scholarly journals KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE

2020 ◽  
Vol 4 (1) ◽  
pp. 1-9
Author(s):  
Arief Budiman ◽  
Ardy Aprilian Anwar

The presence of character visualization becomes part of the aesthetic value in video games, with its presence making events in the video game become interwoven and have a narrative flow. In the end it creates a fantasy as well as the occurrence of increasing emotion in playing video games, where players are expected to feel an understanding of indigo - value. Seeing the magnitude of the role of the presence of character visualization in video games. Then through the study of reading visual signs, it is done as a means to find out the sign construction on character visualization in the Harvest Moon Back to Nature video game. Descriptive Interpretative research methods using the semiotics approach with qualitative data analysis as an instrument to describe and interpret the object of study. Researchers use the Peirce semiotic approach as a signatory analysis theory can read visual signs in the form of icons, indices, and symbols contained in the visualization of characters oriented to aspects of the story in the Harvest Moon Back to Nature video games. Overall the existence of character visualization presented by the construction of visual signs (icons, indices, symbols) in the Harvest Moon Back to Nature video game has been able to describe the characteristics of each character in the game world that suits the personality and profession of the character played in the the Harvest Moon Back to Nature video game.  

2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


Author(s):  
ALEXANDER SCHLÜTER ◽  
MATTHIAS WALDKIRCH ◽  
KATRIN BURMEISTER-LAMP ◽  
JAN AUERNHAMMER

This paper investigates the impact of aesthetics in early game development based on a quantitative of 367 early access games. We identified the relationship between aesthetic perception in early video games reflected in the user reviews, comments, and subsequent positive and negative video game recommendations over time. We find that customer co-creation in product innovation is increasingly negative feedback over time when the game’s aesthetic early impression is perceived as negative. The implications for innovation management are that aesthetics design impacts the response to customer-ready prototypes. Managers should take the aesthetic design and user perception in early development into account and not delay the attention to aesthetics to a later product release stage.


Thesis Eleven ◽  
2017 ◽  
Vol 138 (1) ◽  
pp. 99-108 ◽  
Author(s):  
Andrew Feenberg

In these replies I address criticism of my work on the grounds that I adopt a ‘humanist’ approach, underestimate the aesthetic potential of contemporary video games, overlook the role of the nation-state in resisting technological imperialism, fail to appreciate the risks of reactionary appropriations of technology, and introduce an extrinsic and dubious aesthetic value into the philosophy of technology. In the course of responding to these criticisms, I reiterate several of the basic claims of critical theory of technology.


2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


2018 ◽  
Vol 11 (3) ◽  
pp. 418-435 ◽  
Author(s):  
Li Cornfeld ◽  
Victoria Simon ◽  
Jonathan Sterne

Abstract Since the 19th century, Shakespeare references have recurred with surprising consistency in experimental forms of media. This article considers the role of references to and adaptations of Shakespeare texts when a media form takes on a new valence for a set of users in a particular time and place. We consider two different moments at length: a commercial interactive game from 1984 that made novel use of cassettes and sound, and the production and reception of early Twitter adaptations of Shakespeare in 2010. By standing in for the aesthetic possibilities and limits of a changing media space, Shakespearean references and deviations from them serve a key role for artists and critics in debates over the legitimacy and significance of creative work in emergent media. Thus, cultural producers, critics and audiences thus use these sometimes-awkward appearances of Shakespeare as a means of describing their aesthetic potentials and limits.


2019 ◽  
Vol 96 (1) ◽  
pp. 19-36 ◽  
Author(s):  
Robert Stecker

In this paper, I ask: what is the role of function in appreciating artifacts? I will argue that several distinguishable functions are relevant to the aesthetic appreciation of artifacts, and sometimes more than one of these must be taken into account to adequately appreciate these objects. Second, I will claim that, while we can identify something we might call functional aesthetic value or functional beauty, the aesthetic properties that contribute to this value neither need to enhance the object’s performance of its primary function nor manifest that function. There are broader criteria for what properties are relevant to functional beauty. Finally, I suggest that the aesthetic appreciation of artifacts may contribute to a larger appreciative project: the understanding and evaluation of a way of life, or social or cultural practices in which the artifact plays a role.


2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


2019 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe

BACKGROUND In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals’ well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players’ positive emotions and decreasing negative emotions and anxiety. OBJECTIVE This within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low). METHODS A total of 36 young adults played a low body-involvement (ie, <i>Fruit Ninja VR</i>) and a high body-involvement (ie, <i>Audioshield</i>) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety. RESULTS Results of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (<i>P</i>&lt;.001) and surprise (<i>P</i>=.003) and, in parallel, a significant decrease in fear (<i>P</i>=.01) and sadness (<i>P</i>&lt;.001) reported by the users. Regarding the ability to improve anxiety in the players, the results showed a significant decrease in perceived state anxiety after game play, assessed with both the STAI-Y1 (<i>P</i>=.003) and the VAS-anxiety (<i>P</i>=.002). Finally, the results of the GLM MANOVA showed a greater efficacy of the high body-involvement game (ie, <i>Audioshield</i>) compared to the low body-involvement game (ie, <i>Fruit Ninja VR</i>), both for eliciting positive emotions (happiness, <i>P</i>&lt;.001; and surprise, <i>P</i>=.01) and in reducing negative emotions (fear, <i>P</i>=.05; and sadness, <i>P</i>=.05) and state anxiety, as measured by the STAI-Y1 (<i>P</i>=.05). CONCLUSIONS The two main principal findings of this study are as follows: (1) virtual reality video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals and (2) the level of body involvement of the virtual video game has an important effect in determining the ability of the game to improve positive emotions and decrease negative emotions and state anxiety of the players.


Author(s):  
S. A. Afonsky

The article advances the idea about a drop in people interest in buying similar goods and services, especially in conditions of uncertainty, in particular corona-virus epidemic, when people care less about external things, such as their clothes for visiting public places. Today we observe the necessity in meeting aesthetic needs through different tools and artistic objects. Therefore, we can say that it is a certain return to those times, when in public places and even in the Underground you can see real works of art that were not made in a hurry, according to the principle ‘the cheaper the better', but those of full value. In spring 2021 we conducted a survey of students of the Russian Plekhanov University of Economics and the Arts College RGGU to find the role of the aesthetic (emotional, sensual) element - the art-object (in this case - a poster) - in conditions of uncertainty, i. e. COVID-19 epidemic. The findings of this research showed that aesthetic value of graphics takes a foreground, it should be connected with specialization of the trade enterprise, its historic and other factors. The author demonstrates that availability of aesthetic values can form a motivating platform for repeated visits to the store and thus shape its competitive advantage.


Sign in / Sign up

Export Citation Format

Share Document