Technology’s extension of the human experience.

Video game medias aim to offer a surreal human experience through realistic game graphics and sound effects. Synchronising the audio-visual elements although proves to be extremely difficult due to the autonomous nature of the user whom is playing it.

Video game technologies have boundaries for human experience as McLuhan’s (2016) second law states – that whilst media extends the human experience they make other experiences obsolete. In Halo (Abraham 2011) the music does not always synchronise with human interaction especially in the example of Cody Millers exceptional feat of completing the game in record time in 2005. Faster than the music could keep up with. In this example, the extension Halo offers is the freedom for the individual to move around in the game environment and the ability to experience warfare in multiple ways but it makes the music and sound effects obsolete. Music tells linear stories and video games are non-linear therefore they do not complement each other. A critical understanding of the allowances of interactive medias is vital for users to reshape their preconceived notions of what traditional linear music entails.

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(Source: Halo – Official Site)

McLuhan’s (2016) third law states that technologies upon their initial conception are unnatural and foreign to users.  They then become integrated as a central part of human life and can also become an essential part of their experience. The sound effects in Halo are unreal, synthesized and musical with a tonality, timbre and rhythm (Abraham 2011). Users accept this although for those whom are digitally literate within society accept this as a part of video games.

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(Source: ADG Creative)

McLuhan’s (Islas 2016) fourth law constitutes that medias after their proliferation need to have a “cooling down” period which is essential as to not lose a sense of reality within the game. It can perhaps not be applied to the example of Halo as it’s a niche fan base but rather to that of social media applications on smart phones. Korpijaacko (2015) explores how users are becoming overly attached to their social media avatar online. As a result, they become disinterested in their current physical social setting and rather absorbed in that of the identity they have curated online. Many criticisms and studies have issued warnings about the addictive elements of social media applications in attempt to reverse the trend. For what was initially viewed in accordance to McLuhan’s third law social media was as an effective way to socialise and extend oneself beyond the immediate world into a virtual sphere but rather has resulted in a detached society.

The ability for users to interact with medias is an extension of their identity and critical understanding of their allowances and limitations must be employed.

 

Korpijaako, M. L. 2015, Cracking Facebook: The Importance of Understanding Technology Based Communication, McGill Universeity, Canada, Sense Publications.

Abraham, B. 2011, ‘Halo and Music’, in Cuddy, L (ed.), Halo and Philosophy, Open Court Publishing, Chicago.

Islas, O. 2016, ‘Understanding Media: The Extension of Man (1964), The foundations of Marhsal McLuhan’s Tetrad’, Explorations in Media Ecology, Vol. 15, No. 1, Universidad de los Hemisferios, Intellect Ltd Article, pp. 81-91.

Halo – Official Site. ‘Halo 5: Forge’, viewed 3 September 2017, <https://www.halowaypoint.com/en-au/games/halo-5-forge&gt;

Ludka, A. 2016, ‘Mindfullness vs. VR: Can There be Only one?’, Brain Juice, viewed 3 September 2017, <http://adgcreative.net/blog/2016/mindfulness-vs-virtual-reality/&gt;

 

 

 

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