Jason Pook's Games Design Blog

CATS Log Book Entry 5

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This lecture of CATS was a continuation of the previous lesson as the 2nd part of Contextualising Digital Culture, this time it covers the topics of post-modernism and new media. We began by covering the topic of post-modernism is a term that emerged in the 1970s when people started to notice a change in the culture and society of life in comparison to the 1960s. what was the current modernism back then was in decline due to loss of popularity and new more modern things being introduced to due to this the term post-modernism came about as a new era had begun in a sense. This term is heavily linked with the rise in digital technologies.

a late 20th-century style and concept in the arts, architecture, and criticism, which represents a departure from modernism and is characterized by the self-conscious use of earlier styles and conventions, a mixing of different artistic styles and media, and a general distrust of theories.- official postmodernism definition.
When exploring digital technology as a tool it is something that can easily be changed, manipulated and created. As result of this the differences between different medias can become distorted or blurred. The inventions of digital imagery and production were a result because of this.eboy##
This image here of eboy- digital design studios (nostalgia to video games) is a prime example of digital imagery.
After this we moved on from the topic of postmodernism to focus on New Media which is the internet and all its contents which happens to be linked to the shift from modernism to postmodernism. These changes were due to the factoring process of globalisation its classed as a post-industrial stage which links to the digital revolution and changes the very way we communicate (mass communication). New media brings us many things:
• Textual experiences – games, special effects cinema.
• Ways of representing the world – virtual worlds and environments, screen-based interactive multi-media.
• Relationships between subjects – gamers/ users and media technologies (new communication networks, social media etc)
• Experiences of identity and community – online networks, avatars, changing relationship to space and place.
• Relationships between the body and technology – cyberculture etc
• Patterns of organisation and production – links to work and social structures – ebay, crowdsourcing etc
We then went on to discussing about what certain things were instrumental in the digital revolutions progress. Things like the Internet from the 1960’s early development, networking in 1980’s and then additions made in 1990’s to the internet we use today were huge for the revolution as the internet today is used for absolutely everything from food orders to social networking, an interesting fact here Pizza Hut was the first online food order service and the first every purchase on the internet was one of their pizza’s in 1994. Design in the 1980s was revolutionised by micro-chip technology, Apple Macintosh computers and graphics software packages. Then 1990 Adobe releases Photoshop- Digital photography and imaging one of the most used programs to date for digital imagery I know I am very privileged to be able to use it for my concept art in games design as its such a magnificent piece of kit for designers of all kinds.
So what was the impacts the digital revolution had on everyday life? we discussed this in small groups and after a time we came all as a class came to these conclusions:
In the last two decades computers and microchips have transformed life and the way people think and act, we are all well most of us reliant on the world of computers as everything from work to leisure is on a computer now you will struggle to find that it doesn’t have what your looking for on the world wide web. As when the world wide web was established in 1990 it was release with ‘navigators’ or search engines, todays most popular is Google search which is incidentally one of the biggest companies in the world now. now artist and designers all over the world use this technology to consider implications on society and use it for inspiration on there works, as my games design tutor said to us “nothing is generic”.
An example of a recent digital revolution which went very popular very quick and is a prime feature of phones today is the Apps or applications for phones created originally by John Burgerman for the Apple iPhone but today is now on most phones in either the form of the iPhone apps or android apps. ###############1111

To bring the lecture to an end , we discussed how postmodernism has effected media. This can be summarised with the following bullet point given to us:

  • No media is greater than another.
  • Anything can be communicated to the audience.
  • The effect that media has on the relationship between reality and virtual.
  • State of Hyper Reality

Then we watched a documentary on “The Virtual Revolution” so basically all about the internet with a particular focus on Google.

I took some notes on this work but it basically gave us a more visual insight to the Contextualising Digital Culture work I have just been describing about.

The things I learnt from this lecture was that how times changed to mould the future, certain events like the introduction of the internet changed the world drastically and could be said to be the soul of the digital revolution. And to further learn we was asked to do some personal research on the gaming industry from 1970s onwards in relation to the digital revolution, due to this I chose to pick one topic the evolution of the PlayStation.

Author: Jason Pook 3D

Current student at Hull School of Art and Design studying Games Design.

One thought on “CATS Log Book Entry 5

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