Final Report
Links:
https://vimeo.com/50775463
Paper:
Paper:
Samantha
Spreitzer
13
December 2016
ART
346
Professor
DeLappe
Final
Paper
Games with a Focus
Video games have been around for
decades now; their purpose, however, has for the most part remained the same.
More than anything, video games seek to provide entertainment that makes money
for the companies that produce them. And yet, that is not always the case. Xuan
“Sean” Li and Benjamin Poynter are two video game artists who have taken the
medium of games and given them a focus outside the realm of their normal
entertainment. Li’s work is focused on mental and physical health through
simple concepts, while Poynter’s work is narrative-based and tells powerful
stories. Both artists make effective use of games to get their respective
points across and show deep thought behind them.
Xuan “Sean” Li is an artist whose
work is found often as either 3D animations or video games. He received his BA
in Interdisciplinary Computing and the Arts from the University of California,
San Diego, his MFA in Interactive Media from the University of Southern
California, and is currently pursuing a PhD in Personal Health Informatics from
Northeastern University (“Xuan “Sean” Li”). Perhaps his most important project
is a video game titled Blowing Blues,
developed as part of his MFA thesis at USC. The game consists of three simple “levels”,
so to speak, that allow users to physically blow away their negative emotions
in-game (“Interview: Xuan “Sean” Li). To do this, it uses just a microphone
found in just about any laptop or mobile device in order to sense breath. It is
also VR enabled, allowing users to truly immerse themselves in the experience. Players
can even enter words that describe their negative emotions, which the game
turns into targets to be blown away. The aesthetics of the game, too, are meant
to be calming by design, using calming imagery and color. The first “level” is
that of simply blowing a feather across a pond, giving the player the serenity
of being at a park on a nice day. The second is where words can be entered and
blown away. The third is the most complicated, where guided breathing is the
most important, where abstract designs fill the screen and entered words are ‘enemies’
destroyed just by breathing. All of this supports the idea that we have power
over ourselves and our emotions in a powerful way. One of the major influences
on the game was the simple reflexive sigh people tend to do when thinking of
something unpleasant. Mindful meditation and controlled breathing were some of
the other main inspirations for the game as well. Li feels that his use of what
he calls creative coding platforms (specifically cinder, openFrameworks, and
Processing) is important, as they are tools that allow visual artists to create
coded projects. The game won Top Software Demo at the Entertainment Software
and Cognitive Neurotherapeutics Society and was also exhibited at the Games for
Health and MeaningfulPlay conferences. It has received recognition for this
partly for one simple reason: that it works. After only thirty guided breaths,
people have shown to calm both their bodies and minds with it (Blowing Blues). A game like this is
obviously has important implications. It is a unique game compared to the vast
majority on the market, meant to help the body and mind through a simple,
user-friendly interface. That idea could easily be extended, and likely already
people are doing so, to other ways of helping improve one’s health.
Benjamin Poynter is somewhat more of
an interdisciplinary artist whose works focus on narratives. He received his
BFA from the University of Oklahoma and his MFA from the University of Nevada,
Reno; he is currently a part-time professor at the the New York Institute of
Technology focusing on 3D modeling and computer animation (“About the Artist”).
His most significant piece is a simple but powerful game called In a Permanent Save State. A serious
game, In a Permanent Save State explores
the imagined afterlives of seven workers from a Foxconn factory making Apple
products in China who committed suicide (“Interview: Benjamin Poynter). By
doing this, Poynter shows what they went through in life that led them to kill
themselves. One man, for example, did it for the insurance money, giving his
family more than he might have made his entire life; to represent this, the
game shows him chasing a dollar bill. This is a very interesting concept and
perhaps a more effective way to get the audience to pay attention than showing
their lives on Earth. If that were the case, people might get bored, or even
scared. This method, though, is figurative and metaphorical while still sending
a strong message. Not surprisingly, despite getting prior approval, the game
was quickly removed from Apple’s App Store (though it is still available on
Android) with no explanation, highlighting Apple’s control over that which is
not kind to them. This also helps highlight the important, intentional irony of
the game, in that it is played on devices being produced by these workers in
conditions that led to their deaths and how we often take things like our
phones for granted without thinking about what it took to make them. Originally
inspired by a news article about the deaths, Poynter wanted to, in his own
words, point out and draw attention to the human rights violations committed by
Foxconn and Apple ("In a
Permanent Save State”). This game shows, in part, that video games have the
power to send serious and important messages to the people who play them. The
visual of the game, more of a sort of sketchy, drawing style, highlight that,
in the end, a story is told and the simplicity of the controls, simply tapping the
screen, help to progress it. All of the elements of the game combine to make
that strong message carried by the game and show the possibilities for more of
its kind.
In
the end, these artists are really more similar than they are different. Both of
them use video games in nontraditional ways, though Li’s focus is more mental
health-focused and Poynter’s is more of a powerful narrative. They both also
send their own messages, Li’s that you can beat your feelings and Poynter’s
that you need to look at what’s really happening in the world. Likewise, with
all that considered, it is clear that these games also have different purposes,
again more health focused versus calling attention to a problem in the world. Regardless,
they both aim to make a difference in the world in the ways mentioned above.
They also both serve to show that video games and video game artists have that
possibility, and not only that, but that they should use that power, for it
could be used for such good. Poynter’s game, for example, has between ten and
fifty thousand downloads from the Android app store, as well as three-and-a-half-star
rating, with reviews pointing to people being open to this type of game
(Poynter). As we know, video games have an impact on who is playing them and,
much as I love story-driven RPGs, these games can be their own force for good
in the world, making that impact a good one, while often still giving gamers
the entertainment value they are looking for.
Works Cited
"About the Artist." Benjamin
Poynter. N.p., n.d. Web. 2 Dec. 2016.
Poynter, Benjamin. "In a Permanent Save State
- Android Apps on Google Play." In a
Permanent Save State - Android Apps on
Google Play. N.p., 26 Mar. 2013. Web. 1 Dec. 2016.
Blowing
Blues. Dir. Xuan
"Sean" Li. Vimeo, 5 July 2013. Web. 1 Dec. 2016.
"In a Permanent Save State." Benjamin
Poynter. N.p., n.d. Web. 2 Dec. 2016.
"Interview:
Benjamin Poynter, Between Magical Dreams And Nightmarish Realities."
Interview
by Matteo Bittanti. GameScenes.
N.p., 17 Oct. 2012. Web. 3 Dec. 2016.
"Interview:
Xuan "Sean" Li And The Aestheticization Of Health Games."
Interview by Matteo
Bittanti. GameScenes. N.p., 7
July 2013. Web. 2 Dec. 2016.
"Xuan
"Sean" Li." LinkedIn. N.p., n.d. Web. 2 Dec. 2016.




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