Friday, 22 November 2013

Things to do

It's occured to me that I'm still missing some key parts in my CS. While I have struggled to add them into the draft I will fit them in before the official hand in:

Chapter 1 – Collection

Historical context - great collectors of the past, the fashions of the past, some objects worth more than the "sum of it's parts"
Locate a book called "Evocative objects" by Sherry Turkle, Edited

Chapter 2 – Virtual Pets

Attachment to virtual pets - look into skylanders and it's appeal to children

Chapter 3 – Pokémon

look further into the creator's past and his habit of collecting



Thursday, 21 November 2013

BA7 First Draft


For my Research report I am looking into the way collecting and virtual pets have been implemented into video games. The report will be in the form of an Extended Essay and will be the 5,000 word option for this year.

Titles in the works
How have collecting and Virtual Pets become important elements in games?
Virtual pets and collection: What drives one to collect them all?
How have games exploited the urge to collect?

The essay will contain the following:

Introduction

Chapter 1 – Collection

Chapter 2 – Virtual Pets

Chapter 3 – Pokémon

Conclusion

Bibliography



Introduction

This report will explore how the hobby of collecting and the love of virtual pets have become important in video games with the main focus on the game series Pokémon. I will look at the meaning of collecting and its place in people’s daily lives, as well as how virtual pets have captured the attention and love of people worldwide.



Chapter 1 – Collecting

“Collection is a constant reminder of the very reality it has been created to stave off. The greater the value … the greater the risk of loss that it represents. …” (Blom, 2005)
The known hobby of Collecting often involves searching, acquiring and displaying items or objects of interest to a single person known as the collector. There are different types of collectable items which range from personal interest to age old objects.
Antiques are collectible items that are 100 years or older, more often than not showing insight to past human eras, such as furniture, vehicles or clothing. Most antiques show an intricate design and often the older they are, the higher value they have to the collector.
Collecting once living things like butterflies and insects are often referred to as Natural Objects. Some collections involve objects intended for other uses, stamps and dolls being quite common.
A recent example of collector value is of a set of dolls called The Dionne Quints Alexander Doll Set. The dolls were modelled after the real Dionne quintuplets who were born in 1934. Born two months premature at birth during the Great Depression, the five altogether only weighed around 14 pounds. They quickly became a symbol of courage in Canada and the dolls were only the start. The children ended up in campaigns for advertising, all of which were related to the quintuplets in some way, which is why they’re considered valuable.
The dolls were modelled in great detail, composed with wigs of human hair. These near perfect condition dolls were sold as a set in October of 2013 for $2,400 during the Morphy Auctions Doll Sale.




Chapter 2 – Virtual Pets

"Children behave as if practically everything is alive when they're engaged in pretend play. That in itself doesn't mean they're confused about what's alive and what isn't." Gopnik (2000)
Virtual pets made its first impact with the Tamagotchi in 1996 by Bandai, selling more than 40 million units around the world. The birth of the Tamagotchi brought in the new genre of Virtual pet imitators. The toy itself is a round egg shaped toy in which the player feeds, plays with and cares for the pet Tamagotchi. Using the connection features players could interact with other Tamagotchi to become friends, fall in love, get married and have a second generation of pets.
Since the Tamagotchi’s success, virtual pets have made more of an impact, especially with the release of physical toys such as the well-known Furby, who sold more than 40 million, and robotic dogs known as Puppy and Rover. Other robotic animals included FurReal Cat, Paro the Seal and RoboRaptor.
People could interact with these toys as if they had a mind of their own, like that of a real pet, but without the need to feed it or clean up after the pet. This also meant that the pet could not get sick or die. 


Chapter 3 – Pokemon

“So you were collecting Pokémon a long time ago! Did you make the insects fight against each other?”
“No, but sometimes they would eat each other.” TIME interviewing Pokémon creator Satoshi Tajiri (1999)
Pokémon first came to Japan in 1996 in the forms of Pokémon Red and Pokémon Green, coming to the rest of the world as Pokémon Red and Pokémon Blue in 1998 on the Game Boy.
The prime objectives of these games was to collect all 151 Pokémon in the game and to become the greatest Pokémon Master by assembling a strong team of Pokémon. To catch all 151 Pokémon however was not easy, as some Pokémon were only found in one version, while others were obtained by choosing one of two or three.
Some powerful Pokémon would only appear once in the game at a certain fixed point, known as Legendaries, while one of these was only legibly accessible by a Nintendo event (the other method involved glitching the game to encounter it).
Its success brought forth a second generation of games known as Pokémon Gold and Pokémon Silver in 1999 on the Game Boy Color. These games introduced more Pokémon, bringing up the total to 251. It also introduced inside game time, roaming Legendaries, gendered Pokémon and the rare shiny Pokémon (Pokémon of a different colour than their usual counterparts). A third game of the second generation known as Pokémon Crystal was released in 2000 and introduced a deeper story to the Legendaries, something that all future Pokémon games took up, and was the first Pokémon game to let the player choose to play as a boy or a girl.
Since then, more Pokémon games have been released, taking the world by storm. Pokémon Ruby, Sapphire and Emerald for the third generation, Pokémon Diamond, Pearl and Platinum for the fourth generation, Pokémon Black, White, Black 2 and White 2 summed up the fifth generation and the most recent sixth generation of Pokémon X and Y which were released October 2013. Each generation has introduced more Pokémon and game mechanics, including Pokémon-Amie, a way if bonding with your Pokémon further by feeding and playing with them – much like that of a virtual pet.


Conclusion
The series of Pokémon was at first a mere collecting game with the secondary objective of being the best, but since has evolved into much more than that. The Pokémon-Amie function has you bond with your Pokémon as if it was alive on the other side of the screen, loving you as you love it. By building up the affection metre on your Pokémon, they will do better in battle for you by landing more powerful attacks, avoiding enemy moves, curing itself of status effects and surviving knock out moves to impress you.
Pokémon has made bonding with your Pokémon a stronger factor than it’s ever been and, despite its several generations and basic gameplay, will still keep introducing newer mechanics and more Pokémon, always telling the player that they’ve “Gotta catch ‘em all”.

Bibliography

Philipp Blom (2005) To Have and To Hold: an intimate History of collectors and collecting.

http://www.thefreedictionary.com/collectable

http://www.ipl.org/div/pf/entry/48439

http://antiques.about.com/od/toys/ss/Dionne-Quints-Alexander-Doll-Set-Sells-at-Auction.htm

http://partners.nytimes.com/library/tech/00/05/circuits/articles/25pets.html

http://www.mimitchi.com/tamaplus/tama_history.shtml

http://www.webvet.com/main/2008/08/04/brief-history-robotic-pets-rags-pleo

http://web.archive.org/web/20050314021722/http://www.time.com/time/asia/magazine/99/1122/pokemon6.fullinterview1.html