Monday, 4 February 2019

Do Something Good 


Wouldn't it be nice if children could be more engaged with activities outside of their computer screen 


Kids Gaming 

LAUNCH 


Practice of the brief is to create a positive intervention in the world 
Consider what you would like to change/improve how can you use your practice? 
Help people
sleep
eat better
relax 
read 
meditate
communicate
socialise 
exercise 
fix things
play an instrument 
Stop people doing something
smoking
Deliverables
A publication, print, event, object or instillation which presents or contains your chosen intervetion 
Insta album 5-10 images which document, promote or explain your chosen intervention with supporting rationale 
sE,G. If your idea is to make people healthier you could start a football team, make kits & badge etc. 

Create and installation? info graphic.

Promote something
music
food
weed spots  
Hijack something
laptop 
make hard to use
Research 
Wake up shake up 
table tennis tourmentent
get out more
gamer epidemic 
Stuff to make starting points
sports pitches
leaflet-interactive 
How to make kids game less, having a brother who is obsessed. 
-How to make them equally excited about something else
-rehab 


Sandwich board 
-gamertags on school photo 
-year book 

Kids gaming

Escape- PS4 everyday 
prefer gaming to family 
loss of identity 
anti social behaviour / more aggressive after gaming 
negative effect open school 
lack of concentration regarding other stuff
Reverse 
Anti-gaming kit
uncomfortable chairs 
Parents are hiring fortnite tutors 
Sequence 
Monitor the cycle of gaming (weekday vs weekend)
distort the sequence
different effect of different games
Rehabilitation 
Exaggeration 
tiny screen 
broken controller 
Wishful thinking 
'Wouldn't it be nice if' - children were more engaged with other ways of having fun.

Random word: Contempory
-All games are contemporary 
-Contemporary content. 
-obsessed with current
-Fortnite dance off

Use skills from gaming such as hand eye co-ordination
-could make a dance mat- dance game



Initial ideas 

From left to right. 

A booklet built around the idea of giving advice to parents as to how they can keep their children occupied and stimulated through activities and methods which are beneficial to their child's physical and phycological growth, instead of them being continuously occupied on their computer game screens. 

An analogue dance game which would give the child the option to build the dance set anywhere and play out their favourite dance moves from the game. This would come with packages for contemporary games which are popular right now. 

A top trumps/snap style card game which would feature characters and images form current popular games such as fortnite. This could go hand in hand with the booklet. 




A sandwich board made to present the themes of obsessive gaming and how it impacts people in differing ways. The aim to present a survey of how people reacted to the idea of gaming having a negative or positive impact on them as a child. The audience would throw a ball into either the positive or negative pocket in the board, giving them a sense of interactiveness you'd find in a game, while also making them think about the question literally through the reading of the text an making text on top, and then subconsciously through the focusing on that one pocket/answer by attempting to throw the ball through. The experiment was interesting as it gave allowed the individual to question their own self and to see what the impact was on the rest of the larger class. This could create a conversation as to where they stand on the impact of obsessive gaming and how we can stop this from hindering or hurting someones a child's growth and wellbeing as they grow into their adult selves. 



The main take question to take back from the critique was the brief title itself, what good am i putting into the world with this project. The topic is strong and the question of how gaming 'affected you' provokes thought, the outlet/production from this question needs to be something that will have a positive impact on the rehabilitation or growth of someone who gaming has had a negative impact on through in their life. This potentially could be tackled through the initial idea of creating a booklet which people can use to similuate and replace the stimulation they get through gaming (i.e. levelling up and gaining new desirables in a game; and replacing this stimuli with a reward system based on desirable/social activities) 





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