Addiction

by Jia1Xin1

This work has not been commented by curators.

Title

Addiction

Headline

One More Level!

Concept author(s)

Jasmine Lang

Concept author year(s) of birth

1997

Concept author(s) contribution

I did the research and composed the piece from found images (photomontage) and vector drawings.

Concept author(s) Country

United States of America

Friendly Competition

Pleasure (2016)

Competition category

Visual communication practice

Competition subcategory

static

Competition field

academic

Competition subfield

student

Subfield description

North Carolina State University

Check out the Pleasure 2016 outlines of Memefest Friendly competition.

Description of idea

Describe your idea and concept of your work in relation to the festival outlines:

This piece was based off of information I gathered from this article:

http://www.newyorker.com/tech/elements/better-research-through-video-games

My idea focused less on the research aspect of games and more on the accomplishment aspect. I wanted to compare the addiction of a person playing games (in this case, the popular rhythm game "osu!") to the addiction of a dog playing the "which cup is hiding the treat" game. Here, they are both addicted to their respective games and want to keep playing for that sweet feeling of accomplishment and rewards. However, the dog gets a treat - a tangible object, something that fills their stomach and tastes good - at the end of every level, whereas the person earns points - intangible and inedible. I wanted to note that humans have more complex pleasures and a different hierarchy of needs (see: Maslow's hierarchy) than other animals.

What kind of communication approach do you use?

Here, I divided the image in half to emphasize the differences between the human and the dog - the complexity of the games, the environment, the intensity. The "one more level!" speech bubble serves to unite the two beings in the sense that pleasure is addicting for both. I also used pathos to gain the audience's attention. Lighthearted humor is created by the spikiness and intense message of the speech bubble and the dichotomy between the human and the dog.

What are in your opinion concrete benefits to the society because of your communication?

Society realizes that humans have a complex hierarchy of needs and understands why humans may turn to video games for those needs. The sense of accomplishment and reward from games may not physically feed someone, but it provides pleasure because it feeds their need for achievement and problem solving.

What did you personally learn from creating your submitted work?

Before this, I had never thought about how much more humans need than other living organisms. I used to think that video games were simply a distraction from the problems of life, but I can now see why they may be beneficial (in terms of satisfying needs).

Why is your work, GOOD communication WORK?

The audience knows that this is a compare and contrast due to the division in the middle and the day-and-night differences between the two. The piece also uses humor, and humor is appealing to many.

Where and how do you intent do implement your work?

I am not sure where to implement this yet.

Did your intervention had an effect on other Media. If yes, describe the effect? (Has other media reported on it- how? Were you able to change other media with your work- how?)

Not yet.

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