Sunday, March 28, 2010

the revised abstract.

hi team,
below is the new abstract. i left it pretty much how we had it in the meeting, except, i got an email from Caroline suggesting a few changes, so i tried to work those in aswell. (so that should explain the seemingly random additions of words like 'developed world'.
so i changed a little bit to make it fit better with her suggestions.

i'm pleased with it though, it reads better now,
and joel, you'll be pleased to discover one of caroline's suggestions meant that 'free market economic' bit in the middle got simplified to quite a degree.

MATT, i added a sentence to yours to give it some context, also, i've put some words in italics i think you could do without, they don't seem entirely necessary.

let me know what you think. cheers.

“[Visual Communication] is one of the most persuasive forces on earth... People who create [it] wield a great deal of power… Along with this power comes the moral responsibility to examine it." (Edwards, 2005).

Critical observers such as Alain De Botton (2001), De Graaf et. al (2001), Hamilton & Dennis (2005) argue that traits such as apathy, complacency, narcissism, nihilism and willful ignorance have become common place in contemporary societies. Moreover, they suggest that these traits perpetuate the dominant paradigm of consumerism in developed and developing countries. Consumerism is, in their view, a flawed system, rife with environmental, humanitarian, moral and ecological issues.

This research project will focus on how visual communication can influence a positive change in human consciousness. It will explore whether promoting alternative values like empathy, critical thought and holistic thinking can cause a resultant shift in dominant culture.

The following points outline individual responses to this topic:

Firstly, Joel intends to investigate how games can be used to influence and inform social attitudes instead of teaching “primal skills that are becoming increasingly irrelevant to social development" (Koster, 2005). Joel's gameplay designs will be influenced by Kohlberg’s (1970) theories and observations of social development.

Secondly, Leon will examine how visual communication can be used to encourage ‘empathic altruism’ (Post et al., 2002). in place of narcissism. Furthermore, he will attempt to illustrate the effect this should have on individuals’ consumption habits.

Finally, Matt intends to investigate how visual narrative can be used to inspire shifts in the human psyche and instil longevity in ones sense of accountability and resolve. The context for his narrative will be informed by studying historical precedents that share similar themes. For example, Spirited Away by Hayao Miyazak (2001).

In summary, Ghandhi (1936) once said that you "must be the change you see in the world". But, as visual communicators, we have a responsibility to do even more. If we intend to change a system rife with ecological and humanitarian issues, we have to propagate—and be the catalyst for—the change we want to see in the world.



so yeah, matt, the bits in italics: delete or no?

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