city and he gave us comments on details like the buildings architecture, like “Oh this is great because it’s exactly like the souk looked pre-Ottoman style.

We also had another British guy, to get more of a European perspective, who is an expert on the third crusade. Actually he wrote a book about the battle of Arsuf in the year 1191: that’s how we found him. He’s a professor at Oxford and he did a review. He gave us detailed comments from his perspective too. That was pretty cool because we got comments back from both od them saying “ it’s clear that you guys went to Jerusalem… it’s exactly like being there”” And not one of the team actually went! We just got really good research material.”

Jade Raymond (Producer – Assassins Creed, 2007)

(Sourced from: Assassins Creed: Limited Edition Artbook (2007) Prima Games)


As can be seen from both of these quotations, the production of a video game can draw from rich and detailed information sources to create worlds for the player that are almost documentary like. From the visuals to the music, the developer aims to entirely immerse the player through the signifiers of the world.

But yet if one was asked “Is Assassins Creed a documentary?” the answer would be a no. This is because the narrative is fiction and the viewpoint of the player character is not a realistic one. Furthermore the construction of the world – while painstakingly focused on historical accuracy ultimately must bow to playability over its potential as a documentary of the world at that time period, after all Assassins Creed is a game and must be developed as such.

Does this mean that a video games ultimate goal of playability sacrifices its ability as a documentary? In Konami announced the release of a title a title called 6 days in Fallujah in 2009. The game itself was born from the developer’s Atomic working on Military tactical programs, before being asked by veterans to make their experience a game. In numerous interviews the developers stated their focus was on realistic depiction of the events that would in no way glorify the experience, but inform. However shortly after Konami announced the game, the uproar was huge, with many families and war veterans stating that it was too soon to begin creating a game about the war:


'It's much too soon to start making video games about a war that's still going on, and an extremely flippant response to one of the most important events in modern history. 'It's particularly insensitive given what happened in Fallujah, and I will certainly oppose the release of this game’ - Tim Collins OBE (Daily Mail, 2009)

The resulting backlash lead to Konami eventually backing out of the funding of the game, meaning the game has not been released. Now from a personal perspective I shall not take either ‘side’ of this pro/ anti six days in Fallujah argument, but what does intrigue me is how the controversy follows this ‘Game-umentary’ but yet not documentaries from film, television or written media sources on the Iraq War. Furthermore the subject of War in video-games is so much a common topic that often innovation is derived from games that avoid the subject; so why did 6 days in Fallujah capsize where Call of Duty thrived?

I think that the reason this happened is likely the recent and unpopular nature of the Iraq War in particular and most importantly:

a)      A game will ALWAYS have to sacrifice realism for gameplay otherwise it is no longer considered a game – at least in a conventional way. This leads to the argument that the game will lose its weight as a factual documentary.

b)      The Interactive nature of a game. The player makes the decisions and ultimately creates the outcome. A video game is immersive but this acts as a double edged sword in that it places more weight on every action.


(How I discovered about the Six Days in Fallujah controversy: )


(Six Days in Fallujah Stuff)

An Interview on the subject – also covering whether games could make good documentaries:



An interview with the game’s developer, a soldier who acted as a advisor and the mother of a child lost in that world.



Uproar over the Six Days in Fallujah




 http://www.dailymail.co.uk/news/article-1168235/Iraq-War-video-game-branded-crass-insensitive-father-Red-Cap-killed-action.html#ixzz1smdZrGpW

Other sources and areas of research







This was a really interesting lecture by creator of successful games series The Sims (which has often been credited with drawing in many more female gamers) in addition to Spore (which had countless millions of creations).  Among talking about the expansion of technology, he also covers interesting topics about games.

Particular areas of interest for me I both in terms of my essay and personally were:


Around 7 minutes: Will Wright on the expansion of games

“Now in games we’ve got this idea of Genres that have progressed over time. These are basically peaks that are making profit, but what’s really exciting that is happening in games right now is its expanding at an incredible rate thanks to indie efforts” - Will Wright.

He also mentions about play as a larger element, in that play is in fact ‘sending out tendrils’ to different areas and is becoming like part of our cultural language. I find this very interesting and intriguing because video games are acting as a window to convey the idea of play which is something that no other medium does. Perhaps this is one of the draws of the medium?


Around 9 Minutes: Will Wright on Advertisers using games.

“…They always understand that games are very powerful and want some of this ‘black magic’ into their product” – Will Wright.

This was an interesting point because he mentioned that they were attracted by the idea of interactivity. While I haven’t necessarily explored advertising in games it has been something that has grown vastly over the past few years. The presence of advertising billboards in games like Splinter Cell Double Agents that update via Xbox Live is something I noticed as a gamer. Another developing trend is games built by the advertisers. Dorito’s are a perfect example of this.  They have created 3 free titles available on Xbox Live:

An example of Advertising merging directly with video games

Dino Dash

Harm’s Way

And Crash Course (All titles feature Dorito’s at the beginning of their name).

The first game was themed around the brand but the next two titles simply bear the name of Doritos in the title. They are also one of the only Full Games available for free on Xbox Live, meaning in a marketplace of premium content they are the only pieces of content that is effortless to download, vastly increasing the saturation into the market.

Other such marketing techniques in games involve product placement (Splinter Cell: Airwaves Gum, Alan Wake: Energiser Batteries). This ironically worked both ways when Lucozade released a special series of advertisements involving Lara Croft, protagonist of Tomb Raider drinking the beverage in a pseudo game like fashion.

10 Minutes: Will Wright on Diversification in Games.

Will Wright talks about how games are merging with other forms of media – that the most interesting work done is in the blurred lines between places like television / games, etc.  The term he uses to describe this is: ‘Interdisciplinary Entertainment’.







Social Realism in Video Games




The Kite



In the lecture on Documentary, it was mentioned about the idea of games acting as forms of Social Realism. Social Realism is the depiction of real life complete with the hardships – untarnished or glorified. Now in looking at the link between the two I stumbled across an interesting yet bleak indie game; ‘The Kite’.  Set in Russia, it tells the tale of a young mother dealing with an abusive, alcoholic husband who is struggling in his workplace as well as their child who is her life. The tale is a tragedy that deals with domestic abuse and the possible outcomes, looking in particular at the vulnerability of children and women in such relationships.

The experience of playing this game left me feeling notably bleak and uncomfortable yet the issues within the game hit home – as I had been actually making the choices that she had made and that for a short time I was experiencing her troubles. The videogame had affected me more than perhaps a documentary on the same subject and had furthermore drawn me into the experience despite not being something which fits my own connotations with the idea of a video game. The Kite shows that video games have the ability to tastefully yet potently express adult ideas to an audience.










Other places of research:






An interesting ‘myth busting’ page which discusses a number of pre-conceptions about how the media views videogames and goes on to prove through facts that these are in fact unfounded.

Friday, 23 March 2012

Ba6: Project 3 - Games as a Persuasive medium (Addiction)

Are games a Persuasive medium? Can games change the world?



This was the question posed by the latest brief and my immediate personal response is a yes. Of course, this is purely a subjective response so over the next few weeks I hope to look at a number of different sources and games in order to answer that question.



Gaming Addiction: Is it possible?



One of the first things that this task reminded me of was a BBC Panorama episode that looked at Gaming Addiction. Now as a gamer I have played games that are addictive -Games for which it has been very difficult to present a better argument against playing it than the argument that the game itself was presenting for playing it. The immersive worlds, the great stories that wouldn’t be out of place in a best-selling novel, the cinematic quality and of course the opportunity to beat a close friend – the odds are always highly stacked in the pro-playing column. However this Panorama episode looked at the serious side of addictiveness in games.

Unfortunately the episode is no longer up but a solid article summarising the key points raised in the program could be found at:



Raphael Row (2010). Can video gaming cross from innocent fun to addiction? Available from:


(23/03/2012)



Two points of interest for me from this article was the presence of Video game Addiction clinics in South Korea, whereby 12 people havd died from blood clots from sitting in front of games consoles for large periods of time (Row, 2010) and also the idea that scientific tests have converted into tried and tested game mechanics designed to keep us addicted to games:



“Adrian Hon, chief creative officer of SixToStart, said it is based on research carried out in the 1950s, when scientists discovered that rats which had been trained to feed themselves by pressing a lever would press it obsessively if the food was delivered randomly.

"People have discovered that this works on humans as well. If you give people a lever or a button to press and give them random rewards, they will press it all the time," he said.

In computer games, instead of food, players are randomly rewarded with extra lives or extra in-game features. The idea is to create a compulsion loop that keeps them wanting to play on.”

(Row 2010)


Animal Crossing - an addictive game, but maybe there is a science behind the addictive nature of the game?


Animal Crossing Screenshot. Available from:
http://guidesmedia.ign.com/guides/682878/images/acww_02_money_06.jpg
(23/03/2012)


Drawing up my own experiences, I can think of more than one occasion that this technique has been used in games. An example would be in the highly popular “Animal Crossing: Wild World” game for the Nintendo DS system. In this game, each day the player can find random items dispersed around the world. By talking to different inhabitants, they might be offered quests or rewards. And finally the items change day by day in the shop.

These things no doubt contributed to the sense of addictiveness from the game. I would play the game every day to see if there was an item I liked in the shop. Likewise, I would wander the town for hours searching for items and talking to inhabitants in the hope that I would be rewarded. The effort involved in doing these things was minimal and in the short term the rewards do seem worth the time put in. It is almost like gambling. By rewarding the player early on for a little effort, then wean them off the actual rewards, soon the gameplay time increases for a decreased amount of actual reward.

Free Online browser based games are another example, with their entire revenue stream often being related to advertising. They will implement this system and others in order to keep their stream of players high – in return meaning they can sell advertising space for higher fees. One of these other techniques for keeping a player ‘hooked’ involves giving them a certain amount of Action points.

Action points (or whatever the system is called in different games) dictate how many actions the player can execute before calling it a day/ waiting X amount of hours. Restricted play time can be an infuriating thing to deal with for a player – it makes playing the game seem more attractive and with it all of the gameplay features. The developer will take advantage of this and allow the player to purchase more points for a premium price, developing yet another revenue stream for their game. Additionally they are keeping their non-paying players interested by limiting the amount they play, thus meaning they will always have something to do in the world
Spiral Knights - Keeping the Player involved
Spiral Knights Screenshot. Available from:
(23/03/2012)

An example of this in use would be Spiral Knights, a free to play game that can be obtained via Steam. In the game the player character has a certain amount of ‘Crystal Energy’. Crystal energy is spent every time the player enters an in-game dungeon or progresses onto later levels. When the player has spent all of their Crystal Energy they cannot move further in the dungeon/ visit other dungeons, meaning they cannot play anymore.

With all of the games mechanics (earning money, levelling up, playing with friends, obtaining better items) only really accessible via exploring dungeons, unless the player has purchased points with actual money, they would have to stop playing. And one factor that will bring them back is the sense that they have unfinished business within the game world.

Overall it is really interesting to see what lengths a developer will go to in order to keep a gamer persuaded to play a game and also what they will draw upon to do so. Clearly games can persuade a gamer to play them but referring back to my initial statement; can they change the world?


As stated above the other thing that interested me about the Panorama article was the situation in South Korea, and by simply researching further, I stumbled across some startling information that no doubt proves that in some cases video games have changed the world.

In an article I found online it details some horrific deaths that have occurred as a direct result of video games, and in particular addiction. In July a 21 year old addict was found dead in his home. In 2005, a 28 year old man collapsed and subsequently died after playing for 50 hours straight after having lost his Job to his online gaming habit. The highest profile of these cases came from a couple who cared for a virtual infant while their own starved to death. The pair got two years in prison for this (Sun,C 2011). These are absolutely diabolical results of the persuasive power of games on people who cannot handle it.



(The article)
(23/03/2012)

Another article, this time from CNN mentions a law that has been dubbed the “Cinderella law” which has been introduced in South Korea which prohibits online gaming to players under the age of 16 from Midnight to 6am. This hopefully aims to combat this addiction, although early signs simply show gamers trying to dodge this law by connecting to Western servers.  



Jiyeon Lee (2011) South Korea Pulls plug on late-night adolescent online gamers. Available from:
(23/03/2012)


Eliot Lefebvre (2011) South Korea puts the ‘Cinderella Law’ into effect. Available from:
(23/03/2012)



The situation in South Korea clearly demonstrates some of the worst sides to video games, especially given their persuasiveness to gamers. There have been deaths and laws to prohibit gaming, in addition to clinics being set up purely to combat addiction to gaming.

However, if there is a negative point to gaming, which this is, then surely there must be positive ways that games have inspired, persuaded and changed the world. And this will be my next point of research over the coming weeks.