DIS60304 DESIGN RESEARCH DISSERTATION
Submission of
RESEARCH IMPLEMENTATION – Draft Dissertation
This assignment is prepared for The Design School, Faculty of Innovation and Technology, Taylor's University, in partial fulfilment for The Bachelor of Design (Hons) in Creative Media.
Dissertation Title | : |
Date Received | : |
Time | : |
Lecturer | : Dr : Dr Noorhayati Saad |
Lecturer’s Signature | : |
Student’s Signature | : |
Design Research Dissertation (no less than 7,000 words) (not including title, index, and references) - Word
count estimation guide only
Clearly identify the topic of the dissertation. Use the title page provided
Briefly thank those who assisted in compiling the information.
Abstract Summarise the entire dissertation. Include the report's purpose; an outline of your research approach; theories applied; and the most important findings, results,
and conclusions or recommendations. Abstracts are read by researchers to
decide if they hold relevance for their own research.
List the main sections or headings and the page number.
List any illustrations, graphs, tables, charts etc. and the page number.
Provide background and context to the research. Define the purpose, and scope
of the report, how the data was obtained, specific terms or concepts used. Include
a hypothesis statement if relevant.
The researcher, Leong, is a casual gamer that enjoys playing RPG games. Leong
enjoys studying the design of each game she plays. Recently, she has come to
realise that many Japanese game developers have been actively incorporating and
representing Japanese culture in the designs of the games they produce. As a result,
she has been able to learn a lot about Japanese culture and society through all the
Japanese video games she has been playing since a young age.
Japan is well known for many of the largest video game development companies in
the world, like Nintendo, Square Enix, Sega, Bandai Namco, and Capcom, to name
a few. These video games span across various genres and the richness of diversity
of game genres of the media is significant. They should not be solely seen as market
products or entertainment gimmicks but as artistic works and cultural artefacts, that
can teach us a lot about the culture of the place of origin. (Hutchinson, 2019).
These video games put great effort into including and representing Japanese culture
in their games through their character design, environment design as well as
storytelling narrative, which gives gamers a first-hand experience as well as an
insight into Japanese culture. Of course, Japanese video games are not the only
games that have incorporated their own or other cultures. Especially with the
heightened awareness of cultural appropriation and diversity in recent years, various
game developers from all over the world have been actively representing different
cultures in their works through their game characters and world-building for players
to identify with or learn from. Some notable examples are Horizon Forbidden West
(2017), which features an indigenous protagonist, and Genshin Impact(2020), which
bases its in-game regions and characters on different parts of the world. After all,
one of the most unique parts of a video game is how it allows the gamers to have the
ability to put and fully immerse themselves in someone else’s shoes (Bogost, 2011),
and in turn, learn from them.
According to Shapiro (2014), video games have become so common and
widespread that it is now considered one of the most important media for storytelling
and representation. Video games that are once perceived as merely a mindless
source of entertainment, are now featured in big publications like The New Yorker
magazine and The New York Times (Fisher, 2010, as cited by Understanding Media
and Culture: An Introduction to Mass Communication, 2016).
With that said, video games have also been recognised as one of the essential tools
to encourage the process of learning by both gamers and educators alike(Dickerman
et al, 2008). As Bogost (2011) has suggested in his extensive research on the
gamer’s perspectives on the positive impact of video games, video games that
reflect broader cultural rhetorics and are attentive to the wide array of effects that
have been ascribed to the arts, have a positive impact on gamers.
Therefore, as a person who is always attentive and intrigued by game character
design and learned plenty about the cultural background behind those designs, this
research aims to explore and raise awareness of how cultural representation in video
game character design can teach gamers about the culture of the place of origin,
hence developing intercultural literacy and cultural awareness, especially among
youths, the future pillars our society.
Problem Statement:
The pandemic has changed a lot in the general sphere of gaming. Hand in hand with
the increasing accessibility of mobile phones in this generation, it is no surprise that
the number of people who plays video games has been on an upward curve since
2015. In fact, video games have become the second most popular online activity
behind streaming videos (Shliakhovchuk & Muñoz, 2020). According to Gough
(2019), it was reported in 2014 that there were 1.82 billion video gamers playing
video games across all kinds of platforms, and the number is expected to rise to over
2.7 billion gamers by 2021. However, due to the global pandemic, the number has
far exceeded its prediction where according to the Global Video Game Consumer
Segmentation report from February 2021 by the DFC Global Video Game Consumer
database (2021), it was published that there were nearly 3.1 billion video game
consumers by the mid-2020. In addition to gaming streamers and YouTubers, the
number of gaming video content (GVC) viewers reached a record 1.2 billion in 2020.
Amongst these increasing numbers, it was stated by Wittek (et al, 2015) that
48%-56% of youths (aged 16-24) play video games regularly. Youths also take up
the highest percentage of internet users who watch live streams of video games worldwide, which is 44% (Clement, 2019). These data confirm Juul’s (2005) claims
that “video games are fast becoming games for everyone.”
In today’s rapidly changing, digitally infused and increasingly complex world, video
games are often viewed as “sophisticated tools inhabiting and disseminating racial,
gender and cultural meaning” and “more so than schools, religion, or other forms of
popular culture are teaching Americans about race, gender, sexuality, class, and
national identity” (Leonard, 2004). According to Shapiro (2014), video games have a
major potential to improve the learning outcomes of students, in such is supported by
the argument by Green and Bavelier (2012) that playing videogames may not only
enhance cognitive and attentive performance but also – a greater extent – facilitate
the learning of new tasks via flexible interaction with a highly motivating environment.
Meanwhile, Granic et al. (2014) have argued that playing video games can help in
fostering cognitive, motivational, emotional, and social benefits.
That being said, popular mainstream video games nowadays like Genshin Impact,
The Legend of Zelda, Final Fantasy, and most mainstream AAA games, are not
serious games designed with education as their main objective. These games are
designed for entertainment and often teach us knowledge through their design and
narrative. Sometimes, lessons like cultural knowledge are infused within in a way
that can be absorbed by the subconscious instead of being specially designed to be
taken in by the conscious, logical mind (Koster, 2013). When learning in games, the
process is greatly supported by visual learning techniques based on aesthetically
pleasing and creative characters alongside environment designs. These reinforcing
factors greatly boost interactive skills in the learning experience (Poy & Garcia,
2019)
According to Hutchinson(2019), video games are cultural artefacts that have the
power to teach gamers about the culture of the place of origin where the game is set
in, through its character design, environment design as well as storytelling narrative.
All of these are characteristic elements in video games that allow gamers to identify
with and learn from visual learning (Witteveen,2009, as cited by Poy & Garcia, 2019)
For example, Hutchinson (2019) argues that deep-seated Japanese attitudes and
values are not only visible in the content of many Japanese videogames, but can
also be experienced first-hand by the gamer, giving great insight into Japanese
culture. This is one of the many examples of how gamers can learn and connect with
other cultures around the world as well as their own.
The role of video gaming media has been undeniable in counting the influential
indicators of our lifestyle. It should not be forgotten that the first link and starting point
for most children, adolescents, and young people to the media is video games.
Video gaming is a full-fledged medium that engages the audience more than its
competitors, such as books, movies, or music, because of its highly interactive nature (Alizadeh et al, 2023). According to Kondrat (2015), video games have been
so widespread that it is now considered part of the mass media and a common way
of storytelling and representation. Its impact and influence have increased
tremendously to the point where it has started to be more difficult to identify whether
the younger generations have been learning more from textbooks or from video
games(Greenfield, 2004). But can this incredibly powerful medium be harnessed to
explore cultures from around the world in an authentic and meaningful way? Can the
billions of highly engaged hours spent playing video games be harnessed to connect
gamers with cultures around the world as well as their own culture? After all, as
real-life experience blends with the virtual, the virtual will contribute to how we
experience real life (Penix-Tadsen, 2013). Video games also play an important role
in challenging or reinforcing the player’s existing perspectives on the world (Gee,
2003), hence allowing them to learn the cultural values that the game promotes.
According to Mortara(et al. 2014), one of the barriers preventing video games from
actively being a medium for intercultural, diversity education is due to the lack of
effort and devotion towards the study of the effectiveness and learning gained from
an intercultural perspective. However, researchers have been more aware of the
issue in recent years and have been eagerly studying the potential of video games in
intercultural and diversity education, starting by investigating and analysing the
cultural assumptions about stereotypes in older games from past decades (Near,
2013). Game developers have also been actively diversifying their games in terms of
cultures so gamers can not only identify themselves in them but learn from them too.
Video games are mostly player-driven. They give gamers the ability to step into
different roles (Bogost, 2011), confront complex problems, make meaningful choices
and experience the consequences of various choices and scenarios. With that said,
game character design plays a vital role in cultural representation and identification.
Be it being Non-playable characters (NPCs), protagonists or antagonists, characters
are what gamers interact with most in games, and are what they potentially see
themselves in. They are active, immersive and interactive, hence providing a “safe
space” where gamers can acquire knowledge of a culture and experience different
cultural identities in a virtual environment that mimics real life in a realistic sense
(Zielke et al, 2009).
In this day and age of globalisation, it cannot be denied that our youths are starting
to lose touch with the different cultures of the world, as well as their own. What better
way to raise awareness of developing cultural knowledge and intercultural literacy
among youths than to actively represent them in video game character designs?
After all, around 48%-56% of youths play video games regularly (Wittek et al, 2015).
However, leveraging the unique power of this medium requires careful navigation
and authentic voices to collectively represent a community’s voice in video games so gamers have a reliable and accurate source to learn from. Hence, this research aims
to explore the challenges of integrating intercultural knowledge in video games
through game character design to make sure rich cultures that have sustained
themselves for thousands of years are authentically and evocatively represented
through video games and can act as a bridge for youth gamers to better understand
and learn about other cultures as well as their own.
Summarise the literature relevant to your research to show how your research fits
with current literature.
Video Game Design & Cultural Awareness from the Eye of Gen Z
In this digitally infused world, the younger generation is rapidly growing disconnected
from their own culture, and progressively lacking in cultural awareness. This is
alarming as this is a sign that the younger generation is gradually forgetting their
cultural roots and losing their cultural identity. The lack of cultural awareness regarding other cultures can also potentially lead to racial stereotypes and conflicts. This left Leong pondering, how can she help raise cultural awareness among youths. Being the “Net Generation”, video games are no stranger to Gen Z. What better way than to start there?
Bateman and Boon (2006) once stated that a good game design should reflect
its intended audiences’ desires. Like many things in life, to achieve a goal is to first understand it. Thus, in order to raise cultural awareness through video games, game designers and developers do not only need to understand the culture they are going to portray but they also need to be aware of the intended audiences’ preferences, in order to perfectly curate a game that could achieve its intended results.
Generation Z, more commonly known as Gen Z, describes the group of people born between the early 1990s and early 2000s, more specifically from the year 1997-2012 (McCrindle, 2006).Often referred to as the “digital natives”, this younger generation grew up surrounded by tech and media communication, hence achieving tech fluency (Prensky, 2001).
The DFC Global Consumer database (2021) has recently reported a total of 3.1
billion video game consumers in mid-2020. With the pandemic and the increasing
accessibility to mobile devices in this generation, it is no surprise that the number of
people playing video games has been on an upward curve since 2015. With an
overwhelming amount of 48%-56% of Gen Z actively play video games (Wittek et al, 2015), in which, according to Lenhart (2015) from Pew Research Centre, 81% of Gen Zers own or have access to game consoles. 91% of GenZ boys own game consoles, and 70% of girls own or enjoy access to consoles.
Studies have shown that Gen Zers are eager to learn and make an impact on
society (Johnston, 2018). This encouraging finding has prompted Leong to look into potential ways video games can be used in developing cultural awareness in youth gamers, to counter the alarming phenomenon that the younger generation is gradually forgetting their cultural roots and losing their cultural identity, as well as the consequences of potentially racial stereotypes and conflicts raised due to the lack of cultural awareness regarding other cultures. Coming from an entertainment design background, Leong hopes to focus her study on video game character design.
The success of a serious game when connecting with the player is largely determined by the quality of visual design and the ability to evoke imaginary worlds where the imaginative role of the player is capable of being projected in an attractive way, often through its character and world designs (Raquel, P and García, M, 2019). The same can be said for entertainment AAA game titles.
Quoting authors, Shliakhovchuk et al.( 2021,p.26), “Gen Zers are looking for meaningful games, games that teach, games that are inclusive, and games which offer a diversity of characters and inter-character relationships.”
Despite the positive motivations from the younger generation, it is important to take into consideration the elements of video game design that fit the aesthetic preferences of the target audience in order to deliver cultural awareness effectively. According to Shliakhovchuk et al. (2021), the top three features attracting participants to their favourite games were the same for both genders in this study: gameplay, graphics/art/animation, and good storytelling. Hence, this study aims to explore the potential of character design in delivering cultural awareness to youth gamers effectively, while catering to their gaming preferences.
Based on the studies conducted by Shliakhovchuk et. al. (2020) focusing on the impact of video games on players from an intercultural perspective, the potential of video games for intercultural education as evidenced by the steady number of studies published on the topic during the last two decades.
The biggest charm of utilizing games in cultural education is that they provide a motivating and stress-free environment to learn. To youths, this not only reduces the fear of failure and facing the challenges of learning, but it also helps increase self-confidence (Raquel, P & García, M, 2019) The biggest pro - Its perceived competence and effectiveness. Video games are no doubt a trump card when it comes to cultural education.
Researchers Gjicali et. al. (2020) believe that cross-cultural competence is a crucial part of cultural education that needs to be taught to youths that are living in an increasingly diverse society, following the effects of globalisation. A game’s immersive and standardized experience is a perfect tool to develop and assess cross-cultural skills.
The design approach of the game, especially with respect to social practices and the simulation technology could be further developed to achieve this particular goal (Johnson, 2010). Character designs are emphasised in this manner as characteristics embodying aspects of the stimulated culture are believed to be effective in raising cross-cultural competence, especially by embedding various characteristics in NPCs that personify various cultural values ( Gjicali et. al.,2020)
Meanwhile, “Cultural significant presence” is a theory proposed by Champion (2020), built from the UNESCO and ICOMOS cultural framework to create both engaging and educational cultural heritage games. In his study to determine how cultural presence could be communicated via single-player RPG games and whether they could succeed as learning tools, he discovered that the core gameplay of a cultural game design could simulate day-to-day activity while the secondary gameplay could convey a more overarching perspective, a cultural framework. Game mechanics and the in-game character designs could not only advance the game state but surprise and change the unconscious behaviour and culturally grounded assumptions of the player.
Researchers Raquel & García (2019) have brought up that video games are becoming part of the main mass media and gamification techniques for education have been proven effective, especially with effective visual learning through role-playing characters' design aesthetics and interactive skills. They have also brought up how creativity and simulation in video games allow the learning experiences of players to be enhanced. Through visual learning, cultural education can be fulfilled through games that enforce meaningful relationships between the cultural representations of the game and its realistic, practical application in the real world.
Effective visual learning can be achieved through role-playing characters' design aesthetics and interactive skills. Cultural elements introduced into a character design can often become a multiplier element in developing meaningful learning contexts. Champion (2020), also stated that video games can act as curators of culture and tradition, and role-playing allows society to carry forward its goals, values, structure, and messages, which the player can easily pick up through visual learning. Visual language reinforces this ability through its recourse to creative language.
Video games are known for their immersive and interactive nature, providing a virtual simulation of the real world to better facilitate raising cultural awareness among players. Gjicali et.al. (2020) believes that games can act as a “safe space” to engage with people with culturally distinct values from their own and learn how to communicate in culturally appropriate ways. Learning in video games could occur without mistakes leading to potentially serious and negative, high-stakes, real-world ramifications. This point is supported by Zielke et al (2009) that has stated that video games are active, immersive and interactive, hence providing a “safe space” where gamers can acquire cultural knowledge and experience different cultural identities in a virtual environment that mimics real life in a realistic sense.
According to Shliakhovchuk et al (2021)’s research, youths play games for a variety of reasons that transcends mere fun. Through real-world simulation in games when it comes to cultural expressions, players can experience the culture first-hand, in turn, teaching players about said culture. After all, one of the most unique parts of a video game is how it allows the gamers to have the ability to put and fully immerse themselves in someone else’s shoes (Bogost, 2011), and in turn, learn from them.
Quoting Shliakhovchuk et al (p51, 2020), “It is critically important to carefully critique video games in order to discover the identities and cultural values into which the player is thrust, that intensifies bias and negative perceptions of different others.”
After all, to improve is to critique.
Much has been said about researchers acknowledging that great artistic expression can convey a high sense of cultural specificity if not a cultural sense of inhabitation. This concept heavily applies to character design in video games that provides an environment in which people could engage with culturally distinct values from their own and learn how to communicate in culturally appropriate ways in a “safe space”. In a nutshell, the future of Entertainment AAA games in cultural education is promising, with continuous research to explore how to incorporate cultural elements in an appropriate and educational way.
State the methods used for your investigation. Identify the design of your research
and explain why this method was chosen. Provide enough detail so that someone
else can replicate your research.
Objectively report the findings or results. This may include collated results and
statistical analysis. You may append raw data if required.
Interpret and explain the results and indicate how these results fit with current
literature. State if your hypothesis was supported or not and provide explanations.
Acknowledge any limitations of your research. End the discussion with justified
comments on the importance of the findings.
Come up with models & charts diagrams (conceptual framework) on the direction & sectors of the discussion.
State conclusions, which you have logically drawn given the evidence of your
results and findings.
State your project design recommendations. These should relate directly to the
conclusions and provide possible solutions to problems identified in the report.
McCrindle, M (2006). New Generations at Work: Attracting, Recruiting, Training and Retaining, McCrindle Research, New South Wales. http://hdl.voced.edu.au/10707/265131
Bateman, C.M. and Boon, R. (2006) 21st Century Game Design, Charles River Media Game Development Series, Charles River Media.
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon. 9(5),1-6. DOI:10.1108/10748120110424816
Lenhart, A. (2015) A Majority of American Teens Report Access to a Computer, Game Console, Smartphone and a Tablet. https://www.pewresearch.org/internet/2015/04/09/a-majority-of-american-teens-report-access-to-a-computer-game-console-smartphone-and-a-tablet/
Johnston, R. (2018) Who is Generation Z and How Will They Impact the Future of Associations? https://www.naylor.com/associationadviser/generation-z-future-associations/
Shliakhovchuk, E., Oliynyk, R., & García, A. M. (2021). Gen Zers' video game preferences and learning outcomes: toward designing better games. International Journal of Technology Enhanced Learning, 13(2), 208-236. https://doi.org/10.1504/ijtel.2021.114075
DFC Global Consumer database (2022) Global Video Game Consumer
Segmentation.
https://www.dfcint.com/product/video-game-consumer-segmentation-2/
Champion, E. (2020). Culturally Significant Presence in Single-player Computer
Games. Journal on Computing and Cultural Heritage (JOCCH), 13(4), 1-24.
https://doi.org/10.1145/3414831
Johnson, W. L. (2010). A simulation-based approach to training operational cultural competence. https://ntrs.nasa.gov/api/citations/20100012877/downloads/20100012877.pdf
Zielke, M. A., Evans, M. J., Dufour, F., Christopher, T. V., Donahue, J. K., Johnson, P., Jennings, E. B., Friedman, B. S., Ounekeo, P. L., & Flores, R. (2009). Serious games for immersive cultural training: creating a living world. IEEE computer graphics and applications, 29(2), 49–60. https://doi.org/10.1109/mcg.2009.30
Identify these as Appendix A, Appendix B, etc., and only include if they are referred to in the dissertation.
You must also submit sufficient Project Design recommendations in the forms of story synopsis,