Feb 23 2012: Albert, great idea regarding putting a design focus on mental health within homes and public space. For both indoor and outdoor environments, I think the most crucial element for me is lighting. While colours do have an impact, the colour temperature of the lighting fixtures used (warm/cold), how the light is bouncing off walls/ceiling, and how hard/soft or bright/dim the lighting is play an important role in our subconscious perception of our surroundings. Think of the flashing lights in clubs, the cold off-while lighting in office buildings, and the warm candle light in romantic restaurants – all of these projects very different mental states of being: fun, attentive, or relaxing. This also applies at home, as I’ve put an effort in redesigning the lighting in my home office so I could always work in a relaxing yet productive mood – the colour of the room, presence/absence of music etc. are actually secondary. The presence of streetlights also plays an important role in urban design as they give a better sense of security (and in fact research do show that areas with brightly illuminated sidewalks have lower crime rates). Lighting is often neglected or perceived as solely fulfilling ‘functional purposes’ but perhaps we should consider its critical role in social psychology, mental health, and spatial/urban design.
Feb 23 2012: Rune Factory (DS). This is an odd choice but I remember my first impression of the game as something quite inspiring. As someone growing up playing the Zelda series, the fundamental method of 'earning' money in games is often through killing monsters or cutting grass... But Rune Factory brings back the notion of 'farming' (i.e. a form of repetitive labour to earn money in games) to the very core - hard, honest, non-violent/destructive, patient, and productive labour of planting seeds, growing crops, and harvesting to earn a living. And this makes Rune Factory one of the games where I get the most rewarding gaming experience. One of the comments I made after playing this game is that “If all kids (or teens or young adults) play this game as part of their education, they would be so much better in managing their finance since they would understand that money is not something to be taken for granted – it’s not something that appears out of nowhere but earned by someone (parents/gradients/etc.) through work and labour.”
Catherine (PS3). This game is truly for the mature gamers but the story is so intriguing and equally relevant. Some reviewers describe this game as a “coming-of-age” story and I think the gameplay and narrative really resonate with me as someone recently graduating from university and entering society as a ‘real human being’ (somehow I can’t help but agree with the sad and probably unfair mentality that students are not ‘real people’). It is a story about taking responsibility, about facing and overcoming the fragility of human relationships, and about commitments (either to oneself as being true to their hearts or to others as being faithful to their promises). There is no ‘correct’ ending to the story, and I think that’s the beauty of this game since it allows the gamer to discover what it is to be an adult. An eye-opening example of what the future of gaming can do in terms of narrative and gameplay.
Jan 29 2012: The ability to take risks without being paralyzed by the fear for failure or getting hurt. I think as we grow older and with more responsibilities on our shoulders, we often prefer the 'play safe' route. I'm still working on this when learning how to ride a bike!
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A comment on Conversation: How do we optimise our surroundings for a positive subconscious effect?
A comment on Conversation: Which video game has challenged your perspective on the way you live your life and how?
Catherine (PS3). This game is truly for the mature gamers but the story is so intriguing and equally relevant. Some reviewers describe this game as a “coming-of-age” story and I think the gameplay and narrative really resonate with me as someone recently graduating from university and entering society as a ‘real human being’ (somehow I can’t help but agree with the sad and probably unfair mentality that students are not ‘real people’). It is a story about taking responsibility, about facing and overcoming the fragility of human relationships, and about commitments (either to oneself as being true to their hearts or to others as being faithful to their promises). There is no ‘correct’ ending to the story, and I think that’s the beauty of this game since it allows the gamer to discover what it is to be an adult. An eye-opening example of what the future of gaming can do in terms of narrative and gameplay.
A comment on Conversation: If you could learn 1 thing from a child what would it be ?