Author Archives: Christopher Navarrete

Final Portfolio by Christopher Navarrete

Project 1: Think Piece Updated

Video Games Struggle on Violence Updated

 

Project 2: Podcast

Culture Shock Gaming Podcast

Podcast Script

 

Project 3: Images

Video Game Violence Images

Images Storyboard

 

Project 4: Youtube

Video Games Struggle on Violence Video

Video Storyboard

 

Project 5: HTML

Learning how to be “Dangerous” with HTML

Website

 

Project 6: Twitter

Getting the Word Out About Video Game Violence

Twitter Script


 

Throughout the semester, we learned how to work around the affordances and constraints of certain mediums, including essays, podcasts, images, videos, HTML pages, and tweets. Although each medium contained the same information, their affordances and constraints played a huge role in how the message was conveyed.

The essay format (think piece) was perhaps the easiest in terms of working through these affordances and constraints. An essays affordance is the ability to inform with words and visual design. In order to appeal to an audience with words, I made the essay easy to understand by explaining key terms, being straight to the point, and having flow from paragraph to paragraph. In terms of visual design, I wanted to make the essay easy to read and locate information, so I chunked the essay into smaller paragraphs, used Verdana, an easy to read online font, and added sub headings. As for the essays constraints, they didn’t bother me because I’m used to getting information across to the user by words alone.

As for the podcast, its affordance is informing users through audio. With this medium, I was able to appeal to a broader audience because users are able to grasp information easier through spoken words than with written words. I took advantage of this fact by changing the wording of some sentences in the script to sound better when spoken, including appropriate pauses so that users can understand what was said before moving on, and speaking in a clear and flat voice for clarity. I worked around the podcast’s constraints by including video game sound effects so that users can visualize what makes the described game so violent, appropriate music that lets users understand what each section concerns and if they are about the same topic, voice clips, and interview material.

Trying to work around the affordances and constraints of the image medium was a difficult process for me because we couldn’t use outside sources. However after much thought, I was able to take advantage of its affordances and reshape and retell my think piece essay through it. An images affordance is being able to tell a story with pictures and text. With Photoshop, I was able to let users quickly understand what each image is about by adding text, splicing images together, and have images be at a certain angle.

Like the essay, the YouTube video was easy because of its affordances. Its affordance is informing users through video footage, images, and audio. I used these elements appropriately throughout the video, for example, I showed gameplay of Grand Theft Auto when I talked about it. Overall, I believe the YouTube video didn’t have any noticeable constraints because its multiple affordances far exceeded any negatives.

As we used HTML and compared it to CSS and markdown, its affordances and constraints become quite clear. Its affordance is being able to combine the think piece essay, images, and YouTube video all into one. Despite this, it couldn’t display them in the way I wanted. For example, I couldn’t edit a texts line spacing, white space, and font size. Also, depending on the browser that was used, certain elements appear differently than expected. For example, Google Chrome and FireFox may show the website with different font sizes. As a result, HTML was one of the hardest mediums to work on due to its constraints.

Finally For twitter tweets, its affordance is being able to write to a large audience, include images and videos to each post, add comments, and share things with other people. Despite having such a great affordance, it has an even greater constraint. In Twitter, one can write a post with only 140 characters max. I originally had difficulty overcoming this constraint because I wanted to write in complete sentences. But after several hours of trial and error in Microsoft Word, I adapted to Twitters format and pieced together an effective Twitter rant. Afterwards, the entire class shared each others rant and commented their thoughts.

Getting the Word Out About Video Game Violence By Christopher Navarrete

This is a collection of tweets that chunks the main points of my thinkpiece essay titled “Video Games Struggle on Violence.”

Before this rant was created, I had issues writing one tweet due to Twitters 140 character limit. Not only was it because I had never used Twitter before, but because I wanted to write in complete sentences and not use the internet’s language. After several hours of trial and error in Microsoft Word, I adapted to Twitters format and pieced together this rant. I then had to decide what tweets would contain the photos and video I created from previous projects.

Unlike my thinkpiece essay, the audience for this Twitter rant includes individuals who either don’t know or have little information as to how video game violence became popular. To connect with my audience, I gave a brief explanation on what the video games I discuss (Mortal Kombat and Grand Theft Auto San Andreas) are about, and why people considered them to be violent. I included photos on tweets that highlighted these games so that my audience can visually see and understand what made them so controversial.

As for how effective my tweets were, although it did manage to spark some conversation and interesting comments on the topic of video game violence, one student may have thought I wanted to ban video game violence. I believe this came to their mind because I wrote my rant in an objective point of view (not saying I was against it).


 

After reviewing the analytics of my Twitter rant, I was surprised by the numbers. I expected it to be much lower because I made a Twitter account only for this project. Besides outside activity, there was a good amount of comments and likes from those in our class as well.

Unsurprisingly, the tweet that received the most attention was the tweet that kick-started the rant (1/17) as it has 134 impressions. Overall, my tweets “earned 1.1k impressions over this 20 day period” and about 18 likes total.

Learning how to be “Dangerous” with HTML by Christopher Navarrete

Website

The purpose of this project is to not only learn the basics of HTML, but to understand its affordances and constraints, especially when compared to markdown or CSS. The finished product is then used as a place to host our think piece projects.

The two online tools that I used for this project are Notepad++ and Daring Fireball’s text-to-HTML conversion tool known as Dingus. Notepad++ allows users to go in depth with HTML and create complex and specific elements for a website. Dingus on the other hand, simply converts markdown to HTML with average results. Compared to HTML, markdown has less options, which enables less creativity. For example, I couldn’t add images or videos to my website in markdown, while in HTML I could.They both, however, achieve the same goal, albeit with different results.

After learning the basics of HTML, I used most of the codes we learned in class for my website. This includes how the text looks on screen (justifed, tables, headings, titles, bolding, linking to other websites), and colors (on the body and heading separately). I then decided to implement the visuals (images and video) that I created from previous projects to help users understand and see what I am discussing throughout the website. Instead of copying and pasting these visuals on the folder associated with my HTML project, I used the share button on Flickr and Youtube to receive a code that display these works online.

After I finished creating my website in HTML for Google Chrome, I realized there were several issues and differences when viewing it on other web browsers. In Firefox, the body was completely invisible and the spacing on all headings was different. While in Internet Explorer, although the text was visible and in the correct color, the headings contained different spacing as well. The spacing issue frustrated me the most because I wanted to know the code that changed it.

Overall, HTML (or at least my knowledge of it) seemed limited. I would have liked to completely change the design of my website, have background images, and better color. Instead of having the visuals in the same page as the think piece, I would have liked to link them in tabs placed in the header.

Video Games Struggle on Violence by Christopher Navarrete

Explore how video games such as Mortal Kombat and Grand Theft Auto San Andreas popularized violence in video games despite its controversial nature .


 

When I was in the planning process, I thought it would be best to show footage of various video games throughout the entire video. I soon realized that images are in fact the better option due to how much control you have over them. Images can be edited at any time during the production process and include animations, transition effects, borders, varying lengths, and so on. Videos on the other hand, can only have so much done to them because they are already complete (mostly). Editing a videos length, for example, will likely cause the context to be lost and create confusion within viewers.

Because this project is a video, I decided to take advantage of the medium by being as visual as possible and include various images and videos to help viewers understand what is going on. This level of understanding is especially important for those who don’t know what Mortal Kombat or Grand Theft Auto is; Without the aid of these elements, those viewers may be lost. As a result, the inclusion of images and videos broadens my audience, unlike the podcast, which makes it difficult to let others who don’t know anything about the topic to join in.

Because I have a decent amount of experience in editing videos and using Camtasia (the software I used to create this video), the creation process took about four to five hours (so far). I found this project to be fun and I hope to do something similar in the future.

Video Game Violence Images by Christopher Navarrete

https://www.flickr.com/photos/139154204@N05/albums

these photos reflect certain parts of what my think piece is about. They mostly feature the video game Mortal Kombat and it’s controversial violence.


Deciding what images to create was a difficult process for me at first because we couldn’t use images outside of what we created. I was also stumped on how I could reflect what I wrote to an audience via images. However, after much thought, ideas on how I could reshape and retell my think piece with photos came about.

I created these photos in a way that allows the user to understand what is going on without much thought. I used Photoshop to do exactly this and edited most of the pictures to make the message more clear; such as adding text and splicing images together. As for the picture that was not edited, I believe the angle was enough to make it appear “edgy,” mimicking what photographers did to video games years ago.

These images are designed for an audience that know what Mortal Kombat is about and the controversies that surround it. It also enables them to ask questions and create discussions among themselves. Perhaps it may encourage them to read the think piece as well.

Overall, this was an interesting project that made me retell and reshape my think piece via images. Though I believe it would have been easier if the weather was more cooperative and if I had a phone to take high quality pictures with.

Culture Shock Gaming Podcast

Curious about how violent video games originated? Join us at Culture Shock Gaming in our first episode titled “Video Games Struggle on Violence,” where we examine the past and discuss how violence in video games started and popularized with the help of Mortal Kombat and Grand Theft Auto San Andreas.


 

I created this podcast for individuals who have some knowledge of video games and are interested in learning more. This is evident by the fact that I used sound effects when discussing certain video games; sound effects allow an audience who knows nothing about the game to visualize and understand what makes it so violent.

Not only did I decide to add sound effects, but I changed the wording of a couple of sentences around for the script as well as I believe talking in person is completely different than reading. Some changes just sound better when speaking is it can be spoken and understood easily.

I also included music that fit what each section is discussing. For example, in the paragraphs examining Mortal Kombat, I used a dark, mysterious type of music. While In the sections describing Grand Theft Auto San Andreas, I used a similar hip hop instrumental song that the game has in its soundtrack. Overall, both music and sound effects help the audience become more aware and understand what each game and section is about.

Throughout this project, I felt that it was easier to cater to more audiences. For example, i realized that it would have been possible to add several subtle lines of dialogue only an expert would understand while at the same time not bothering a beginner. This may not be easy to achieve for writing pieces as the I believe the hosts voice is achieves it.

Video Games Struggle On Violence Updated

I have updated the project. This document contains the latest version.

Video Games Struggle on Violence Thinkpiece

 

Old Version

The creation of the Nintendo Entertainment System spawned the belief that video games were toys targeted towards children. However as the video game industry grew, so did its audience. Games were not only being marketed to young children, but young adults. As a result, extremely violent video games such as Mortal Kombat and Grand Theft Auto were created. Both video games were infamous for the controversy they generated, particularly Mortal Kombat as it was one of the first video games to have sparked the debate of video games causing children to commit violent acts.

Mortal Kombat, a fighting game inspired by the rated R action film Bloodsport, was placed in arcades in 1992. However what attracted audiences was not it’s gameplay, but its blood and gore. Mortal Kombat featured secret finishing moves called fatalities that gave players the ability to decapitate and burn opponents alive among others. Because most arcades contain no age restrictions, parents, politicians, and the media reacted negatively to this as they believed children would emulate Mortal Kombat’s violence after playing.

According to BBC News, This backlash led to a court case in 1993 where Former Chief of staff Joe Lieberman vowed to have a rating system for video games to be created. Lieberman was successful as The Entertainment Software Rating Board (ESRB) was introduced within five months; its first act was to give Mortal Kombat an M rating, making it illegal for those who are underage to purchase the game.

The ESRB would take action once again against Rockstar’s Grand Theft Auto San Andreas (GTASA) for its controversial “hot coffee” mod in 2005. Originally programmed to be locked away, “hot coffee” was a scene that featured two characters having intercourse. Despite being made inaccessible, it was discovered and programmed back into all versions of the game by modders. The ESRB recalled all versions of GTASA after it was found and changed its rating from M for mature to A for adults.

Despite this, GTASA, or rather all GTA video games, were more notorious for having the ability to murder innocent civilians and police officers while being depicted as a criminal. According to Doug Gross of CNN, GTA “inherited the mantle of violent game poster child from ‘Mortal Kombat’” due to it being more realistic in its violence and setting. Multiple court cases soon followed the games releases, however the first recorded case was in 2003 where Rockstar was sued by the family of two victims who were shot. They believed GTA was the main reason as to why their loved ones were murdered in the first place.

GTA and Mortal Kombat would cause researchers to study the effects violent video games have on children who play it. A report from the American Psychological Association (APA) examined 150 different studies in 2015 and concluded that video games may lead to increased aggression, but not to the point of committing crimes. As reported by Michael Casey of CBS News, ‘[s]cientists have investigated the use of violent video games for more than two decades but to date, there is very limited research addressing whether violent video games cause people to commit acts of criminal violence.’

However a more recent study that was first conducted in 1991, found that video games may lead to depression and conduct disorder. More than 4,000 adolescents over the course of their lives participated, among those, approximately 1,800 were effected. However the study states that this was mainly found in children who played shoot-em-ups, namely Doom.

Although the risk of acquiring depression and conduct disorder is low, there are many other factors that may increase or decrease the chance of it occurring. Despite the fact that violent video games still receive negative criticisms for their violence, the industry continues to be successful in spite of the accusations.

Works Cited

Casey, Michael. “Do Violent Video Games Lead to Criminal Behavior?” CBSNews. CBS Interactive, 17 Aug. 2015. Web. 17 Feb. 2016.

Crossley, Rob. “Mortal Kombat: Violent Game That Changed Video Games Industry.” BBC News. 2 June 2014. Web. 14 Feb. 2016.

“ESRB Concludes Investigation into Grand Theft Auto: San Andreas; Revokes M (Mature) Rating.” ESRB. 20 July 2005. Web. 15 Feb. 2016.

Etchells, Peter J. “Prospective Investigation of Video Game Use in Children and                                 Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.” PLOS ONE:. 28 Jan. 2016. Web. 17 Feb. 2016.

Gross, Doug. “10 Most Controversial Violent Video Games – CNN.com.” CNN. Cable News Network, 26 Aug. 2013. Web. 18 Feb. 2016.


Reflection

This blog post was written for those who have played video games (mainly the more violent ones), and are interested in learning about its past. I assumed the audience would know key terms such as ESRB and modders as they were not clearly defined. However, video games that were discussed throughout the post, such as Mortal Kombat and Grand Theft Auto, were described in detail.

Because this was placed as a blog post on the internet, I attempted to make paragraphs shorter for the audiences viewing pleasure. Not only is it easier to see on computer screens and seem less intimating, but the purpose of each paragraph was made clearer so that the point gets across. Also the introduction was created in a way that summarizes what the entire post is about. I believe it may be enough of a taste to warrant them reading the entire post.

This blog post also brings to light two different studies that researched the possible effects video games have on children. Although it does not go into an in-depth analysis on the reports, I believe it peaks the readers’ interest enough to motivate them to investigate more on the debate of video game violence during their own leisure.

Overall, this blog post should help gamers kick start their exploration on video game controversies, and history. It may also cause them to play older titles such as Doom and Grand Theft Auto San Andreas while spreading the word about them around to their friends.