In
the world of anime, the apocalyptic world is a large part of the setting. Based
on the reading, we can see that these post-apocalyptic worlds are coming out
more and more on film and television, especially in the United States. Serenity (and the series it is based off
of, Firefly) are set within this
world. It takes place 500 years in the future. From what we hear in the film,
the earth became overpopulated so humans left and made other planets their
homes. The ruling powers that came to be in this post-apocalyptic world wanted
a utopia but created a dystopia.
For the next 4 1/2 months this blog will be the product of Curric 675: Games, Culture, & Power, after that we shall see what happens ;) The public is welcome to post, however comments will be monitored (mostly for spam). Guest posts in line with the curriculum (even tangentially) are also welcome. Past year’s posts are from AN302: Subcultures in the Digital Age and AN150: Multicultural America.
Thursday, March 31, 2016
DKP
In
the MMORPG (massively multi-player online role-playing game) World of Warcraft
(WoW) the main goal is the creation, and then development and advancement of a
character or avatar. Players gather
experience points in order to gain levels, which in turn advances their
character in terms of strength, magic abilities, items that can be used and/or
equipped and so on. The most common way
of accomplishing this task is through completing various quests, often from
in-game non-player characters, or combat with in-game enemies/raids. As your character becomes more advanced, the
quests become more complicated and eventually require large groups of similarly
leveled players and quite a bit of strategy.
In order to complete more complex raids and quests players began to form
guilds, player created and governed communities within the larger community of
WoW itself. In her paper, Dragon Kill Points; The Economics of Power
Gamers, Dr. Krista-Lee Malone provided a fascinating insight into these
guilds, focusing on the economic system known as Dragon Kill Points, or DKP.
Raids
are done in order to gain experience and loot, in-game items like weapons
etc. As the difficulty of the raids
increase, the drop rate of loot decreases, but the loot is generally much more
rare and valuable. The maximum size of a
raid is usually between 20 and 40 players, so this can be a bit of a problem. How does one share a few items amongst that
many people? Enter the DKP system.
Dragon
Kill Points are essentially a score keeping system that also functions as an
unofficial form of in-game currency specific to each guild. The dropped loot is collected by the guild
and given a price in points. Points are
given to players who participate in a raid, and can then be exchanged for said
loot. There are several different
variations of DKP, and differing opinions on whether it’s a useful system or
not. In order to engage some of the
end-game dungeons, specific items were needed.
In order to get those items, players would often have to replay the same
raid scenario multiple times. This led
to some players getting burnt out, and contentions between veteran and newer players.
DKP
takes into account time and effort put into a raid, thus leveling the playing field
a bit in the eyes of the veterans. Some
players felt this was unfair since they simply weren’t able to commit as much
time as others. There are contentions on
whether DKP takes the fun out of the game, but fun is in the eye of the
beholder.
Wednesday, March 30, 2016
My first MMORPG
When my now wife and I started
dating in 2005 I was not a huge digital gamer.
I played solo games on the console for my gaming needs. My wife, Bridgette, was more of a gamer than
I was. Bridgette would play this game World
of Warcraft on the computer, were she would laugh, have conversations with
other people, and yes she even yells at the monitor like it will help when she
is frustrated. I was not interested in
this concept of playing a game like WoW (World of Warcraft). Bridgette would constantly pressure me to
come and watch her play WoW, even talk to the other players in her guild. This constant pressure from Bridgette
continued for about two months.
Tuesday, March 29, 2016
The Less It Covers, The Higher The Armor Rating
It’s a common observation that women not only play fewer digital games than men but also spend less time playing games in general. But why don’t women play more digital games? Maybe it’s because character representation is digital games are geared toward male players. This article focuses on the stereotypical portrayal of female characters in digital games, and how digital games are visually geared predominantly toward males. This may be because of wider cultural factors, such as societies different perceptions of the appropriateness of females versus males playing digital games.
However, because of the stereotypical representation of females in digital gaming, and also the advertisement of digital gaming focusing on the male market, it could be concluded that these factors play a major role in the gender differences in digital gaming.
International research has consistently found that compared to females, males play digital games more frequently. According to the article Female Gamers: A Thematic Analysis of Their Gaming Experience, researchers have argued that the gender differences reported in gaming may be related to socialization factors, video games typically being designed by males for other males, and that a study argued that fewer females were playing video games due to recognized social norms of gaming being a gender-specific activity. The idea of digital gaming being a gender-specific activity is promoted by the representation of females in digital games. In an article titled Girls as Serious Gamers, they note that research about game content reveals that almost all games portray gender in a stereotypical way (p.237). The article also notes that “although the representation of powerful women in recent games should be applauded, the overall portrayal of them has not improved significantly because the emphasis on their physical attributes and female sexuality remains” (p.237). It’s frustrating going into a game but then feeling as though you are crossing into a man’s territory, where you can’t take the female characters seriously because of their ridiculously hypersexualized image. This could ruin a game for a female player and thus be a reason why digital gaming is male dominated. One of the reasons individuals enjoys digital gaming is that they are able to identify personally and physically with the characters they are playing, but “dominant game content only promotes masculinity, providing a one-sided technology of gender” (p.238), thus excluding females.
But it’s not just the stereotypical portrayal of female characters within games that gear the digital gaming world toward men, it’s also in the advertisement of gaming. According to an article titled Women Just Want to Have Fun – A Study of Adult Female Players of Digital Games, representation in the media, in console design and in games are strongly masculine. In the article gender and Racial Stereotypes in Popular Video games, they state that “In total, there were 26 human characters on the covers of the 19 games; 22 (84.6%) were males while only four (15.4%) were females. The only four female characters appearing on the game covers were all unrealistically thin, and half of them wearing partially revealing attire such as bathing suits” (p.928). For these reasons, it’s not difficult to see why many women may not play digital games, as they are not sold to them, and are simply advertised as a male product.
The example discussed above shows that the representation, or rather lack of representation, of females in digital games may radically change women’s interpretation of digital gaming. Games don't have to be completely redone in a feminist way, they just simply need to represent the average female in a more respectful way and take females into consideration for their advertisement. If females were able to play a digital game that didn’t include stereotypical characters, and that wasn’t forcefully advertising toward males only, this might lead to a proper appreciation of the content and make digital gaming appeal more to females in general.
Citations
Jansz, J., & Vosmeer, M. (2009). Girls as serious gamers. Serious games: Mechanisms and effects, 236.
McLean, L., & Griffiths, M. D. (2013). Female Gamers: A Thematic Analysis of Their Gaming Experience. International Journal of Game-Based Learning (IJGBL), 3(3), 54-71. doi:10.4018/ijgbl.2013070105
Kerr, A. (2003). Girls/Women Just Want to Have Fun - A Study of Adult Female Players of Digital Games. School of Communications, Dublin City University.
Mou, Y., & Peng, W. (n.d.). Gender and Racial Stereotypes in Popular Video Games. Handbook of Research on Effective Electronic Gaming in Education, 922-937.
Wednesday, March 23, 2016
Apocalyptic Visions in the Mainstream
When thinking about apocalyptic backdrops for stories, various anime may come to mind (as discussed in "Waiting For the End of the World: Apocalyptic Identity") or perhaps fringe or niche television, movies, or comic books. Though it could be argued films like The Matrix and Mad Max are apocalyptic/dystopic and mainstream, the focus of this post will be on television; specifically one program.
As of last year (2015), Fox released a show called The Last Man on Earth, which placed apocalyptic vision into mainstream television in a modern way. (May contain spoilers).
As of last year (2015), Fox released a show called The Last Man on Earth, which placed apocalyptic vision into mainstream television in a modern way. (May contain spoilers).
Image via slate.com
Sunday, March 20, 2016
The Influence of Hayao Miyazaki
Hayao Miyazaki in Tokyo in 2010 (Photo: Nicolas Guerin)
Dubbed
one of the greatest directors in history and the emperor of anime, Hayao
Miyazaki has left an impression in the world of film that is matched by no
other. According to Miyazaki’s IMDb page, he has won one Oscar, along with 72
other wins and 33 nominations. The 2010 Dazed magazine issue proudly describes
Miyazaki as possessing a mixture of Spielberg’s technical skill and Disney’s
emotional appeal.
Apocalyptic Anime Mirroring Japan's History
http://www.deviantart.com/art/Environment-POST-APOCALYPSE-20125872
Out
of post war Japan came numerous depictions of apocalypse culture. In Susan J.
Napier’s book, Waiting for the End of the World: Apocalyptic Identity
she analyzes four films created in the 80’s to the late 90’s that were imagined
with Japan’s history in mind. The four films she looks at are Nausicaā of
the Valley of the Winds, Akira, Legend of the Overfiend, and Neon
Genesis Evangelion...
Friday, March 11, 2016
The world of Anime fandom (class discussion)
The
World of Anime Fandom in America!
Does such fandom exists in American society today?
When we think about anime most people from the outside looking in think of it
more feminine. Yet no one know that early on it was mainly a masculine. Girls
would be included too but came off more masculine than feminine to be part of
this fandom.
In class we talked about how individuals that are
outside anime and its fandoms would look at those that are in differently. Yet
is it a problem that more and more people are being attracted into anime? It is
wrong to be two dimensional? When we think about anime we think of geeks,
nerds, and etc. But it is wrong for other like jocks to enjoy anime as well?
Being two dimensional to me is more of an advantage than one dimensional. The
term brogrammer came up in class it even though most of us didn’t know about
it, this actually a thing. Being capable of programing and yet you can be a bro
as well. We are seeing more and more people become like this. I myself is one
was well; I love to work out, play sports, and yet anime is a big part of daily
activities and lifestyle.
The best thing about class though was watching ponyo.
This is a film by Hayao Miyazaki that was similar to the little mermaid about a
fish wanting to become human. It is a great film and I highly recommend people
to show other people or kids if they have any. This films teach its viewers
many values and themes. For instance Miyazaki is known to have themes within
his films. Such would be humanism, environmentalism, and family values.
Wednesday, March 9, 2016
Tuesday, March 8, 2016
“Anime…….Why
Watch?”
“Japan’s
ideas are better conveyed by being translated into cultural products”
This
quote as stated by Kondo Seiichi is very powerful because of the ideas and values
that are place upon anime. There is a different message about life and the struggles
we face in each movie/show.
Yes,
we can watch anime such as Naruto, One Piece, Full-Metal Alchemist, etc. and
think to ourselves why watch these weird shows with obnoxious music and sounds
but we forget that there are deeper meanings through such shows. Just like Disney
movies anime shows/movies gives its viewers a deeper meaning to the concepts
they are portraying. Hayao Miyazaki does this perfectly because all the films
he has produced gives a message to its viewers. Not only does it do that but
the pictures and quality of the movies are spectacular. One can argue that this
can be a reason people are first attracted to the movies in the first place.
What
I like about his films is that the protagonist are usually female and she
develops throughout the movie. Unlike traditional shows I very much enjoy that
females can play a bigger part and even take the lead. When it comes to getting
the bigger picture everybody is different in how they interpret the messages portrayed
in the films. But, this does get one to think and ask why? Being able to send
messages through films other than just speaking gives it a special meaning. Especially
if it is put into things that would make people enjoy doing can very get one’s
message out there. Hayao Miyzazki does this to perfection.
Monday, March 7, 2016
"The World of Anime Fandom in America"
Particularly focused on the fans of Miyazaki Films (Like me!)
I will not hesitate to say that I believe that Miyazaki and Studio Ghibli films are some of the most beautiful works of art ever made. I think it's important to note that I am a big Miyazaki fan myself and I therefore have no small amount of bias about this subject. As I read this article I was able to relate to many of the themes, including a love of the artwork, the ambiguous ideas of good vs evil and the fascinating characters. I think the increased number of anime fans in the United States is a sign of our increased willingness to embrace art from other cultures, to better understand each other. I will use several Studio Ghibli films to prove my point.
(I have to warn any readers of this post: SPOILERS MIGHT BE AHEAD. I have seen nearly every Miyazaki film that has come out and so I will talk about many of them liberally, flinging out spoilers to enhance my points. In addition, if YOU (yes, YOU reading this, right now) have little to now knowledge about Studio Ghibli films, you may soon become very confused. You have been warned!)
I feel obligated to say that my favorite of Miyazaki's films is Laputa: Castle in the Sky (pictured above) and I was a little disappointed that it was only mentioned once in the article. It is almost a perfect film, from the adventure, to the characters to the music... I could fanboy for hours about this film, but I will restrain myself. I was interested in the idea that this film, Castle in the Sky, might not be as popular among the community of fans discussed in the reading.
I hypothesize that the reason for the lack of discussion is the lack of controversy. Castle in the Sky is almost an atypical Miyazaki film simply because it DOES have a clear villain and two nearly perfect heroes. The good guys love nature and peace and the bad guys love technology and violence. The film is filled with black and white themes, rather than grey ones. Both main characters are dragged, unwillingly on an adventure brought about by greedy human beings. In addition, it does not show many elements of Japanese culture that the other films would be more revered for: Spirited Away has the exotic bathhouse setting and Princess Monoke has a battle between Eastern nature gods, monks, miners, and an exiled prince. I think the discussion about Castle in the Sky has been reduced simply because it is a simpler film.
However, I wasn't trying to turn this post into an attack or defense for one of my favorite films. I think it really proves my main point rather well. The fans of Miyazaki films discussed in the reading, are from all different age groups, occupations, countries, and religions. They are united by a love of Studio Ghibli films and I believe that their interest in the more controversial films is very telling. Films with unclear messages are more fun to talk about and deeper characters with interesting morals make for more entertaining debate.
These discussions show a willingness of people from tons of different countries to attempt to understand each other. After all, the article points out the Studio Ghibli films and most anime in general, are aimed at the native Japanese audience first. I think the idea that Americans, Europeans and people from around the world are attempting to understand these films on their terms is admirable. After all, countries around the world watch American films and it is only fair that we should take a look at the works of other countries. I would wager that Japanese works like anime and manga are the largest source of foreign culture that the United States receives. This helps broaden our horizons and increase our own creativity.
As much as I love a simple adventure film like Castle in the Sky, I understand the further "discussablity" of these other films. I believe that movies that challenge you to interpret messages on your own or understand different cultures are the best kind. A film that draws you in with gorgeous visuals but keeps you coming back for the complex morals and culture differences are expanding your comfort zone, bit by bit. Not to get all sappy at the end, but I think increased understanding of other cultures is the key to the future. It's why I study anthropology.
Friday, March 4, 2016
Cruel Intentions?
The Illuminati
was originally a secret society founded in 1776 who claimed special religious
enlightenment. Even today we still do not necessarily know who the Illuminati
are, but we understand them as a society that has a lot of control over unseen
things. In class this week we watched a parody video connecting the famous
hackers anonymous with Illuminati.
Anonymous is a loosely associated international network of activists and
hackers who generally believe information needs to be free. They believe hiding
knowledge is a form of control. Through out the parody, reading, and discussion
for this week a question that came up is whether or not a room full of people
could agree on if hacking was ever deserved.
Hackers: Good, Bad, or Grey?
Wednesday, March 2, 2016
An Anonymous Community
Tuesday, March 1, 2016
The Evolution of Hacking
With the evolution of bright, connective, and intelligent technology, came the invasive attack and misuse of it. Here I am referring specifically to hacking, and how it has evolved from a cutesy hobby to a unethical crime.
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