Wednesday, July 11, 2012

Edited Thesis Statement Variants




1)     Stereotypes have been used in game art and design since the beginning of game development. There are many types; racial and cultural are amongst the ones to be noted. Even though it has been established that the use of stereotypes help the marketing of games, and even more so with the immersive experience of a player as they are able to quickly relate to the characters; it is also established that a negative stereotype would have a negative effect on a player’s self-esteem. Art Direction being the visual component of “virtual worlds” and the cradle that holds everything together in a game experience, is subject to stereotyping, positive as well as negative.

2)    The use of positive and negative stereotyping has been a continuous and ever growing trend in mass media production and marketing; video games are not excluded from the reliance on stereotyping as well. With an increasingly growing bond between realistic graphics and virtual world creation, art directors and game designers have an increasing responsibility to use positive racial and cultural stereotypes in a game art.

3)    The entertainment media has a long history of relying on the use of stereotypes to quickly connect to the audience, often executed poorly. While still fairly new, video games are becoming one of the most popular and influential forms of mass media and are not exempt from the destructive implementation of stereotyping. Because of this, art directors and game designers have an increasing responsibility of becoming consciously aware of their use of stereotypes in the games they create.

4)    Games, like many other forms of story telling, have an issue with destructive use of stereotypes and should strive to use them positively. Art Direction in games is the vehicle that carries the story and message that the game designers are trying to tell and have the power to influence those that experience them. Because of this, they should also be addressed when one is responsibly tackling the proper use of stereotypes.

5)    Being part of the ever growing mass media industry, games influence the users exposed to it, and as such, has a responsibility for what they communicate and how they do so. Creators of the graphic components of the worlds to be built for the players’ immersion increasingly need to be aware of the stereotypes they use in the visual content presented to their users. Art direction being the vehicle that carries the content of the story and the characters that players identify with, need to be apreached with the same responsibility and regard.

6)   Story telling through art direction is subject to the use of stereotypes in the game design world as in all entertainment media production. As a major component of the graphics of virtual worlds created for a player’s immersive experience, creators of the art direction need to put forth presenting players with positive stereotypes more than just pretty graphics.  

7)    As aesthetics need to become useful in the created game worlds, it has to aim for universality. For this to happen, game art needs to become more aware of the stereotypes used for players’ immersive experiences and marketing objectives. Being a major factor of the visual component of game design, art direction present more than beautiful aesthetics in games, and thus they demand to be addressed responsibly and with better awareness and regard from its creators.  

8)    Game aesthetics represented in graphics has been a major component of the creation of virtual worlds for a player both for pleasure and immersive experience. Being the cradle of that visual experience, gam art and its assets demand a certain level of responsibility when designed using stereotypes for marketability and usability’s sakes.

9)    In the game world, creating pretty graphics has been lately subject to explicit scrutiny and evaluation. As the player hopes to be presented with more than pretty graphics. Game play, ethics and values within stereotypes have become topics to be addressed in the gaming experience. Game art being the main vehicle of the visual component of game design need to responsibly use of those aspects within stereotypes for marketing and usability’s sake.

10) The Art direction of a concept art has determined a game look and experience amongst other entertainment media production. Being subject to the use of stereotypes within a story telling medium, game art creators need to realize the reasonability of their use within the art they present to their players. 





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