On the importance of visual quality
Both Greenfield and Gee talk about the importance of visual quality in video game. As part of the online discussions accompanying the course I put this point as to be one of the issues I have with second life as a gaming platform. While I have previously written about the demographics of second life based on age the issue of visual quality opened up a new interesting angle for me.
I have been a part-time gamer for a while now – I started with the traditional consoles such as Atari And today focus mostly on PC based games. For me a game with poor visual quality provides a limited amount of what Newman refers to as the player's sense of 'being there'.
An objective(?) analysis
Armed with this point of view I set out to Objectively compare second life with the games that I prefer to play, was I biased? Or was I missing something? I started with an objective test, a screen-shot taken in both environments:
| [You do not have permission to access this file] | [You do not have permission to access this file] |
| Screenshot taken with second life graphics set to 'Ultra' | Battlefield screenshot with graphics set to 'High' |
In my personal opinion it is clear that second life graphics are not as good as is technologically possible. It is important to note that both shots were taken at a ' typical' location, without any preparation made ahead of time (other than adjusting the level of display graphics).
The source of the problem (?)
The “willing suspension of disbelief” is a critical element In the enjoyment of a video game (this can also be applied to books, films etc). Into larger amount of 'suspension' needed the less enjoyable the game. This becomes a specific issue when games have to compete with other visual media (such as other games, TV and film) – be for real-time 3-D visuals were possible game producers would overcome this by using 'connecting sequences' that were shot with well-known actors – to give the game a film like quality. In the past few years regular display cards have been able to crunch the numbers necessary to create 3-D images in real time this means that the messy change of media type (from computer graphics to cinematics) is no longer necessary.
Obviously, there would be a greater need for this type of 'self deception' in an audience that is more frequently exposed to the visual media used in TV and video games, in other words – old people (who have less exposure to video games) would feel more comfortable with lower quality graphics because of the smaller need for the suspension of disbelief. This tied in very nicely with usage statistics available from Linden labs. In 2008 about half of the population In second life was above the age of 30:
| Age group | 18-24 | 25-34 | 35-44 | 45 plus |
| % | 15.5 | 35 | 28 | 20 |
However the even more interesting piece of data was the average usage per month based on age:
| Age group | 18-24 | 25-34 | 35-44 | 45 plus |
| Average usage hours per month | 37.84 | 55.55 | 66.06 | 70.17 |
Source: banana verse
While there is no doubt that other elements affect these numbers, how big an effect does visual quality have?
References
Wikipedia entry on “the suspension of disbelief” http://en.wikipedia.org/wiki/Suspension_of_disbelief
“Know Your Customers: Second Life Demographics” http://xdfusion.wordpress.com/2009/04/30/know-your-customers-second-life-demographics/
Keywords: Game based learning, Second Life, Visual quality in games























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Jumping over a whole set of events we're largely now at the current. Gaming for me now is almost entirely on portable devices. As a group of staff in previous years we spent a lot of time playing 


