This is me

I am a twenty year old young woman currently in her first year of University studying Games Design. I have many interests including reading, writing fiction and poetry and photography. I would classify myself as an Eclectic Wiccan and enjoy studying about that.

Some of my favourite books include:
-Divine By Mistake by P.C Cast
-Path Of A Christian Witch by Adelina St. Clair
-Harry Potter by J.K Rowling
-Alice In Wonderland-Lewis Carroll
-Girl on Line-Zoella

I also enjoy many types of music and some games that I love are:
-Animal Crossing
-Harvest Moon
-Fantasy Life
-Alice Madness Returns
-Assassins Creed (Just got into these)
-Super Mario

This blog is going to be a space that allows me to post about interesting pieces of information as well as any notes or work that I do in my classes.

750 Word Essay

In this essay I will be discussing how the documentary ‘Horizon: Are Video Games Really That Bad?’ I will look at the way the documentary was filmed, the information it was trying to get across and if it was successful or not. The documentary was aired in September 2015 on BBC 2, which is has a mixture of entertainment and interesting documentaries shown on it. The audience that it would have reached was those that had an interest in gaming or those that were worried about the effect on family members playing them, but were generally looking for non technical language and a down to earth and fun style, whilst still retaining good quality information. 

In the documentary it started with people from the gaming industry talking about games in a relatively positive light. It then moved onward to stating that some people claim that video games are an instigator of violence in our modern society as people young and old play them and become succetable to their influence. It showed scientist’s conducting many different tests to try and prove the theory either way. After each test the results seemed to prove inconclusive and coupled with the narrator’s dry almost dull tone, it seemed a bit long winded after the first couple. 

After it went for a break the documentary came back on and started off on another tangent, trying to prove other theories and talking about other worries about games. It sometimes felt as though they were going off on a tangent and simply trying to fill in the space as some viewers in the class stated that they did not find all the information given to be directly relevant with what the documentary was meant to be covering. 

One of the theories they sought to include was that video games are played by males and not females. The documentary proved this theory to be wrong, informing the viewer that there are many female players of video games. The documentary also sought to include how video games are often portrayed in a negative light within the media such as newspapers. They stated that one of the reasons because of this was due to how well stories of a negative nature sell, with an example of this being a game called carmageddon which was critized for its use of life like violence. A male professor stated quite solemnly that one of the ways that video games encourage violence is by rewarding the player for killing people in certain games. He seemed to be very concerned with this thought, and almost reminded a few others and myself of a Christian Preacher, due to his overbearing nature at that moment. 

Gaming Day-Game Theories

Dino Run

The first game that I wanted to play was Dino Run. The idea is that you have to avoid all of the obstacles, such as flaming rocks and some other dinosaurs that will attack you. One of the hierarchy of needs which is safety is lacking, hence why you are running away trying to find somewhere safe. The higher the level you play on, the harder the game gets which means that the later levels on the Hierarchy of Needs can be fulfilled as you are pushing your skills to improve and give the character a better chance of survival. Mimicry is included due to the player playing as the dinasoar. Ilinx is included when the meteor showers hit as the screen flashes every time they hit the ground and it shakes the screen. Agon is used in gameplay with the challenge of trying to outrun the doomwall.


Bear In Super Action Adventure Game

The game is pretty simple, allowing you to use the mouse to direct the bear who will shoot at the aliens and collect stars and coins. This means that is really simple to play and getting in to the ‘flow’ is allot easier as it allows you to take your mind off of everything so easily. There is no real hierarchy of needs, and unlike Dino Run the character has no ‘home’ that it can go back to when fighting the aliens. The character does however have the ability to push itself further and use the gun its hands even though it does not seem to be able to comprehend how it works. The game itself fulfils the later needs on Maslow’s hierarchy by pushing you further in each and every level, to try and avoid all the attacks and kill the aliens off. Mimicry is used as you play as the bear. Agon is used because of the challenge to kill the other aliens first before they kill you. 

Flip Diving

The controls and instructions of the game can be very confusing, and I feel that many players would  find it difficult to interact with. There is very little hierarchy of needs, yet I find that it does fit in with some of the more challenging skillsets. You literally click the button, or at least that is what it states, however I find that I could never seem to achieve very high scores, and if this happens to other players it would help create a state of flow as they are focusing on trying to achieve a good score and developing their skills. Mimicry and agon is used in flip diving due to having to make a certain pose as youbare diving and you playbas the diver.

Gravity Guy

This game requires you to click your mouse every time you want to change your centre of gravity to either run on the floor or ceiling. It’s simple in controls, yet extremely addictive in it’s simplicity, which allows you to access a state of flow easily as you are focusing on the character flipping up and down. Gravity guy includes agon, due to the ability to play against others and the guy that chances the player in single player mode. Mimicry is also used as the player has a character that he or she plays as. Ilinx is also a feature of the game as it becomes hard to focus as the game speeds up when the player needs to constantly change gravity.

Jetpack Joyride

Jetpack joyride is both a tablet and PC game and the idea is that you collect as many point (coins) as you can whilst filling different objectives. You can customize the player to a certain extent, buying new jetpacks and other objects to help you collect more coins and other rewards. The player seems to find it relative easy to achieve a state of flow whilst playing as the character (use of mimicry). Because you are so focused about learning how to complete the different challenges, along with the relatively easy controls it allows the player to become immersed in the game. Agon is used as you are constantly challenging many things at once, such as competing to beat your high score and to complete all the other challenges that is given throughout the game. The game also utilises ilinx when the character, who is called Barry, goes at high speeds as some players may find it hard to focus. 

Goddess Summoning Game

Project Proposal Document


We have to create a self initialized project this year and at first I didn’t know what I wished to make, or what age group to target. So I started to look at game’s I know really (or reasonably!)  well.

Three sprung to mind:
-Fantasy Life
-Animal Crossing (DS and Wii Versions)
-Assassins Creed

I have come a long way from first year from knowing just a couple of games, however the first one is a game I was playing well before I joined this course and the other two I found in first year.

I was looking at the story of the game in Fantasy Life in depth after the essay and liked to concept behind having ‘Deities’ within the game that want the best for the humans that revere them so much. I didn’t want to simply copy the game’s concept and that’s when I started to flick through my book of Greek Mythology. I started to think over the fact that the Goddess is absent from modern day society and ways that many Pagan’s try to uncover and revere her. The idea started to form that if you wanted to learn a specific skill set you would have to find the Goddess that skillset and give her a few items that she would like. This idea is inspired from Harvest Moon and real life Pagans who actually worship specific Deities by the way of gifts (offerings). You would be able to petition Athena for combat skills and Aphrodite for love. The idea is that you try to save the world by interacting and learning from all these various forms of Divinity, however at the end of the game your character comes to realise that they are a form of the Divine themselves and is able to defeat the root source of the ‘Negative Energy’ that has been threatening to overtake and destroy the people’s lives. The reason I chose this game was for the ability to be able to reflect the need’s of the character that you will play as in hopes that the player will be able to begin to take this on board and see gaming as not just a way to entertain but also as a way to learn, as well as creating a strong female role model within the Gaming Industry. You will play as Sophia, who is named after the Goddess of Wisdom who can be found in countless Religions in one form or another. There are a few quotes that helped inspire the concept for the game:

the boy searches high and low for the saviour, as he watches the entire kingdom be destroyed by the nothing. Exhausted, frustrated, he returns to the palace of the now dying princess to ask for her forgiveness and is stunned when she thanks him for bringing back the saviour. He doesn’t understand. The kingdom destroyed/ everyone has disappeared/ the princess itself at death’s door/ too late for anything, and she smiles and tells him who the saviour is and why any of that doesn’t matter at all.

Pop Culture Grimoire 2.0 by Taylor Ellwood and Emily Carlin (page 25)

Venus rolled her lovely eyes. “It’s just an expression. A modern mortal expression that means done, over with.”
“And the problem with asking one mortal to do so something for us without including her friend is that modern mortal women are different than ancient women,” Hera explained patiently. “They’re independent and smart and not used to bowing down and taking orders. Actually, now that I think about it, they’re a lot like goddesses.”

Warrior Rising by P.C. Cast (pages 31-32)

Someone will need to be able to receive the offerings that Her devotees wish to make. This could include gifts of material value or physical delight (like money, perfume, fabrics, flowers, wine or chocolates), offerings of poetry and music in Her name, or libations of food and drink. Historically, offerings to the Deities were made at their temples, and the products of those offerings were utilized by the resident Priestesshood.

In Her Service
Reflections from a Priestess of Aphrodite by Laurelei Dabrielle

Who is Sophia? Literally she is Wisdom, because the Greek word Sophia means “wisdom” in English. More than that, Sophia is the Wisdom of Deity. She has been revered as the Wise Bride of Solomon by Jews, as the Queen of Wisdom and War (Athena) by Greeks, and as the Holy Spirit of Wisdom by Christians. She is known as Chokmah (pronounced HOK-mah with the H being said like -ch in the name Bach) in Hebrew, and Sapientia in Latin.

“Tell me one last thing,” said Harry. “Is this real? Or has this been happening inside my head?”
Dumbledore beamed at him, and his voice sounded loud and strong in Harry’s ears even though the bright mist was descending again, obscuring his figure.
“Of course it is happening inside your head, Harry, but why on earth should that mean that it is not real?”

Harry Potter and the Deathly Hallows-JK Rowling

 2. Goals
My personal goal is to help encourage the player to be aware to take care of themselves and to introduce them to Mythology in a fun way, allowing them to open their inner mind to the concept of Divine being inside a person as well as out in the Natural Forces in the World. A professional goal would be to have something that will look professional as a portfolio piece.

3. User Experience
3.1 Audience
My intended audience will probably be for ages twelve and up, due to the Pegi rating being set for twelve when a game contains violence towards human looking characters and animals. Since there will be violence toward human looking figures as well as possibly animals, depending on the Deities you wish to call upon in the game and the path you wish to take an age rating of twelve seems reasonable. It will likely be targeted towards a more female market as it contains many female characters and has a female drive.

3.2 Competitive Analysis
I am creating a game that may be similar in ways to a DS game titled Fantasy Life, as you are able to access different Skills, entitled Lives. I will differ from this as you will instead have to petition Goddesses to access these skill sets as well as having a completely different story line.

4. Critical Analysis


5.1 Content
I will produce the interior and exterior of one of the Temples. I will also need to design clothing and the hidden objects that the player will need to find to speak to the Deity they are petitioning skills from. I will also need some characters and the props and objects to fill the temple.

5.2 Functional Requirements
The software I will need is:
-3DS Max for 3D modelling
-Maya for animation
-Unreal Engine 4
-Photoshop for textures

The platform I will be producing this game on is for PC’s and consoles (X Box 360).


6. Project Structure


7. Visual Design


7.1 Design Sketches



7.2 Screen Mockups



7.3 Prototypes



8. Development Schedule



 Bartlett, S. (2009) The mythology bible. Alresford: Godsfield.
Cast, P. (2008) Warrior rising. New York: Berkley Sensation.
Dabrielle, L. (2007) In Her Service Reflections from a Priestess of Aphrodite: Magic Woods Publishing
Gallagher, A. (2009) The Wicca bible. London: Octopus.
Graves, R., Riordan, R. and MacDonald, R. (2012) The Greek myths. New York:
Penguin Books.
Green, R., Langford, A. and Riordan, R. (2009) Tales of the Greek heroes.
London: Puffin.
McKeown, J. (n.d.) A cabinet of Greek curiosities.
Rowling, J. (2007) Harry Potter and the deathly hallows. London: Bloomsbury.

Development Log




Essay for Paul

Kellyann Bright


Flow, Categories Of Play and Hierarchy of needs in your favourite game.

 In this essay I will be talking about flow, categories of play and the hierarchy of needs in game play. I will discuss these theories in the context of a few of my favourite games which you can play on the new 2DS which include the two Animal Crossing games, both new leaf and the original DS version, the Harvest Moon games, Mario Kart and Fantasy Life. I will also discuss some of these theories outside of gameplay and how playing games can possibly teach us to look after ourselves better. Fantasy Life, The Harvest Moon series and the Animal Crossing series are all forms of RPG (Role Playing) games.

In Animal Crossing you are able to play as the mayor, helping to create a better town so that your animals will be more likely to be happy. You can put schemes in place where you raise money to buy items to make your town look prettier in a way, and can also set what kind of town you wish your town to be in the way of ordinances such as beautiful or Bell Boom ordinance. You can also go around fishing or collecting fossils, and celebrate holidays virtually.

In Harvest Moon you own a farm and can help rescue sprites who have been scattered all over the world and need help. You can play games in the casino, form romantic relationships and attend festivals that are set out on the calendar.

Fantasy Life allows you to enter a world where you can battle monsters and work at different jobs, saving people’s lives as well the whole world. You can earn money by battling monsters and selling what’s left of them, gathering  certain types of plants or making foods or potions to sell.

Mario Kart allows you to race against others, battling against opponents to achieve first place in the competition. You can earn points for how well you do and chuck pieces of debris, such as bananas, that will help obstruct your opponents way and slow them down.

 In Fantasy Life you can select a ‘life’, which basically means that you can select your job title.You start off at the bottom, learning your trade as you go along and as you hone your skills you level up to become better at your trade. One example for this would be if you start out as a Magician, you go from novice and learn to master your skills to become a ‘Master’ magician or even higher. This coincides with the theory of flow as when you are challenging yourself you become happier. “I discovered chess was a miraculous way of entering into a different world where all those things didn’t matter. For hours I’d just focus within a reality that had clear rules and goals.” (Sobel, D. (1995, January. Interview:Mihaly Csikszentmihalyi. Omni 73-90) In a way this tells us that we all tend to try and focus our energies far too much on others and yet what really matters is ourselves. Happiness can only be found within yourself. However many tend to rely on videogames as a form of escapism, and this learning curve in games is what draws us back time and time again into these alternate realities.

Within fantasy life you are able to apply this by learning how to cast different spells, make different foods, mix potions and use swords and other weapons. Each life comes with its own set of skills which is what helps keep it entertaining to the player. To obtain this sense of flow a few things are said to be needed such as needing feedback instantly, which in fantasy life you receive as you either pass a trial or you fail it. However you can redo it as many times as you need to as long as you have the right equipment and potions. This means that the player receives gratification as they know they can’t particularly fail anything really as the option to simply try again is there. This theory of flow directly links in with Maslow’s theory of hierarchy of needs as he states that there certain things that help motivate a person. In Fantasy Life you are able to sustain your lower level of needs, such as physical and energetic health, with items that you can digest such as food and potions. These help boost up  a persons health and stamina so that they may become stronger, regaining what they have lost as well as doubling the attacks with potions. This is an interesting twist to the game as you can even switch lives to make the potions yourself if you wish which means that you are learning more than one skill set and are able to entertain yourself as you can see how one area of life can directly effect another even though you are able to obtain potions from shops and market stalls in the game.

Level 5 of Maslow’s Hierarchy of Needs states that we need to fulfil our goals in life in a way, which helps us feel as though we are worthwhile. This can be achieving something whether big or small and one example of this maybe that during gameplay you could go out and catch a fish that you need to help level up. Upon further reflection of fantasy life however compared to the hierarchy of needs is the basic needs that must be met first before you actively seek to achieve needs higher up on the chain. In fantasy life you start small and get given easier challenges and tasks that help build up your knowledge of the game. You also have to make sure that you have enough food and/or potions so that you do not die whilst out fighting off a creature. However this can sometimes be difficult as you need to earn money to buy them, or at least buy the ingredients to make the potions, so making it harder to achieve these items make for longer gameplay. This is in stark contrast to the game: Animal Crossing New Leaf. In this game you are able to repeat an action as many times as you like without getting tired, and food nor any drink is essential to survive and progress in the game. Although this in one way makes for good game play as you don’t need to worry about these basic issues, some players like to challenge and stretch themselves further, enjoying the thrill of uncertainty.

Progression and bettering yourself is a level 5 need, and allowing yourself to grow in Fantasy Life is easy as you can save as many people as you like, complete tasks for them as well as honing your chosen career. Once you have completed that career you can choose to develop another career which helps the player expand and see themselves as not just one thing but as something entirely different also.

There is a game mechanic in Fantasy Life called ‘Bliss’ and this allows you to measure happiness in the game in a way, as it rewards you with achievements for completing small tasks such as talking to the people that you make friends with in game, and exploring your surroundings. Doing a set of these tasks allows you to build on your score, and you can choose from a set of rewards once you have achieved a certain level, such as bigger bags or being able to access being able to take care of pets. The list of tasks however filters in some of the Hierarchy of needs such as socialising and developing a higher self esteem by achieving tasks and goals that are pre-set in the game.

You also have the players actual need to take in to account also, as developing these skills over a few hours rewards them with instant gratification. However it also in a way teaches the player what is needed to take care of themselves to. We rely on other media to make ourselves happy and yet it is only the way in which we perceive something that makes us happy and not the actual object or game itself, as humans we have a tendency to ‘glorify’ something, becoming very attached to it and yet in a way we give the object, or game in this instance, the power to make us happy or sad. The playing of Fantasy Life draws on basic needs such as eating and yet uses the other basic human needs that a player would need in real life barring romantic relationships. Another set of games called Harvest Moon allow you to eat and gain energy, whilst also giving you the ability to farm, look after your own animals, fight creatures and form romantic relationships. This in itself rewards the player for not only looking after themselves but others as well. In Animal Crossing, Fantasy Life and Harvest Moon one thing that is always a given and that is the second human need of Safety. A house or some form of shelter is always provided for the player at the start of the game so that they have somewhere to go back to and call their own.

Mimicry within a game suggests that you are pretending to be something that you are technically not. However by playing many different types of games you can be a million and one people, which is similar to the reading of fictional books. ‘The Preference for agon, alea, mimicry, or ilinx helps decide the future of a civilisation’ (Caillois, R. 2006)  This statement suggests that a mixture of the categories of play can help change not only just one person, but a whole civilisation around. Fantasy Life provides for at least two of these aspects, providing competition in the form of multiplayer and role-play. You can play as a designable character look wise, however personality wise you have very set traits and this allows the player to meld with the character, effectively becoming someone who is able to take down monsters and mix potions like a pro. I personally love the competitive drive in Mario Kart, however I can’t play it due to the disorientation that is caused when playing. Ilinx happens when I go to fast and my eyes can’t cope with it, and so although it is needed for some people, I don’t like it as a feature of a game. In Harvest Moon DS you are able to go to a casino and play cards games and other such games in a place that is run by elves. It is not something that you are guaranteed to win, and this helps create a competitive drive in the player to go back and try again, wanting to succeed. I took the Bartle test and found out that I am 87% explorer which means that I like to explore the game and find out how things work which links directly into the theories of flow and hierarchy of needs.

In relation to flow however many people give themselves up to videogames, not realising that they can use them as stepping stones as a way to help achieve flow by learning new skills, instead thinking that without the games that they play that they could not be happy. However games of any genre can be used a tool in the right context so that you can help rise above and achieve flow. Although this to me sits in one way in stark contrast with Maslow’s theory of need as if you rise above it to achieve flow you can’t become passionate about something. To me experiencing different layers of a game is like peeling back an onion of personality. The more you add to yourself the more you grow and diversify, hitting the different needs of Maslow’s Hierarchy. You have to in effect, tick off the simple tasks such as eating food and living somewhere, in order to have some form of safety and stability which in turn produces our need to connect with others, and by connecting with others we diversify our interests by taking up challenges from something as simple as reading a new book or playing a new game as to hiking up a mountain. To achieve a sense of flow we need to be at one with what we are doing and that means that there are many layers before you can achieve that, which does not mean it is in direct opposition to the theory of flow, but rather compliments it, albeit at a later stage.

Gamers also have to remember that they can not forgo a basic need without suffering from a consequence of this deficiency. Many gamers forgo sleep, bathing or food just so that they may progress further in a game, however you can not fully achieve flow, integrating yourself into your character and being at one, if you desperately need to pee or if you’re starving. Taking care of yourself and your physical state will help allow you to achieve a better state of mind when it comes to playing a game. The use of mimicry from the theory of categories of play has its advantages also as roleplaying helps place a player in differing circumstances, oftentimes far from their own circumstances, and asks them to deal with it. They must fully play as their character to achieve the best experience from the game and become engrossed within a whole new world. This allows for empathy to take shape as you then become more sensitive to how your characters or others think whilst in a game and what you are going through. Roleplaying as a character allows you to really open yourself up to another way of thinking which means that you are all the time gathering data, albeit unconsciously about what makes people happy. Say for instance you are playing as a Paladin and get lost out in a forest, you may not know what plants to eat and you have no other means of obtaining food. The players desire for their character becomes tenfold in trying to find a way of obtaining something safe to eat, whether that means duelling someone else for food directly, or for an object (possibly some form of currency) that allows you to buy food from the virtual store. Everyone knows what it feels like and players can actively respond to this feeling, wanting their character not to have to suffer any longer. When playing I try to make sure that my character has his or her basic needs fulfilled, but this in return encourages me to make sure my own needs are fulfilled and often times find myself appreciating the smaller things in life because of the experience I have gained from playing a character or coming into contact with another character that can not fulfil these basic needs due to maybe a lack of money.

Playing against friends is not something that I do often, however when I am playing against others I find that of course my desire to win increases but so does theirs, and whilst on the Nintendo for instance, you can be sat side by side playing and interacting which then fulfils another level of need. Interaction within a game is interesting as this means that you can gather information faster and therefore become more competitive towards your opponents.

All of these theories interlink and interconnect, and players have to realise that they have to look after themselves before they can really achieve a state of flow, and once in a state of flow cannot neglect their physical and mental self just to continue on. Everything has to be proportionate so that the player can achieve a balance in their life. I don’t feel like any of the theories contradict one another, rather supporting each other but not maybe until a later stage of needs. I think that the Hierarchy of needs is possibly the first thing that a player or game designer should look at in a way, as it helps form ideas for characters and creates links in the mind to parts of game play. The theory of flow can only be achieved later on in the list of needs and categories of play give an indication of what type of game tends to work best for different people which is why there are so many of them out there. However looking at all three of these theories together starts to create a back bone to the games that we play and create as we often tend to do these things unconsciously. However this brings all of them into a new light, and demonstrates the possible ways of achieving happiness within gameplay. Games themselves are wonderful ways of discovering and creating new parts of ourselves, making us explorers, assassins and many other types of people. They often times open up a doorway into being someone completely different, and allow for the expansion of the mind and self, making us grow and push ourselves out of our comfort zones. All in all Fantasy Life like many other games encourages us to develop new skills and constantly learn and discover new things whilst teaching us to look inside ourselves for the door to happiness and caring for ourselves unconsciously.

CATS Lesson 1 Notes

CATS Lesson 1
It is important because we need to use it to put games together. It has a huge impact on society.
1 Essay 2 Seminars
Notes bump up grade
Discipline area- Area of what you do, I.E. game design
Ambiguous-open minded
Good, moral, ethical
Good-Having a desirable quality
Moral- Concerned with goodness or badness
Ethical- Set of moral principles
Good is what we try to be, moral is what we view it as, ethical is what society as a whole views it as.
Religion shapes us and rules us.
Mass consensus- What people generally believe
We are controlled subtly all the time.
Medical people are bound themselves by what is considered ethical and correct
Universal for all, no extenuating circumstances.
It’s about people themselves. Each person is different.
It’s a generic way of seeing. Everyone sees things the same way.
Post Modernism
Everyone takes and sees things differently.
Ethically broached in creating mobile phones
-Slave labour
-Environmentally friendly
-Working conditions would be compromised
-Privacy issues
Human rights act 1998
It is bound in law and society and it tries to protect life. Includes right for no torture, respect for private and family
life and right to liberty and security. Freedom of expression is another big one.
Everything should be put on a package you buy. So you know exactly what you are buying.
Copyright Law
It is there to keep people from having their work stolen.
It includes photos, music and film etc.
Sustainable Development
It has to last a long time, it can’t run out on us.
World wildlife fund states that we would need three worlds to sustain our lives in the UK.
In the groups come up with our own examples in games that has any ethical boundaries been pushed. From production to actual
game play. What impact has it had on the user. Mini Powerpoint to be created 2-3 slides.

CATS Lesson 3 Doc Notes

The documentary was originally shown on BBC 2 and is now being shown on BOB TV. BBC 2 is generally more of an entertainment channel and shows shows such as Top Gear and Egg Heads which is a quiz show.

The documentary itself starts out with describing Space Invaders saying that it was one of the most early games. New generations are growing up in a society that spends allot of time playing games in general; they also spend more time relaxing and spending time in a virtual environment.

Films used to be very controversial at one point, however now it is seen as games that are unusual and out casted in a way in society. The aim of the documentary was to examine if video games caused violence and whether or not they were addictive.

Games and games design span many generations and continents, and it just so happens that the British industries was the biggest in Europe.

There are allot of stereotypes about gamers, one of the most popular being that they are male. However there is a growing popularity in playing video games among females, and there are now many types of games that are being designed for different types of people. However the public are given stories that picture games and the gamers themselves in a very negative light, and the only time they really publish something in the news is if they can sell a story, and that unfortunately just so happens to be negative in many ways. There was a game called carmageddon which is an early-ish 3D game that allowed you to kill people for extra points. This is one example of many however as there are many games that are simply worlds that are full of violence. This means that some people may twist this as people not seeing the virtual people as being ‘real’ people, rather seeing them simply as points at best.


Professor Bushman talked about how you have to actually take part in a game, you have to be paying attention and unlike other forms of entertainment you can not simply just sit and not focus on what is going on around you as depending on what type of game you are playing it means you can end up dead. When in the game you end up seeing the world through the characters eyes-quite often as many games that are being created are first person. You are also often rewarded in games for killing people which many people, especially those who do not play games, view in a negative light, where as people who play games are usually able to distinguish between the boundaries of fantasy and reality.

Doctor Douglas Gentile did an experiment to see if people will hurt another or think they are after playing violent games. The looser will get blasted with a burst of noise and the winner has to choose just how much it hurts. They tried to experiment whether or not playing violent games would make people react in a more harsher light.

They claimed to find that after playing a video game violence increased between as much from 4 to 9 percent. They also tried to argue with their experiments that people after playing such violent games would react more aggressively than those that don’t.

Another experiment did an experiment with one group of people who played violent games and another who didn’t. They then showed the people a real clip of a violent action and found that those who had just played a violent game had less of a negative reaction towards the violence in comparison to those who didn’t play violent games. They basically stated that playing violent games desensitized people because they became used to violence in a way.

There was another theory that people who play violent games have their thoughts changed in a way, showing more aggressive tendencies and thoughts.

The documentary then went on to argue against video games making people violent. Professor Stepson talked about how violence in younger generations seems to have receded in these last few years. Backing it up with how when popular violent games get released there is shown to be a steady decline of violence for that day. The theory therefore suggests that violent games take up a persons time so that they wouldn’t be causing acts of violence in real life.

Another doctor suggested that there are other triggers that are associated with violence such as mental, poverty and family triggers however violent games are suggested to not be triggers.

It once again looped around to how games are portrayed in the media, with the media portraying bad acts that people have done being caused by aggressive and violent games simply ‘showing’ a correlation just because it sells a story.

Games are now made by everyone now, people from all different backgrounds and of different ages, both male and female. However they are still seen as being very dark forms of media, mostly because they are unknown. Or because that is how they are painted, probably a bit of both. Both comics and films were once blamed for this which sort of reiterates the fact that that they are not truly dangerous, it is simply the media that one the public to view them in such a light.

The next bit of the documentary tried to answer the question about what makes us act the way we do, and what causes violence. The first reason they gave? That violence is caused by many reasons and not just by one thing.

They looked at Tetris, and it’s twin game called Bastet, which was dubbed as the ‘evil twin’. This is because Bastet will give you the worse possible block that you will need most of the time, and an occasional block that is helpful a small percentage of the time. This means that it makes the player perceive that the game is achievable when in all actual reality it is not.

There was another experiment done by asking a group of people to place their hands in freezing water for twenty five seconds before moving on to play a violent game. Once finished they asked each person how long they thought the next group of people should have to place their hands in the water for, and many of them added around five seconds to the time they had to do. They then began to link this not to violence but to frustration instead.

They also did an experiment to see what happens in the brain whilst a person is playing a violent game, and instead of seeing the emotional stimuli part of the brain light up he instead saw that the reasoning part of the brain lit up instead and helped suppress the emotion associated with what was happening on screen. It allowed the player to regulate their emotions, not letting the violence overwhelm them and cloud their judgement, I assume for the reason of knowing it is not real.


ninety five percent of games are rated suitable for people under the age of eighteen, even though they may contain forms of violence.

The documentary then came back round to re-stating that video games can create whole new worlds, adding that they make you become the character you are playing as. Role playing as not yourself but as them instead. This immersion into a game makes you think only about what is happening in the game and forgetting everything outside of your current ‘reality’. It also for many reasons including these makes you miss being inside the game, wanting to continue playing. It then followed up with Korea, and them treating their children for the addiction of playing games.

Professor Griffiths talked about players getting rewarded by others players in the game, telling them that they did a good job, as well as being rewarded within the game itself. However addicts need more and more rewards to satisfy their addiction.

Doctor Boon talked about how dome people prefer to play games for immediate rewards rather than going about real life, such as going to school will eventually reward you with a qualification if you work hard enough. Addicts have a preference for immediate rewards, and tested this theory with a female that played twenty plus hours a week playing games, however Sophie showed a natural response to the test rather than of someone who has an addiction. They also tested and stated that compulsive gamers are more likely to hit buttons on their control before they really should.

Another statement was made that those who are addicted put it above everything else, yet that was almost rebuffed in a way by the statement that there is quite a difference between someone who is truly addicted and someone who is considered to play games far more than society says that they should.

How Video Games May Help

The theory that we learn better through play was brought up and they used the example that modern people who are brought up playing video games are better at key hole surgery, and showed you demonstrations of surgeons playing games to help them in their profession. It stated that because you have to really learn to observe what is going on around you in a video game lest you die, it trains the surgeons brain to notice any blood that may be seeping or anything else that may be going wrong whilst the surgery is taking place.

This was backed up by a group of gamers tracking smiley faces on screen. It used to be thought that people could only track up to four things, and yet gamers have shown results that people can track up to six different things, due to playing games. This means that gamers can actually focus on more, because of the level of accuracy and the ability to notice what is happening around them more than others.

Another test was conducted to see if playing games could improve people actually remembering where they needed to go better, and they found out that it worked. They had one group play Mario 64 and one group who didn’t and the group that played  had growth in their brain areas for strategy, motor controlling and navigation. One theory behind this was that because you are forced to take notice of two screens whilst playing instead of one that you naturally learn to take more in. This means that playing games can actually help us train our brains for the better according to this, and because of this it allows us to transform the skills we learn and use them in our everyday lives.

They then looked into how video games may actually combat mental decline as people age. They had a group of old people play a game called neuroracer and because it forced them to pay attention to keep the car on the track whilst pressing others buttons it helped them be able to multitask better. Not only this but their attention span and memory improved alongside it. This would indicate that if people play video games continuously then they may have improved memory and attention spans as they age.

Overall the documentary summed it up that there has been no real evidence obtained for video games causing bad behaviour. The documentary’s social context was really meant for and about video games in a Western culture. It was aired in 2015 and it was done by the BBC, which means that although it is fit for viewing in other English speaking western countries it is at least partially influenced by British culture. As already stated it was more an entertainment documentary that relayed important information in a way that wouldn’t blow the average persons mind with complicated, hard to understand language. I think that they tried very hard to remain impartial during the documentary, and so you never really got a straight answer…. It kind of seemed pointless in a way because of this, and they seemed to point out lots of tests that really did not have a solid indication of whether playing violent games influences people in a negative manner. It just seemed as though they were forcing allot of research to reassure people and ended up kind of missing the point. The narrator himself was very dull and boring and kept repeating certain negative words that just seemed like he was against everything video games stood for and that they were clearly bad. It actually kind of reminded me of those documentaries that you are shown in high school were some guy drones on for ages and you kind of just try and take in as much as you can, without being put off by someone who doesn’t even seem all that interested about the topic of which they are speaking.

Fashion in the 1640’s

Womens Clothing

For the most part the people of back then used to use wool and linen to make their clothes with. They used to dye their linen in a few colours including dull blues, dull greens and a deep yellow. The white of back then is not what we would generally see as white, but rather a cream. They higher classes used brighter colours because they had access to the better dye’s. Interestingly along with purple and scarlet, black was one of the most expensive colours. The lower classes did have a cheap black dye however when sunlight hit if became brown.

Clothing back then was very much re-used and they did not have all the cleaning supplies that are readily available from supermarkets that clean and keep the colours bright. Woolen clothes were not washed back then either, however they would brush them once in a while to remove a bit of the dirt. The buttons were pretty simple for commoners, generally pretty small and round to. The belts for back then were reasonably thin and were worn over the coat that they would wear so that they could attatch a small bag to it.

Those that fought used to base their colour choices based on two choices. The first was what was locally available in the area as not all area’s necessarily had the same dye’s, and the other was based on the colours that they liked that was accessible.

A woman would first put on an underdress which was also known as a smock. It was basically a long plain white sleeved dress that commonly had a reasonably high neck line. The only real difference was that some may have had small little triangles cut in on the sides. They were usually fastened by buttons but some my have had toggles for the hand cuffs. Underdresses also often doubled as a nightgown.

On top of the underskirt went the long skirt which for now days would be considered pretty long, however they would have come down to the narrow part of the calf as if it was too long then it would have ended up in the mud. The petticoat would have had the bottom gathered into the waistband of the skirt, and this would have helped create the womanly shape that was generally considered desirable back then. Some were made of wool and others linen and they usually would have worn more than one of these, especially in the colder months. It would have been fastened by something simple like buttons or a but more extravagant like laces. The clothes had decoration at the edges of them so that it would help stop the material get damaged. There would then be another petticoat over the top of the first and it would have been near enough identical to the one below, the only difference being one that may have been made of linen and the other wool.

A corset then would have been placed on top of them. The outer fabric would have been dyed and would have had an inner lining made of stiff canvas along with boning so that it would help keep it rigid. Next would have been a bodice which would have had either a medium or high neckline. The sleeves were either full or reasonably body hugging. A stomacher would just go underneath this and it was just a small boned piece which was done either in the same colour or one that contrasted against the bodice. Jackets were most often born by the lower classes of women and they helped give the hips more shape by adding in triangular gores. picture-4

Back then it would have been indecent to go out in just your smock so they would have had to dress with all the layers up to at least the bodice. The cap also known as the coif was made of unbleached linen and was worn both on it’s own and under a hat. The crosscloth was the first thing that went on a woman’s head after she had styled her hair which was done up in a bun toward the back of the head, and afterwards a piece of material known as the coif was pinned on on top. Because of this a female’s hair was almost completely covered barring a small bit at the front. A kerchief is a small square piece of fabric that was either ‘white’ or dyed a specific colour. It was used to stop the back of the woman’s neck burning and to keep her chest warm during the colder month’s.

An apron would be worn and for the most part it would have been plain due to the work common women carried out. Shawls were more common for the poorer family’s rather than a full cloak, the simplest being a small piece of circular fabric worn around the shoulders with nothing to hold it in place. They were typically worn during cooler weather or even when rain struck. The shoes that were worn back then are called latchet shoes and the women’s ones were more narrower than even the common lower class males healed shoe. Knit hose was worn and held up by garters and finished off the ensemble.

Male Fashion

The first thing a male would put on was an undershirt which worked as a barrier against the dirt that caused diseases (which was why women wore underdresses). They would hang around just before the knee area and was generally made of linen. Because it was thought to help protect against disease it would have been washed fairly regularly. A male of a lower class would wear one that had less material and that was a bit more rough than those of a higher social class. There the shirt ended on the wrist it would be pleated to create hand cuffs, however they would fold material that was square in shape into triangles to help create a more defined and manly cuff that looked quite smart. There would have been a small collar that was attached to the shirt. Drawers were worn by men in that era to and had a flap at the front and were worn underneath the undershirt. If the male individual was a soldier then they would have worn a soldier’s coat, and as they were made in quantity they did not have just one colour even amongst the differential areas of the army. One of the most simple uniform styles was simply an all in one garment that had tabs for tucking in, just like ladies clothes. Some even came with pads for the shoulders, it all really depended on how much each soldier could afford. The coats were lined with plenty of buttons that were close with each other and fastened down the front. The buttons were usually round however they were occasionally flat.

If they did not have a army coat then they would wear a doublet instead. This would be worn in cases such as if a male was a band player or from the garrison troop. Occasionally a male would have worn a doublet with a band coat as well. They were of course of higher quality and were made to fit with lining and padding. The cuffs were form fitting with them folded back at times. The collars were incredibly stiff, made out of materials such as canvas or pasteboard. A doublet used to have as littlee as twenty buttons, however they often contained more. They would have had tabs and all in all the full thing would have reached down to around what we now would consider the waist line. There would have been a row of hooks on the bottom of the doublet and these would have corresponded with steel eyes that were sewn onto a piece of linen, and this was called a girdlestead which helped keep a males breaches up.

The style of the breeches depended on where a male lived as if he lived in more rural areas then the breeches would have been more fuller and quite baggy, especially compared to the men in the inner cities. The tended to wear breeches which were more narrow and form fitting. Men also used to attatch small leather bags to the belt of the breeches (once again, it was a very narrow belt).

Men’s shoes of lower class would have been flat instead of heeled as flatter ones were more practical than ones with heels. They were designed to have small little cut outs just below the strap. The shoes were not designed to fit on specific feet unlike now days. They were fastened with leather and string and are now called latchet shoes. Long boots were worn by those who rode around on horses such as officers, dragooners and those in the cavalry. Hose were worn by men also and were often worn turned own to over the top of the the garter which was tied. They used to wear hats everywhere for the most part, including in church, even though men were supposed to keep heads uncovered during services. They also used to put hats back on when coming into contact with any one higher up the social ladder then them. Soldiers used to wear motion helmets in general but they also were caps or bonnets to. The Monmouth cap was knitted and heavily felted and was one of the simplest designs, which was wither rounded in shape or even conical. Montero’s were worn also, and had flaps that were released down to protect against the colder weather. They were typically made of wool. Broad brimmed hats and were made from either wool or leather. When fighting in fields soldiers would have a bag that had a strap that allowed them to carry it across themselves on the back, and this is called a snapsack. A snapsack was used to keep all their personal items in one place so they could carry a bit of food and maybe a couple of spare shirts. stalled two men