Week 2: Social Connection and Sea Creatures

Biah S -

Welcome back, and thank you for tuning in for week two of my senior project blog!

I’ve been continuing work on my spreadsheet, and I’ve actually been finding some pretty interesting games through my research. Most shipwreck games follow the predictable pattern of landing on an island and having to complete tasks to survive, but the ones that deviate from that pattern have been fun to take a look at. One I liked in particular is The Legend of the Lost Emerald. It isn’t exactly what you’d imagine for a “shipwreck game,” which usually implies that the players will be the victim of a shipwreck. It’s actually an educational game meant to be played in a classroom, where students play as a maritime archaeologist and dive into sites of historical wrecks. It’s free to play online, and although shipwrecks in history aren’t the most exciting topic, I found the story and art rather charming, and I thought I’d share it with you all.

Apart from finding more games, I also had the opportunity to meet with a member of the team at my site placement this week. She’s done a lot of work in graphics and computer animation, so it was really interesting to get to talk to her about some of her experiences. I got to take a look at some of the projects she’s been involved in in the past, and although she hasn’t previously worked on the kind of media I’m focusing on in my project, they were still really fascinating to get to learn about. Her work primarily concentrates on using technology to create interactive experiences that promote social connections. One of these exhibits she showed me included the prosocial aspect that I’m dealing with in this project. She created an installation involving projections and wearable devices to foster social interaction in children. The projections created an ocean setting in the room, and the wearable devices tracked the children’s movement so avatars of sea creatures could move around the room with them. These avatars exhibited different behaviors, like jumping and nodding, depending on the children’s proximity to each other. The aim of these avatars was to encourage interaction and connection among peers through the proximity of their play. This is very similar to what the video game that my site placement is creating currently is meant to accomplish, so it definitely stood out to me when we were going through her work. She also gave me some insight into her process when developing projects like this, including some resources she uses for references as well as some feedback she received from children regarding the design of the sea creatures in the installation I discussed. I think I’ll definitely keep some of what she shared with me in mind moving forward with my own work.

That’s about it for this week. Goodbye for now! 🙂

 

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Comments:

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    madison_d
    Hi! I think it's super interesting that you've found prosocial aspects of shipwreck games that aren't just your typical "work together to survive" idea. Could you describe a little more what the feedback was from the kids who experienced the installation? You mention how you liked "The Legend of the Lost Emerald" more so because of its animation and story than for its educational value. Do you think how the kids felt about the sea creatures in the installation impacted how they interacted with it in a similar way?
    theodore_t
    How impactful do you think the use of headsets and wearable equipment is on pro-sociality compared to traditional means of gaming? I’d assume there has to be some influence. Also, as it is possible that by only measuring amount of words spoken could be misleading due to non-verbal means of communication, what criterias do you use for determining the success of games in promoting socializing?
    Anushka R.
    Do you think that the use of technology to promote social interaction could lead to a dependency on technology to be social?
    biah_s
    Hi Madison! The feedback my site placement mentioned was mostly concerning aspects of design that would engage the attention of the children more, such as brighter colors, accessories for the avatars, and interest in seeing a shark character. Of course, some of these were specific to the project she was working on, but I took note of them because I plan on researching how children respond to art more in depth in the next few weeks, and factors like color scheme and complexity of character design are two things I'll likely concentrate on. I do think the way the kids felt about the avatars had a similar influence on them, and this is part of why firsthand feedback from children was important for this project. Their interest in the sea creatures and their behaviors was meant to influence how they interacted with the installation and each other.
    biah_s
    Hi Ted! I'm not 100% on the influence of wearable equipment since I've been focusing more on traditional games, but based on what I've read and heard at my site placement, I'd say it has the potential to have a greater impact since it is more interactive and can often be a more physical experience. Regarding the criteria for promoting socializing, when the game at my site placement is ready to actually be played, its effectiveness will likely be tested through surveys so several different factors can be considered. Unfortunately, I can't do this for my research on already existing games, so I'll have to rely on feedback from people who have played these games and other data available online.
    biah_s
    Thank you for your question Anushka! That's a really interesting concern to bring up. I think with the level at which this kind of technology is being integrated into our lives currently, I don't see dependency being a huge issue in the near future. However, if these technologies became very widely used to the point where it was a primary method of socializing for children, I could see that becoming more of a problem.
    Murtada A.
    Hello Biah! I loved your research on shipwreck games and I found it very interesting, for example, I loved the interactive exhibit with wearable devices and I thought it was a great way to encourage social interactions. Do you thing using this type of high-tech technology can help kids develop better real-life social skills, or will it make them rely too much on digital ineractions?
    Asher
    Hello there! Can you please elaborate further on how the wearable devices track the children's movements? I am enjoying your blog and can't wait for further updates!
    biah_s
    Hi Murtada! I definitely think these kinds of technologies have the potential to be a fun way to help kids develop their social skills, and that's what we hope to do at my site placement. Like I said in a previous reply, I don't see an overreliance on these kinds of digital interactions being a problem anytime soon simply because they're not exactly a huge presence in society at the moment. They're more so acting as aids to traditional methods of learning socialization.
    biah_s
    Hi Asher! I'm sorry to say I didn't get much information on the technology side of that installation, but the wearable devices were in the form of wristbands that each correlated to a different avatar as well as vests with haptic boards that were programmed to vibrate in accordance with different proximity zones.
    Abijah Semwaga
    Hey there, I was just wondering what design elements you will implement in your game and whether it's the most engaging way to get kids interested in your game. Keep up the good work and I can't wait for updates
    Abijah Semwaga
    Hey there! How did the focus on defensive versus offensive military strategies in China and Europe influence the development of their respective cultures, particularly in terms of leadership and societal values?
    Abijah Semwaga
    Im so sorry, disregard this last message, as it was for a different blog

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