Bad Apple Update

So far our group has completed the layout of our virtual space. The user will first enter through a narrow hallway lined with pictures depicting the production process of an iphone and the aftermath of when it is thrown out. Next the user will walk through another narrow hallway to a simple recreation of a dorm at an Apple Foxconn plant. This will demonstrate the cramped space employees live in, with often eight workers to a room. The user will also be able to look out a barred window at the suicide nets located below. Then the user will enter the main space whose center piece is a statue of a person holding an iphone in front of a giant wall with Foxconn stats of workers hours and pay on it. The other side of the wall features a contrasting view on Foxconn and states in the context of national stats, Foxconn is not as bad as the media portrays it. This installation will give the user two contrasting views on the issue. This main space will also feature videos on e-waste such as a 60 minutes exploration into e-waste exported to China and a Nightline investigation inside a Foxconn factory. This space will also feature an Apple computer which, when clicked on, will open Nick’s minigames in a browser. His games are coming along nicely and Nick has been working out bugs and making the games fully playable.

We still need to start detailing the interior areas and picking out which pictures we would like to use. One challenge we have is boiling down the concepts to make them simple enough to understand. For instance we would like to visually represent how holding on to obsolete products is a waste because old technology rapidly decreases in value as time goes by. We want to tell the user it is better to stretch out a products lifespan as long as possible or find a trustable electronic recycling center to dispose of their electronics but it is a challenge to show the user this rather than just telling them. Another challenge is conveying stats to the user. We do not want to overload the user with information but we have lots of good Foxconn and e-waste stats we want the user to comprehend.

-Adam

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3 thoughts on “Bad Apple Update

  1. I like how you’ve incorporated a mixture of text-based information and visuals that both work with each other. Reading about a safety net below a window doesn’t have the same effect as actually looking out a window and seeing one. This space will also allow the same message to be received by a wide range of players that absorb information in different ways. Some people are more visual while others are more conceptual and the fact that you provide both text and have created a virtual space will allow players to experience the space in their own unique way.

    Appealing to a larger demographic of gamers will ultimately allow you to spread your message to a larger group of people. Also the fact that you are including Nick’s satyrical minigames provides yet another avenue for players to learn about the issues regarding worker’s rights. I applaud your integration of several different stimuli in a single virtual space.

  2. Your game seems to be coming along really nicely. I think the amount of detail you are putting in to the main room will definitely pay off in the end, as I think the player will find it very powerful. I think it is interesting that you are providing statistics that show the terrible aspects of Foxconn as well as ones that prove that they are not the worst company relative to others worldwide. This may convolute your message but I think it is nice that you are providing balance. But is this information about how the media exaggerates the negative aspects of Foxconn coming from Foxconn themselves? Where are you getting this information? Additionally, I am worried about the contrast between your main room and your satirical mini games. Your main room which illustrates the crammed quarters, the barred window with the suicide nets, the information about workers’ hours and pay, and e-waste video seems almost eerie, which makes for a strange transition in to the funny mini games. I actually really liked the mini game shown during your presentation and I understand Nick’s stance on the power of satire, and I agree, but I think you need to make sure the way the two are combined is done tastefully, or else I think the player may find it very jarring. I know that your group is not afraid of offending people, which is OK, but I think for the purpose of the class that you need to be really careful.

  3. I really like this concept and I like the idea of a main room that leads to separate areas of gameplay. In the same vein as the previous comments, I think that the switch between serious and satire might be a little jarring and might muddle the message of the game a little bit, but I also think that it could be quite powerful if done right. I’m looking forward to seeing the final product! The commentary seems spot on and researched well. Keep at it!

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