A persons place in the world has many effects on how they perceive society. Your background and place in the class structure might have you blurring together people to the point where to you there identity is there race or culture or job and not their experiences, mind or many other things that can be used to give and identity to someone. If a person has lived in a mainly isolated culture they may not care about another culture because they do not understand it, or if they are constantly exposed to other cultures do to their job or hobbies they might be more understanding to it and try to help them in a time of need. How one views society is sometimes determined by their place in society. If someone is high on the social ladder they may not care as much for those under them because they do not recognize or ignore the problems they face all the time. Also someone low on the social ladder may care about others because they recognize the problems others face. Alternatively they may ignore the other because they are more focused with their own problems. A person job may also determine how they reflect on events. A reporter may attempt to view tragic acts objectively not putting emotion into an act because they have to deal with it all the time, while someone who doesn’t deal with tragedy often may consider that same reporter heartless after seeing the same destruction and devastation. On a different note, someone’s view of their own identity may affect how they feel about society. A person who doesn’t have a good grasp on their identity may look down on society or rebel against popular culture in attempt to define themselves. In the end there are hundreds of ways one may feel about identity society and culture and it normally boils down to the individual as no two people have the same exact views.
Wednesday, October 26, 2011
Wednesday, October 19, 2011
Bibligraphy
Bibliography
This source questions the validity of calling games art. In this he notes many similarities and differences between common definitions of art and different aspects of videogames. It criticizes many aspects that of videogames that people consider art. In select portions it is mentioned that while they can be part of popular culture they will most likely never be art
Adams, Ernest W. “Will computer games ever be a legitimate art form?” Journal of Media Practice. 2006. Web. 18 October 2011. <http://vnweb.hwwilsonweb.com/hww/results/getResults.jhtml?_DARGS=/hww/results/results_common.jhtml.35>
In this source Cooke examines several videogames. She studies components of those videogames in order to discover certain aesthetic values. These values that may or may not be present within the selected titles can be used to determine their validity as art. This source itself is a research paper
Cooke, Caitlin. “Video Games as Art: Uncovering the Layers.” 10, November, 2007. Web. 18 October 2011 <http://filebox.vt.edu/users/gurecait/Videogamesart2.pdf>
In this Journal the author examines several past definitions of art and uses philosophy to attempt to determine what can truly be defined as art and why. He goes through a long thought process that is detailed within the journal to show how he came to his conclusions on what art can be defined as.
Dean, Jeffery T. “The Nature of Concepts and the Definition of Art.” The Journal of Aesthetics and Art Criticism. 13 February 2003. Web. 18 October 2011. <http://onlinelibrary.wiley.com/doi/10.1111/1540-6245.00089/abstract>
In this article the author goes through several definitions of art. He states that art is not constant and the definition changes with time. He also goes through a detailed thought process. This process shows him coming to his own conclusions about the definition of art.
Dickie, George. “Defining Art.” American Philosophical Quarterly. July 1969. Web. 18 October 2011. <http://www.jstor.org/stable/20009315>
The author of the article compares videogames to other media that are now widely viewed as art that were originally viewed as wastes of time and questions weather videogames can make the same transition. One large example used is the movie industry and how movies while entertaining were viewed as a waste of time. It questions weather videogames can make the same transition from being seen as a waste of time to art.
Flaherty, Julie. “It’s a video game, certainly, but is it art?” The New York Times. 2 March 2000. Web. 18 October 2011. <http://go.galegroup.com/ps/retrieve.do?sgHitCountType=None&sort=DA-SORT&inPS=true&prodId=AONE&userGroupName=clemson_itweb&tabID=T004&searchId=R1&resultListType=RESULT_LIST&contentSegment=&searchType=AdvancedSearchForm¤tPosition=1&contentSet=GALE|A59697672&&docId=GALE|A59697672&docType=GALE&role=>
This article is written by a game developer and states why videogames need emotions to both broaden the client base and how the emotions effect the art of the game and add to make a much more meaningful experience. He talks about how several people he interviewed wouldn’t spend time on games because of the lack of emotional appeal. From there he talks about how emotions can enhance a gameplay experience and make people want to play it.
Freeman, David. “Creating emotion in games: the craft and art of Emotioneering.” Computers in Entertainment. July 2004. Web. 18 October 2011. <http://dl.acm.org/citation.cfm?doid=1027154.1027179>
This article talks about the philosophy behind the emotions in games. One of the topics covered is why we care about what happens to the fictional characters in this crafted universe. He also points out other various imagery in the game. One of the other things mentioned is weather the character you play as has a will of his own or do you project your will onto the character.
Gee, James P. “The Legend of Zelda and Philosophy.” 17 June 2009. Web. 18 October 2011. <http://www.jamespaulgee.com/sites/default/files/pub/Zelda%20&%20philosophy%20lorez.pdf>
The article discusses how games are a form of collaborative art. It argues against statements that claim that videogames are weak and not a form of art because they lack full authoritative control. It states that the art is enhanced by the many ideas the mesh together and change each other. This can only be accomplished with more than one person being the creative mind behind the art.
Hall, Stefan. “Videogames as Collaborative Art.” 1 May 2008. Web. 18 October 2011. <http://web.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=055924f9-2ddb-40e3-bfe8-b4887d085da4%40sessionmgr114&vid=2&hid=123>
In this paper smuts argues that by many major definitions that videogames should be considered art. He also describes many of the reasons for this in from various places. He states that videogames should be art on many of these acounts
Smuts, Aaron. “Are Video Games Art?” Contemporary Aesthetics. 2 November 2005. Web. 18 October 2011 <http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299%29>
This article talks about reactions to videogames from various places and risks thought to be posed by the games. It states that many people saw them as risks. Some thought that the games would lead to an unhealthy ultra-competitive environment. President Regan was afraid they could be used to train communist soldiers.
Squire, Kurt. “Cultural Framing of Computer/Video Games.” The international journal of computer game. July 2006. Web. 18 October 2011. <http://gamestudies.org/0102/squire/?ref=HadiZayifla.Com>
In this article Tavinor expands on various values through the game Bioshock and go on to explain how those vales define it as art. He talks about various ironies throughout the game. He also talks about the visual imagery.
Tavinor, Grant. “Bioshock and the Art of Rapture.” Philosophy and Literature. April 2009. Web. 18 October 2011. <http://muse.jhu.edu/journals/philosophy_and_literature/v033/33.1.tavinor.html>
In this article Tavinor expands on how the interactive experience in videogames helps create make it art. This is because it allows an experience that allows the observer to be drawn in and see it from a new perspective. This separates from other art because they are given choices that conventional art doesn’t offer.
Tavinor, Grant. “Videogames, Interactivity, and Art.” Aesthetics Online. 2009. Web. 18 October 2011. <http://www.aesthetics-online.org/articles/index.php?articles_id=44>
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