Thursday, 11 December 2014

*Revised Essay Proposal

How Audiovisual Affects Gameplay Experience 



A research essay proposal by























Wilson YS.FOO

for

Interactive Media Design Pathway
Level 6 Enquiry / Report / Essay (6FTC1075)
Assignment 1 of 3

The School of Creative Arts
Faculty of Science, Technology and Creative Arts
University of Hertfordshire, UK in partnership with
The One Academy, Malaysia.

Submitted on 30th July, 2014

(561 Words)




Introduction:

The game industry in Malaysia is a saturated community. To develop a successful game which are able to compete globally is not merely based on the quality graphics and the interaction of the game. The hidden meanings of each layers in terms of graphics, audio and interaction have the ability to affect the game experience.
(55 words)

Research question:
Using semiotics to define the audiovisual of game.
Evaluate how immersion impacts the gameplay experience.
(15 words)

Research topic:
This essay will discuss on game experience using semiotics and immersion theories. The introduction will discuss about a brief idea of game and what considered as a good game experience. The argument will be formed using semiotics theories and explain how the audiovisual can create a better game experience. Besides that, the author will use immersion theory to explain how to make players immerse in a game as it is also a key concept to a better game experience.
(79 words)



Research scope:
The research gameplay experience will focus on two major platforms which are console and mobile platform. However, the author will trace back to the history of game and how game has evolved from the past. 
(35 words)
 
Relevance to personal practice:
This research paper is related to the final project of the author which is a rhythmic strategy game developed in mobile. The final project is to be developed as a highscore based game where user have to follow the rhythm to survive the gameplay. However the interactivity still plays a major role in creating a better game experience for the users. Thus, this research paper will be relevant in parts as the author will be able to study more in depth on creating a better game experience for his users.  


The author also hopes the finding and research will be able to aid him in the future as he wanted to pursue a career in the interactive field.
(118 words)

Feasibility:
The feasibility of this research enquiry is moderate. The author has previously written an essay on Malaysia festive season video advertisements using semiotic analysis on Level 5. In this paper, the author will be using icons, symbols and signs from semiotics to identify the connotations of the icon of the UI (Chandler, 2014). Besides that, the author has researched on the concept of immersion written in the book of Remediation (Bolter, Grusin, 2000). The author will use the two major theories learnt and apply them on the essay proposed. 
(89 words)

Timeline:
JULY
WEEK 9 – DRAFT SUBMISSION/ FEEDBACK
WEEK 10  - PROPOSAL SUBMISSION
AUGUST
WEEK 12 – TUTORIAL 4
WEEK 13 – PROPOSAL FEEDBACK
SEPTEMBER
SEMBREAK – BLOG/ RESEARCH
OCTOBER
SEMBREAK – BLOG/ RESEARCH
NOVEMBER
WEEK 2 - TUTORIAL 5
DECEMBER
WEEK 5 – BLOG REVIEW
WEEK 6 - BLOG SUBMISSION
WEEK 9 – 1st DRAFT/ FEEDBACK
JANUARY
WEEK 10 - 2nd DRAFT/ FEEDBACK
FEBRUARY
WEEK 11 - FINAL DRAFT/ FEEDBACK
WEEK 12 - SHARING SESSION
WEEK 13 - SUBMISSION
MARCH
FEEDBACK

(74 words)





Bibliography:
Borsky, S. (2014). The Difference Between UI and UX | Design Shack. [online] Designshack.net. Available at: http://designshack.net/articles/graphics/the-difference-between-ui-and-ux/ [Accessed 28 Jul. 2014].
This website helps to clarify on the difference between the UI and UX.
Boulton, M. (2005). Icons, Symbols and a Semiotic Web | Journal | The Personal Disquiet of Mark Boulton. [online] Markboulton.co.uk. Available at: http://www.markboulton.co.uk/journal/icons-symbols-and-a-semiotic-web [Accessed 28 Jul. 2014].
This website provides insight on semiotic theories needed to use on the essay.
Southalabama.edu, (2014). adult learning theory. [online] Available at: http://www.southalabama.edu/oll/mobile/theory_workbook/communication.htm [Accessed 28 Jul. 2014].
This website provides clearer information about communication theory with diagram.
Visual-arts-cork.com, (2014). Modern Art: History, Characteristics, Movements. [online] Available at: http://www.visual-arts-cork.com/modern-art.htm [Accessed 28 Jul. 2014].
This website gives guidance on the art movements on HoMA.
Visual-memory.co.uk, (2014). Semiotics for Beginners: Modality and Representation. [online] Available at: http://visual-memory.co.uk/daniel/Documents/S4B/sem02a.html [Accessed 28 Jul. 2014].
Another website provides insights on semiotics.
Webdesigner Depot, (2014). UI vs UX: what’s the difference?. [online] Available at: http://www.webdesignerdepot.com/2012/06/ui-vs-ux-whats-the-difference/ [Accessed 28 Jul. 2014].
This website helps to understand how UI and UX are related.

(63 words)

Additional references:
  1. De Castell, S. and Jenson, J. (2007). Worlds in play. New York: Peter Lang, pp.37-51.
    This book gives me an understanding on the concept of immersion.
  2. Gamestudies.org, (2008). Game Studies - Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. [online] Available at: http://gamestudies.org/0802/articles/jorgensen [Accessed 11 Dec. 2014].
    This journal gives me an understanding on how audio affects the gameplay.
  3. Mahar, I. (2014). The Two Ways You Become Immersed in Video Games. [online] Kotaku. Available at: http://kotaku.com/5949897/the-two-ways-you-become-immersed-in-video-games [Accessed 11 Dec. 2014].
    This website helps me to understand how to create immersive video games.
  4. Psychologytoday.com, (2014). Video Games: Do You Play Better With the Sound On or Off?. [online] Available at: http://www.psychologytoday.com/blog/what-shapes-film/201402/video-games-do-you-play-better-the-sound-or [Accessed 11 Dec. 2014].
    This website helps me to understand the difference between playing a game with sound on and off.
(52 words)

Wednesday, 10 December 2014

*Ethical concern 2

Risk level of ethical concern based on research on game study, ludology:

Assessment uses a 4 point (Minimal ethical, low risk, medium risk and high risk) scale based on:-
1. Use of subjects 
Minimal ethical issues, this research on the ludology paper will not require any people or organization.
2. Type of data collected
Minimal ethical issues, the data will be collected through secondary resources, existing research papers, journals and websites.
3. Type of subject and nature of activity
Minimal ethical issues, no subjects are required in the whole research process.

Monday, 8 December 2014

*Rhythm Game Research

Rhythm game is one of the dominating genre in the game industry. It is a famous genre in the arcade and developed into console and other devices game. However, rhythm genre is slowly dying off today.

Game such as Guitar Hero was a famous rhythm game when it was launched. Below is a preview of how Guitar Hero looks like.



From HubPages, Guitar Hero and other rhythm game is reviewed and the author stated the downfall of rhythm games are caused by similar game launched at the same time and the gameplay of rhythm has no difference. 

The interaction of rhythm game are the same and they do not have any specific purpose on the interaction. The main focus is to not miss and keep the combo going, it gets bored quickly for the audience.

Therefore, from the few concepts I've research would it be able to apply on rhythm game to make it more interesting and better experience for the users?

Using semiotics to create signs through visuals and audio that might lead the interaction to something more meaningful? Using signs to create a layer of meaning behind every interaction might be able to make a better game experience for the users. Or rather than having an avatar in front playing and dancing, the game can be developed in a first person perspective to make user feel more immerse into the game.



Bibliography

  1. HubPages, (2014). Rhythm Games.. Are They Still Relevant Or Are They Fading Away?. [online] Available at: http://versavulture89.hubpages.com/hub/Rhythm-Games-Are-They-Still-Relevant [Accessed 11 Dec. 2014].

Saturday, 6 December 2014

*[Literature review 3]

Semiotics for Beginner

by Daniel Chandler


Summary:
In his book, Daniel stated a lot of different semiotic ideas but the author mainly focuses on signs. He stated sign is a result of the association of signifier with the signified. A sign must have both signifier and signified (C.Daniel, 2014).

Signifier: the form which the sign takes.
Signified: the concept it represents.

A concept by Saussure, a linguist and semiotician.

For example, signifier would be something that signifies, a word: red. Signified would be the concept or cultural background it represents, western. Therefore, the "red" sign would be indicating danger or negative element as in western culture the color of red is considered a negative element. However, if cultural background of red changed into Chinese, the whole idea of the sign red represents prosperous.

Examples of different reds:

  


Cultural Criticism: Semiotics and Cultural Criticism

by Arthur Asa Berger


Summary:
In his article, there is a section where the author discuss about Pierce's system: Icon, index and symbol. In Pierce's theory of semiotics, signs are distributed in 3 different forms. Icons, communicating through representations. Indexes, communicating through indication/ logical connection and symbols have its own meaning, have to be learn (Arthur, 2014).

The current technology development has made sign an important element in the creative industry. Each visual will have a certain representation, be it in traditional or new media. 

For example, an image of a cat will be interpreted as a cat instantly without further thinking - icon.




A paw might be a sign of an indication of a cat - index.



And the word "C A T" is a term that has to be learn to understand the meaning of it - symbol.




Reflection:
Discussion on semiotics concept on signs will be helpful for the author proposed essay. The author will need a clear and better understanding on signs and how it can improve the game experience. The idea of sign will be able to dissect what visual can be a resemblance of what situation or perhaps can the audio of the game signifies a certain meaning?



Bibliography


  1. Chandler, D. (2002). Semiotics. London: Routledge.
  2. Dartmouth.edu, (2014). Semiotics and Cultural Criticism by Arthur Berger. [online] Available at: http://www.dartmouth.edu/~engl5vr/Berger.html [Accessed 11 Dec. 2014].
  3. Visual-memory.co.uk, (2014). Semiotics for Beginners: Signs. [online] Available at: http://visual-memory.co.uk/daniel/Documents/S4B/sem02.html [Accessed 11 Dec. 2014].


Wednesday, 3 December 2014

*[Literature review 2]

Fundamental components of the gameplay experience: Analysing immersion

by L Ermi, F Mäyrä


Summary:

The research paper mainly focused on immersion in game. In the beginning, the author explains the concept of immersion, becoming physically or virtually part of the experience. Gameplay experience are categorized as escapist experience, which includes immersion and participation. The author also define immersion as the sensation of being surrounded by a completely other reality.

According to the paper page 40, immersion is widely used in discussing games and gameplay experience. The author also stated bigger screen and better quality of audiovisual equal better immersion, this argument supports my previous research on audio affecting the game play experience. (Laura & Frans, 2007)

On page 42-44, this paper also did some interview on parents and children which are closely related to games. From the interview, parents agreed on audiovisual are the elements which makes the game immersive. While the children stated, the most immersive aspect of game is the interactivity, which allows them to make decisions and taking actions. (Laura & Frans, 2007)

This paper research covered 3 major dimensions: sensory immersion, challenge-based immersion and imaginative immersion.

Sensory immersion: based on audiovisual execution of games. Large screens and quality sound causing player to focus entirely on game.

Challenge-based immersion: based on interaction. Players can achieve the satisfying balance of challenge and abilities.

Imaginative immersion: allows players to imagine and fully immerse themselves in the game as they are the character of the game.


Reflection:
This paper is helpful as immersion plays a big role in game and I will be discussing an essay on audiovisual relation with game. Therefore, the immersion concept will be useful for me.

Immersion concept will be helpful in terms of further discussion on how audiovisual can create an immersive game.


Bibliography
  1. De Castell, S. and Jenson, J. (2007). Worlds in play. New York: Peter Lang, pp.37-51.

Friday, 28 November 2014

*[Literature review 1]

Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft

by Kristine Jørgensen


Summary:

This is a research paper on game audio and how it affects the game play. The paper stated game audio are not merely for environment mood but it also act as a support for the gameplay.

Game audio can provide information such as feedback or indications to the players.

This paper covered the roles of game audio that affects the PVP in WoW:
1. User generated audio: The player may be the generator of the sound. This provides the information and response to the user on the avatar of the user.
2. Enemy/ allies generated audio: Enemy and allies generated sound should be distinct, as it may confuse the users.
3. System generated audio: This sound provides notifications and proactive messages.

Each of the section explains the difference of information players get from the game audio.



The author is not bias in her written paper. She did not just support her argument on the importance of game audio. She also stated that game visual too plays a big part in a game. This research paper is useful as the proposed essay is heavily based on gameplay and audio interaction.

This paper is reliable as it is written by an author of Gameworld Interfaces (MIT Press 2013) and A Comprehensive Study of Sound in Computer Games (Mellen Press 2009).


Reflection:

This research paper is helpful as the proposed essay is about audio visual interaction on games. By using semiotics to identify the sound and the meaning of the sound can help me to further understand how game audio are used in games. Besides that, the research paper gives me an understanding of the audio interaction and how it supports the gameplay in different perspective.



This research paper helps me to identify how to create an immersive game with audio and visuals.



Bibliography
  1. Gamestudies.org, (2008). Game Studies - Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. [online] Available at: http://gamestudies.org/0802/articles/jorgensen [Accessed 7 Dec. 2014].

Friday, 21 November 2014

*Ethic concern

Ethic is to differentiate between the right and wrong based on the norms. There should be some consideration on ethics during research, whether the research is conducted in the right or a wrong way.

According to NIH, there are some ethic principals where researcher need to consider during their research which are: Honesty, Objectivity, Integrity, Carefulness, Openness, Respect for Intellectual Property, Confidentiality, Responsible Publication, Responsible Mentoring, Respect for Colleagues, Social Responsibility, Non-Discrimination, Competence, Legality, Animal Care and Human Subject Protection (NIH, 2011). 

The research paper proposed is about how audio & visual interface affects the game. Research based on the proposed idea will be a secondary resource. Therefore, the author will need to consider the ethics during his research.


Plagiarism
One of the main concern of ethical issues. Copying directly from the research source is prohibited.

Credibility
Be sure to credit the source used as other researchers spent their time and money to prepare the source.

Reliability
Information of the research must be accurate as there are too many resources on the internet. Therefore, acknowledged sources such as books and journals are recommended to be used as research materials.

The author research should focus on ludology papers and certified game websites.

Bibliography
  1. Ethicsguidebook.ac.uk, (2014). Home | Welcome. [online] Available at: http://www.ethicsguidebook.ac.uk/ [Accessed 7 Dec. 2014].
  2. http://www.apa.org, (2014). Five principles for research ethics. [online] Available at: http://www.apa.org/monitor/jan03/principles.aspx [Accessed 7 Dec. 2014].
  3. Niehs.nih.gov, (2014). What is Ethics in Research & Why is it Important?. [online] Available at: http://www.niehs.nih.gov/research/resources/bioethics/whatis/ [Accessed 7 Dec. 2014].