Thursday, 21 May 2015

Video Games and Cultural Change


Do Video Games have the potential to bring about important cultural change?


This is what i will be basing my essay around, I decided to approach artistic games. After a talk with Sharon I'll be taking it in the direction of how games are used as experimentation.
Previous games have set a mould, similar to how renaissance art set the mould for paintings. After a certain amount of time, things come along to break/disrupt those moulds. Avant Garde movements did just this, I believe games have begun to do this already, games like Dear Esther is technically an FPS but it plays on a different mechanic. The game bases around exploration in a beautifully done environment with a hint of a story.

To begin with I want to compare games to another type of media that has already progressed further within itself than games has. Games are still fairly young. The Atari game system came out in 1980, you could say games are, therefore, only 25 years old, compared to films this is very young. There is a lot of potential for video games. With the advances in film, we are sure to see vast progression within the video game industry. It's already progressing at lightening speeds with Virtual Reality being a real consumer product.


The two main topics I will be covering are:
Unique styles of playing, disruptive game-play. How a game can break the norm and make you play in a different way?
The second topic will be games as works of art, how something is seen as aesthetically pleasing or having a certain beautiful quality to it. 

Cubism is an early 20th century avant-garde art movement that revolutionized European painting and sculpture. Pablo Picasso and George Braque are two of the movements pioneers. They produced work such as the 'Violin and Candlestick' which challenged conventional methods of painting.
In Cubism objects are broken up and reassembled in an abstracted form. Instead of one viewpoint being represented the object is broken up from many perspectives and portrayed as though the human eye would see it. We are at this stage in games now, games that challenge the conventional model are beginning to be released. A game that portrays this idea of challenging convention is 'Fez'. Fez is a game in which you have a game world and various levels on a 2D platform but in a 3D space. You twist and turn the map to change the perspective thus allowing you to progress.
Another game that is unconventional is Dear Esther. As well as playing it myself I had an impartial 3rd party play it and tell me what she thought during game play. Usually within a game you'll be told what to do or where to go, generally just how to progress throughout the game itself. I'll begin with their experience and then compare the two experiences. The first thing I asked was if it was easy to find out where you need to go because there is nothing to guide you. She struggled finding where you need to walk which immediately suggests it won't be your typical game, there is also no HUD suggesting objectives. Within the first 10 minutes the subject had already become slightly irritated by the lack of instructions directing her through the game world.
The game itself is mesmerizing. After simply watching someone else play it the story-line was mind-blowing. An example is when you come down onto the beach before you go into a cave, the narrator talks about someones rib cage, then down on the beach you come across the remains of a hull which looks like a rib cage. Whilst exploring the caverns you come across this opening where he's talking about being lucid and ascending upwards at the same time the opening is glowing and when you look up you see a small white light. He also goes on to talk about how he feels like hes adventuring through his own body as you're walking through a cave system that could resemble the insides of a human.
Dear Esther is a very unconventional game. When talking about cultural change, feeling come under that. How something makes people feel and therefore whether or not its likely to influence someone. As I was playing it it opening my eyes slightly, I could feel something from playing it. An interesting article I came across was based around the 'Bambi Effect', after the film Bambi was released, hunting decreased slightly. Media can be extremely powerful when presented in the correct way, and the correct way is connecting to someones humanity.

A media that has already affected us as a society is film. When you watch a film, you can't help but attach some meaning to it through your own experiences or may what you wish to have as an experience later in life. Take a romantic film, depending on the type of viewer you are, you may wish to have those experiences within your own life.
The TV series Cathy Come Home depicts the story of a woman and her husband that have fallen upon hard times. The show was so convincing as it was the first program showing this subject matter that the actress had people come up to her in the street and press money into her hand believing she was actually homeless. It really brought to light the impact of poverty.
Another show which has a similar effect is Eastenders, it has been known that when characters die in the show, fans send in flowers and cards grieving the death of the character because they've become so attached to them. To me this seems alien that one could become so attached and immersed in something they see on television but it goes to show, the media can have a huge effect on people.

Films have also been a source of knowledge in many cases. You can use films as research and ways of learning. A film like Schindler's list would be a good example. Many people know about the holocaust but this film showed you how gruesome it could be. 

"Now, the sense of immersion isn’t new to Lost. Anybody that’s tried the Rift knows the feeling, but the use of credits and music played off my preconceived notions of what I was watching. My brain triggered off them, informing me it was a movie, and then that movie seemed to spill out across my entire field of view. The imagery, while not photorealistic, took advantage of being animated to overcome many of the resolution problems that can plague other VR demos."

This is taken from an article published on theverge.com, it's a guy talking about his experience watching a demo film by Oculus. This is clearly a very exciting technology. It really made him feel something as he was watching it. He goes on to say that whilst being aware that it was VR, it didn't 'feel' that way. It was totally absorbing and quite tense in parts. This is the effect of immersion, which is why its so powerful, on top of television which is already immersing, this is the key to taking it a step further. 
When talking about television, another subject that went against the norm was the documentaries. The idea of portraying non-fiction material was powerful and questioned when it first came about. Something similar will happen with games, something will be released that is questioned as it'll be on ethical borders
I wrote about VR in a previous essay and in that I talk about how VR will be the future as is suggested by so many critics and futurists. VR will change how we connect with games and ultimately how we perceive them as a society.

Games can be used as methods of experimenting artistic styles as well as mechanics. I feel that these games are particularly important as they help push the boundaries of finding out what consumers want. A game that always comes to mind as a very artistic game is Journey. I've spoken about this game before as its one of my personal favourites. An aesthetic quality to a game is extremely important in most cases, you're more likely to pick up a game in the first place if it pleases you to look at.


"the art style is the deciding component that has the power to “make or break” a video game.  In other words, it becomes the dynamic that creates an unmatched, immersive, and beautiful experience." 

When visuals are talked about, it's not just whichever game is the most realistic or the most impressive graphically, it's which games are aesthetically pleasing, so particular styles that are well designed. The Prince of Persia game from 2008 was a particularly pretty game to me. I found the style, whilst not graphically impressive, pretty. 
Another game that experiments with a 'new' style is a game called Fortune Winds: Ancient Trader. The whole game is laid out in an oriental style.


I believe games that use styles such as this are educational to a certain capacity. They subconsciously show us the style in which old works from China would've been created, you learn something just through playing the game. I think this can be the head of disruptive game play, something that changes beliefs on what a game is without you fully realising. 
Art in video games will always continue to change as the ways we produce art are always changing, for example recently digital painting was used as a method to produce artwork for games as well as 3D modelling. With rate of technology there will be new methods introduced that break those norms too. Linking back to cubism I believe that we will see something similar with games. So whilst you're playing a game and moving your head around the environment changes based on what you'd be seeing in real life. The HUD would adapt based on what you were looking at making it a much more natural process than having a fixed HUD that stays the same throughout the game. The environment itself could change based on your own environment, so take the Google Glasses for example, they're a HUD on what you can actually see already, I could  see a game taking your environment and changing itself to where you are and whats around you. It's all conjecture at this point but its based on things that have already happened in other medias. Film used to be shot on reels and now you can carry one around in the palm of your hand. 

"As computers move toward the creation of virtual 3d worlds that are free of the monitor so will game makers become free of them. There will come a time that game makers actually see three dimensional models of their games as they make them."

All media seems to work together in a strange way, for each advance in one field it propels another field further forward and so on. Technology works with and adapts to any media which is why games still have so much potential to influence our society. For the moment I see things such as iRobot/Total Recall's future predictions being likely. Subtle adaptations to the way we live.

Games do have a huge impact on us as a society because of their far reach to all ages, games are played by all ages now meaning the market is huge and the way we perceive things within game worlds is always changing. I use films as an example for these as films are an old media. The way games are currently exploding it's not too far-fetched to think of games having a similar impact, if not an even greater one. Games are far more interactive than films and therefore have a greater potential to affect us as a species.

Tuesday, 12 May 2015

Essay Planning

What makes a game artistic?
When does a game stop being a pastime and become a work of art?
What does artistic mean when its used to describe a video game? (aesthetically, emotionally etc?)


I plan to base my essay around artistic games. Games that're created with the specific goal of portraying a beautiful art style or perhaps inadvertently are seen as purely artistic games. I also want to talk about games that have unique styles of playing, something that breaks the mould of an RPG/RTS/FPS etc. I would also consider a game artistic if it experiments with how you play it.

Video games also inspire artwork, UDC (User developed content).

I strongly believe that games are works of art. Knowing exactly how they're made the pipeline of work that creates the end result, I can say teams of people making a video game are creating art.

Games creating emotions within players, making them feel something. They're works of art and should invoke feelings.

It's been established that video games are a work of art but in this essay I want to explore why they are. What elements make a video game  a work of art. Comparing a video game to a painting or a piece of music, that can make someone feel something, art isnt just about how something looks its about how it can make you feel. That's what I want to explore a little more within this, which games make the player become attached to characters and how they do so.
Also with the artwork, what do we find aesthetically pleasing, is it personal taste or is there something to it. The way a game can flow as it's something interactive rather than static like a painting. Yes games have an objective and art should just exist to exist, but games have elements of that.

~ Bibliography ~

http://www.legendo.com/fortune-winds-ancient-trader/

http://en.wikipedia.org/wiki/El_Shaddai:_Ascension_of_the_Metatron

http://www.okami-game.com/

http://teamico.wikia.com/wiki/Shadow_of_the_Colossus

http://en.wikipedia.org/wiki/Prince_of_Persia_(2008_video_game)

^ Links to games with beautiful styles.

http://uk.ign.com/articles/2007/07/31/top-10-tuesday-games-as-art

http://en.wikipedia.org/wiki/Video_games_as_an_art_form

http://www.gamingdebugged.com/2013/10/18/10-great-video-games-with-unique-graphic-styles/

http://www.smithsonianmag.com/arts-culture/the-art-of-video-games-101131359/?no-ist

http://www.nbcnews.com/id/4038606/ns/technology_and_science-games/t/bringing-emotions-video-games/

http://othello.alma.edu/~diels/alex/Site/Introduction.html


Saturday, 9 May 2015

Political Games

An exercise put forward to us was to pick a game and talk about how it could be political, including the objective, the gameplay itself, rules it has to abide by and the situations the games put you through.
I decided to choose a couple of games and compare and contrast them. Firstly, Grand Theft Auto. If you've played this game you'll know it has quite a large political influence within it, not directly but it is there in the form of billboards, radio broadcasts and television shows. It's put there to be satirical, not as a serious political broadcast.
The gameplay itself can be quite unpleasant at times. One of the situations where this comes across is during a torture scene which you have to under go. Now GTA is not known for being a family friendly game, being freely able to gun down innocent civilians for no particular reason. But this torture scene is different. You can see the mans expression as you torture him, it's not quick. He begs and pleads for his life, its a very unpleasant experience to go through.


Mirrors Edge is a game I did not realise was political at first. It's to do, loosely, with the idea of free thinkers trying to rebel against 'the system'. Free running across roof tops to convey messages that will assist in making people 'aware' of the system. 
You're also put into situations where you may need to fight/defend yourself. You can choose not to kill or maneuver the enemies completely. I feel like this is quite an important message, the game is saying there are peaceful ways to force change.


Both these games promote 'rebellion' of some kind but in hugely different capacities. GTA takes a very head on and critical approach. Almost saying that its hopeless to try and its simply easier to sit back and make fun of the current system. Whereas I believe Mirrors Edge conveys a totally different message which is that although the odds may be against someone trying to enforce change, it can still happen in a non violent way. 

Wednesday, 22 April 2015

BA6 - Education in Video Games

The two games I'm choosing to compare is Minecraft and I Love Maths!

Minecraft is a game known by everyone, it's essentially digital Lego. The game provides a space in which you can either be creative with unlimited resources or take part in a survival setting in which you have to gather resources, avoid monsters and level yourself.

Minecraft has already been implemented into an educational setting; MinecraftEdu.

''MinecraftEdu is a school-ready remix of the original smash hit game Minecraft, played by over 30 million people worldwide. We provide discounted Minecraft licenses to educational institutions, a custom edition of the game with features designed especially for classroom use, and a hosting service to let users connect and play together.''

Minecraft can beneficial in many ways that are relevant to the development of children. Having played the game myself I am in full agreement with some of the suggestions put forward by the official Minecraft Wikipedia page.
Reading - Whilst there are many games out there created to progress a childs reading capability, Minecraft can do it almost subconsciously through the use of inventory items and crafting. The game mode in which you have to survive incorporates many situations in which you need to learn which items can be mixed in order to create something more useful. For example, in order to make tools in the game you have to know which components would make, say, an axe. Without knowing you'd have to look it up and then read the descriptions of various materials to figure out which go together.
This would be both reading and social skills, by setting up private servers within schools, you'd allow children to play with one another, socialising and discussing which materials might be best to build a house.
Mathematics - Within your inventory you can only have items stack up to 64, before they begin making a new stack. This will encourage children to know if they have enough room and for example, work out how many more blocks of gravel they can dig up before their inventory is full.
Crafting certain items, to create a bookshelf, you need 3 books. To create a book you'd need 3 pieces of paper and 1 leather. To create paper you need to collect 3 sugar cane. 3x3 sugar cane = 9 pieces of paper, thus enough for 3 books. 3x leather = 3 leather. So 27 pieces of sugar cane + 3 leather = one bookshelf.

All of this would be happening naturally, because it's a game they'd be enjoying themselves whilst learning. This is how all educational games should be, something that children want to sit down with and become involved in. Minecraft creates an experience for children, rather than forcing a maths lesson into them with bright shapes.


An educational game I used to play is DK's, I Love Maths! It was a game in which you're presented with various puzzles relating to maths which you have to solve allowing you to progress through the game. One level I can remember is you have to fix the plumbing in Atlantis, you have various sizes of pipes relating to fractions, each time you solved one pipe puzzle you'd be given another, slightly harder, one.
This did work as an educational game but it still always felt like an overlay on a maths lesson, rather than being an actual video game that subconsciously teaches you something.

Thursday, 19 February 2015

BA5 - Advances in AR (Augmented Reality)

Can Virtual Reality Really be the Next Step,
or is it Simply a Novelty?



"The promise of virtual reality has always been enormous. Put on these goggles, go nowhere, and be transported anywhere. It’s the same escapism peddled by drugs, alcohol, sex, and art — throw off the shackles of the mundane through a metaphysical transportation to an altered state. Born of technology, virtual reality at its core is an organic experience. Yes, it’s man meets machine, but what happens is strictly within the mind." - Matthew Schnipper

Virtual reality is becoming more and more of a reality for more of us. It's already open to the public in the form of the Oculus Rift Development Kit. This is a piece of kit developers can buy for a mere $350, which, when you think about it, is quite a low price considering the package you're receiving.

Why is virtual reality being funded so heavily? What is it about VR that makes us all want it so badly? I believe there are several reasons behind it, although possibly not what is expected. Video games are a large motivator behind it, people want to play in virtual space driving a car or shooting someone on the front lines, it's just a fact, gamers would find it cool. However, whether this will become the new way to play video games, I'm not so sure. I created a survey to ask a few basic questions about Virtual Reality and the answers surprised me, most people would want to try one, also that it would take off in games as well as other sectors, most would play their favourite game and entertain the idea of VR, however the answer that shocked me most was that the majority thought that VR would overtake the traditional way of playing games. Maybe it's simply because I can't envision people playing their favourite Call of Duty for hours on end in a VR environment. I think the problem with VR in games is that gaming is designed around minimal effort, take someone playing a game like League of Legends, without looking at the screen and simply observing the actions of the player, besides a few finger movements on the mouse and keyboard, they're doing nothing, whereas on the screen, it's hectic. Minimal input and maximum output is what a lot of video games today are based around. The Oculus Rift, Smart Glass etc threaten that and I don't know if the gaming audience would take to the extra effort. Admittedly it isn't much but comfort plays a big part in video games, a lot of people will want to stay in their own ways of playing video games as they've gotten comfortable with the routine. You'd argue that they had to get into that routine at some point but it would've been because it was a new thing to do, it wouldn't have replaced anything because video games are relatively new. VR would be introducing a new form of gaming, not a new form of entertainment, therefore I don't think they'd be a satisfactory replacement.
An answer on my survey to the question relating to whether or not VR will take off, gives an accurate answer, 'Yes, but it will require dedicated content, ported games won't be able to provide the right experience due to problems deriving from controls, optimization and game design related problems.' I think this sums it up very well, as video games stand today I cannot see it taking over, the VR market will need it's only specialised array of games based on unique content.

It's an unfortunate, but necessary, side to it all, but I believe money is a big motivator behind it. Some of these companies will be throwing money at it and buying out various rights so they can make money off them at a later date. So when VR does become mass market, there will be a lot to be made from those people buying some VR device for their daily lives.

"Sources say Google is leading what could be a $500 million funding round for the Florida-based company; Andreessen Horowitz may be one of the other investors in the consortium. Magic Leap already announced $50 million in funding earlier this year."

The article then goes on to talk about Facebook's acquisition of Oculus Rift for an eye watering $2 billion dollars.

I conducted a survey in which I ask participants several questions based upon their opinions of virtual reality and where they might think it'll go. I go some solid results with some definite trends.




This one did surprise me, personally I don't see it but it's quite likely when you consider how games are moving forward. It also comes down to the people I'm asking, those who are heavily into video games and how they work would be more excited for the change or at least the idea of it, whether or not they'd choose VR over the traditional way of gaming is yet to be seen.




Once again for this one it comes down to the generation and the people I'm asking. I think in 20 years 100% would be Yes. 



This was a fairly predictable question, it shows that people know what it is and what it can do. When explained to people it's a very appealing idea, being able to move around in your own virtual space.


I feel this was also a fairly obvious question, but it's clear that this isn't a stunted technology. Virtual Reality will take off and be the next thing. I think this is why so much money is thrown at it, it's an amazing idea when you consider it's uses and how it's already been implemented into a professional environment.


This was one I really wanted an answer for, and it certainly gave mixed results. I think because it's such an advanced piece of kit at the moment, and quite rare, it hasn't been seen in the public eye, there hasn't been many examples of it being used in a day to day environment so it's hard to picture it.


This was a very clear cut question, it may have something to do with the people I asked, mostly being game students, but it definitely shows a trend that people do want this and it's something to look forward to.

There are many advantages to virtual reality. As well as it having the potential to revolutionise the way we spend our leisure time, playing video games or maybe watching films, it could also become extremely beneficial when used in training situations, in the fields of medicine, architecture or counselling for example. Doctors in training could be put through simulations in which you have to perform incredibly delicate surgery but in a totally safe environment. They would be allowed to make mistakes and learn as they go, with no risk to any patient. In the field of architecture it could be used to create buildings on building sites in a virtual space that allows developers to walk around the site and examine the building from certain angles in both a safe and cost effective environment. Also, a less desirable use, but in the military, it could be used to training purposes, generating various scenarios that may happen in a virtual space where, once again, it's totally safe.
Something that I think will be a large part of VR is the fitness side, people using it to get into shape, as the idea of incorporating some form of helpful program or maybe even game based system would be a very good motivator. Although whether or not this would be taken down the way of a full headset such as the Oculus Rift or the Google Glass is uncertain. Personally I believe it'll be both, smart glass for those already into fitness or want something sleeker, as it can be incorporated far more easily if you're already active. The full headset would be for people wanting to start, so you could pull up programs and exact instructions etc, being as helpful as possible.

Virtual Reality will generally make life easier as a whole I think, especially when it becomes integrated, my generation has been brought up with it and the generations above me are learning things about it everyday, it won't be too much longer before technology in our lives is even more so the norm than it already is. Whether or not this is a good thing, however, is what remains to be seen.



For all the advantages I think there is one major disadvantage to Virtual Reality and that is addiction. People get addicted to all manner of things, when Virtual Reality is in everyones day to day life for, lets say a mere £100, you'll get people who want to spend more time in a virtual world that they might be able to create for themselves than their real life. VR junkies will come around, those spending more time in their virtual worlds and not taking care of themselves because of how isolated/encapsulated someone could become within augmented reality.
It's a well known truth that people get addicted to video games, it happens all the time, stories of boys spending 15 hours straight on video games and emerging to eat, sleep and use the bathroom. I found a tragic story of an Xbox addict, ages 20, who died after having a blot clot for for sitting motionless for up to 12 hours a day, which eventually ruptured and killed him. It's incredibly sad but the truth, it happens, admittedly it's not common but it shouldn't happen at all. Which is why when VR hits the mass market I worry that this could happen more as games will become even more immersive.
With VR this will only get worse, imagine being given the opportunity, in 5-10 years, to be able to disappear into a virtual world that is yours. Take something like Second Life, being able to play that from a first person perspective will be incredibly enticing to people who already play the game.
It's also an incredibly isolated experience, even more so than games already are, you're literally creating your own world to be inside with a closed off headset.

"We are deploying powerful technology drugs to our young people and expecting that they will have no untoward impact on them or the world," he concludes, "even as data stream in telling us that these technology drugs are toxic - even in their current, relatively weak form."

A game exists called 'Second Life', in which you create, quite literally, a second life for yourself. I found an article talking about one particular woman who has become a millionaire through just the game and the virtual life she's created. Ailin Graef created an online persona called Anshe Chung who, over the space of two years and a half, became a real life millionaire through Second Life. Within the game in her time she created shopping chains, supermarkets and even invests in an in game stock exchange, combining all these she believes her total value to exceed one million dollars.


"Anshe Chung’s achievement is all the more remarkable because the fortune was developed over a period of two and a half years from an initial investment of $9.95 for a Second Life account by Anshe’s creator, Ailin Graef. Anshe/Ailin achieved her fortune by beginning with small scale purchases of virtual real estate which she then subdivided and developed with landscaping and themed architectural builds for rental and resale. Her operations have since grown to include the development and sale of properties for large scale real world corporations, and have led to a real life “spin off” corporation called Anshe Chung Studios, which develops immersive 3D environments for applications ranging from education to business conferencing and product prototyping."

According to this website, this woman isn't the first person to make real money off this game. Then again the same goes for other games in some ways, an old gambling host on the MMO Runescape used to make in excess of $3,000 a month, but that's another story.


Something similar to this would happen with the release of VR for the mass consumer, it'd begin with single person usage as video games did in the early days, then eventually we'll have virtual environments where you can mingle with other people using a VR headset in games like MMO's where people will begin to generate currency. Basically everything that's happen with video games in the past 10 years, I believe that we'll see something very similar with VR as it can be applied to such a wide variety of activities.

Virtual Reality is around to stay I believe, however we're still in the clumsy toddler stage, in the future it'll be more streamlined and integrated into our daily lives, similar to what Google has done with their smart glasses. A heads up display, for now, is far more appealing and likely to be taken forward.




Bibliography

- http://www.theverge.com/a/virtual-reality/intro
Matthew Schnipper

- http://www.vrs.org.uk/virtual-reality-healthcare/advantages.html
Writer N/A

- http://www.dailymail.co.uk/news/article-2020462/Xbox-addict-20-killed-blood-clot-12-hour-gaming-sessions.html
Rebecca Twomey 30th July 2011

- http://www.forbes.com/sites/stevenkotler/2014/01/15/legal-heroin-is-virtual-reality-our-next-hard-drug/
Steven Kotler 1/15/2014 @ 8:41AM

- http://www.businessweek.com/the_thread/techbeat/archives/2006/11/second_lifes_fi.html
Rob Hof on November 26, 2006


- http://www.bbc.co.uk/news/blogs-echochambers-27264418



Images

http://www.readpt.com/2014/01/the-failing-of-an-industry/


http://www.gameogre.com/reviewdirectory/reviews/Second_Life.php


Survey by SurveyMonkey

Monday, 2 February 2015

Research

In my essay I plan to talk about how technology evolving has had an impact on the games industry. Mainly how it’s pushed the limits of how realistic we can make virtual worlds. Also how we can become more and more immersed in said worlds through the use of virtual reality, like the Oculus Rift.
I want to compare the differences in games from different generations, also show some form of line chart that shows the progression over time as games were the same for several years and then began rapidly climbing and have been at a consistent pace for years. There would be a direct correlation between the power of the modern day computer and the graphics we see in game engines today.

I’d also like to cover why people want this so much. What is it about virtual reality that entices researchers and investors

~ Mental Notes/Links ~

Virtual reality in fitness, the way it can change how we exercise. Smart glass

http://www.psfk.com/2015/02/glassfit-oculus-rift-virtual-reality-exercise-fitness.html

http://news.bbc.co.uk/1/hi/technology/4137782.stm

Creat your own 'second life' within the game. Stories on woman making real money, explore into VR

http://secondlife.com/

http://www.businessweek.com/the_thread/techbeat/archives/2006/11/second_lifes_fi.html

Realistic VR

http://www.magicleap.com/#/team

Disadvantages

http://www.bbc.co.uk/news/blogs-echochambers-27264418

https://sites.google.com/site/virtuallivingproject/why

Various advantages

http://www.vrs.org.uk/virtual-reality-healthcare/advantages.html

http://www.skills2learn.com/virtual-reality-benefits.html

Thursday, 27 November 2014

Bibliography

http://en.wikipedia.org/wiki/Fictional_universe

http://en.wikipedia.org/wiki/Maze

http://en.wikipedia.org/wiki/Adrian_Fisher

http://mazemaker.co.uk/

http://amazeingart.com/maze-faqs/draw-mazes.html

http://www.lessons4living.com/labyrinth.htm

http://sinisterdesign.net/using-details-to-craft-a-coherent-game-world/ - July 27th, 2011