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Welcome back to school and to our third creative issue! We hope everyone had a good time over break, but now... it's time to get back on the grind and start a new semester. With the new semester, this sets the start of the physical prepping of our exhibition! The date has been set, the place has been set, everyone is working extra hard to bring this exhibition to life.

While we wait for our exhibition, we hope this issue will help ease the anticipation. Not only that, this back-to-school issue may help you integrate your way to uni life while getting to know the people behind Archivia!

So, sit back, grab your pens and papers as class is in session!

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Published by UBD Spectrum, 2026-01-12 00:53:33

The Creative Issue Vol. 19 (Jan/Feb)

Welcome back to school and to our third creative issue! We hope everyone had a good time over break, but now... it's time to get back on the grind and start a new semester. With the new semester, this sets the start of the physical prepping of our exhibition! The date has been set, the place has been set, everyone is working extra hard to bring this exhibition to life.

While we wait for our exhibition, we hope this issue will help ease the anticipation. Not only that, this back-to-school issue may help you integrate your way to uni life while getting to know the people behind Archivia!

So, sit back, grab your pens and papers as class is in session!

ArchiviaCreative Issue #19


Credits ;Cover page:DReasbi (Front), Zafirah (Back)igners:Farah, Zafirah, Wanyeng, Shan, Sol,Rabi and AqilahARmesaearchers and Writers:l, Najla, NajiihahInterviewers: Aiman, Himry and EsyaPPhroootofreaders: Alya and Yangraphers:Danish and Aaliyah Hafli


4Designed by AqilahWritten by Amal and Najla


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7“Stop letting your kids play games—itmakes them violent!”“No wonder you’re lazy—you waste yourwhole day playing games!”BZZT!That is where most of them got it wrong, andscience has debunked that but let's get toexploring why some people believe in thoseviews.IF VIDEO GAME IS AMISUNDERSTOOD CHARACTERBias perception when it comes to video games istruly astounding that it ends up as a way togeneralise the whole gaming community in anegative light—what should be a hobby just like anyother hobby, painted in a way that could possiblydamage an individual’s character.The most unfortunate common misconception whenit comes to video games being“violent gamescontribute to aggressive behaviour in real life”and“video game is a waste of time you should get a jobinstead.” Such a view held particularly by the oldergenerations and non-gamers in which this stemsfrom comparing“productive” traditional hobbies tovideo games where they only see gamers… sittingon a gaming chair and facing their monitors forhours (only coming out of their“cave” in the dead ofnight to rummage the refrigerator for food).Designed by SolWritten by NajiihahSome would say that gaming is a sort of copingmechanism to avoid real-world responsibilitiesand challenges, potentially leading to socialisolation or academic/professional decline. Theystuck on gamers'stereotypes like they are“lazy,”“childish,” “unambitious,”or“without a life,”whichfuels the perception that the activity itself is a lowvalue pursuit.Then when they say that video games causeaggressive behavior or violence, it all goes downto psychological mechanisms, role of individualand social factors, and societal and publicconcerns. Researchers utilize the GeneralAggression Model (GAM) to explain why videogames might influence behavior wherein videogames enable active learning and rewards fromits interactive features. Players are often directlyrewarded (e.g. earning points or advancing) forvirtual violent acts, which can reinforceaggressive thinking. Researchers also believe thatrepeated exposure to violent content may lead tohabituation, where natural physiological andemotional reactions to violence (like fear ordiscomfort) decrease over time. Children withhigh levels of neuroticism (prone to anger),disagreeableness, and low conscientiousness aremore likely to exhibit aggressive thoughts afterplaying. Moreover, casual observers oftenconflate the visible frustration (aggressivefeelings) that players exhibit when losing orfacing difficult challenges with actual real-worldviolence.


8 6However, such claims are largely unsupported by modern, highquality research and are considered myths by many expertsand scientific bodies. While it is certainly true that excessiveengagement can be problematic, video games in moderationare not inherently a waste of time because in reality, videogames that involve action and strategy can enhance variouscognitive skills, including spatial awareness,reaction times, and problem-solving abilitiesespecially when it also contributes to skill(Example of strategic game — Arknights; genre: tower defense)Researchers also found no evidenceof a meaningful link between violentvideo game play and an increase inreal-world violent crime—as a matterof fact, the data showed the oppositeinstead where the increase of videogame consumption has lowered thecrime rates. It is an important issuethat generally blaming video gamesas the root cause of aggressive orviolent behaviour would only distractother factors that could actuallyinfluence such behaviours like familyenvironment, mental health issues,and social circumstances.Older generations and non-gamersfail to realize that video games alsoserve as another type of storytellingmedium in the same way a movie orbook does.The only difference between videogames and these two mediums is thatit is far more interactive—makingplayers involved in the decisionmaking in ways that could causemoral dilemmas and consequencesfrom the choices made.Video games have evolved fromsimple arcade games to complexnarrative—from text adventures toRPGs to cinematic experiences tointeractive dramas. This technicaladvancement has allowed gamedevelopers to create even morecomplex games that transcends fromsimple text to giving players theexperience to dive deeper intostories.development into upping your strategic thinking, coordination, and teamwork.These matters even in the real world. The truth here is that balance is the onlykey here. It was never the game that was the problem but moderation andindividual use.


98SAME-SAME BUT DIFFERENTGame stories are different because theplayers’choices matter, and they’re not justsimply watching but given the power to makechoices that could lead to severalconsequences—which inherently will affect thecharacters around the player, their fate andtheir favorability, whether they would becomean ally or an enemy. And storytelling does notjust stop at simply the characters…. The worldtells stories too, and video games allow theplayers to explore and discover loreorganically. Developers can plant notes in theirgame where it matters to the lore, saving it intothe players’ in-game journal or collections.Moreover, storytelling also extends to gameplayin which the mechanics reinforce what the storyis about.Film, books, and theater pales in comparisonbecause you simply watch for film but ingames, you do—you make choices. Books? Youcould only go as far as imagining even if it isvague but games allow you to embody thecharacter you are playing as. Theater, fixedstory and left viewers either satisfied orunsatisfied by the ending. But in games, youshape the story. Games can do what moviesand books can’t.And I’m not lying when video games arecapable of giving you moral dilemmas whenyou are made to make the hard calls—sometimes, even the minor looking dialoguecould affect the story’s path.'Detroit: BecomeHuman' is the best example when the minorlooking dialogue options can affect the player’srelationship with another character and thestory outcomes:Example: Where the player plays as the androidMarkus, if you compliment the human father’sbasketball trophy, the father warms up to theandroid slightly. But if you ignore it or seemcold, the father remains distant. This smallinteraction affects later scenes in the gamewhere he might defend you or not.Another example: As Connor (android detective),being polite vs. assertive with Hank (your partner)in small talk about his dog affects your friendshipmetre, which determines if he shoots you or savesyou in critical late-game moments.The Fallout game series is also worth taking noteof because Fallout 4 was one of the games I’veplayed from the series. I’ll tell you what… neverhave I ever been that anxious trying to pick whichdialogue I should say to another character withoutmaking the characters hate me for making terriblechoices or saying the wrongthing (T—T). This is exactly what I meant whendialogue choices prove games create realemotional investment (maybe too investedthat I got anxiety from it).This was how the Fallout’sDialogue System was set up:Companion Relationships:Being sarcastic vs. sincerewith companions like NickValentine, Piper, orHancock affects theirloyalty.Faction Choices: Smalldialogue decisions early oncan lock you out of entirequestlines later.Settlement Reactions: Howyou speak to settlersaffects their happiness andproductivityMinor NPCs Remember:Random NPCs you meetwill reference pastconversations.


10CASE STUDIESSILENT HILL FSilent Hill f is a definition of horror as a mirror ofsocietal erasure, as it uses 1960s rural Japan as avessel for repressed identity. Set in the“Showa era,”the game moves away from Western psychologicaltropes to explore a specifically feminine horror: the“killing off”of self to satisfy societal expectations.THE PLOTThe player plays as Hinako, a girl caught between her“boyish”childhood independence and the suffocating“ideal bride” future forced upon her by her father’sdebt. As a red, fungal infection of spider liliesconsumes her town, Hinako’s reality fractures. Shedrifts between a waking nightmare and a“dream”where she is groomed by a fox masked suitor,Kotoyuki, to become the“Fox Bride.”Metaphor as GameplayThe game transforms Hinako’s internal struggle intobody horror:The Fox Bride: A metaphor for the performative natureof marriage. When Hinako“skins” her face or removesa limb in the dream, she isn’t just being hurt—she isphysically shedding her identity to fit a mold.The Red Spider Lilies: Traditionally associated withdeath and reincarnation, the flowers represent the“bloom”of her trauma.The Blurred Reality: The confusion the player felt whenunable to tell if what Hinako was experiencing was anactual reality or a dream, which was the whole pointof the game as it also made the player experienceHinako’s confusion with her inability to discernbetween what is real and what is not real. In a way, itsimulates Hinako’s dissociation. When she“overdoses”on medicine and sees humans as monsters, the gameforces the player to inhabit her total loss of self.10Why It MattersSilent Hill f proves that video games can handlecomplex intersectional themes—like genderperformance and generational abuse—by making theplayer participate in the character’s descent. Theplayers aren’t just watching Hinako lose her mind; theplayers are the one pulling the trigger (or taking thepills) that makes it happen.WHAT REMAINS OF EDITH FINCHWhat Remains of Edith Finch is a first-person narrativegame released in 2017 by Giant Sparrow where theplayer plays as 17-year-old Edith Finch, the last livingmember of her family. She returns to her sprawling,eccentric family estate in Washington state todiscover why she is the only one left alive.The house itself is a character—a vertical labyrinth ofsealed bedrooms, secret passageways, and clutter. AsEdith, the player breaks into these rooms to learnabout her relatives. Each room contains a“shrine” toa deceased family member, and interacting with adiary, a letter, or a photograph triggers a playableflashback of that person’s final moments.What Remains of Edith Finch is a masterclass in itsstorytelling for its interactivity. The metaphoricalgameplay where the game doesn’t just tell you a storybut makes you“perform” it. In one famous sequence,the player uses their right hand to perform a repetitivejob at a cannery while using their left hand to play outa vivid fantasy in the character’s mind. It perfectlysimulates the feeling of daydreaming to escape a dullreality. The game also relies on environmentalnarrative to tell the story through the“bones”of thehouse. Overcrowded bookshelves, height markings onwalls, and the way rooms are bolted shut,communicate decades of grief and personalitywithout a single line of dialogue. Dying in Edith Finchis unlike dying in most games where the player usuallyfails if they die. But in Edith Finch,“dying” is thenarrative goal. It is inevitable that the player goesthrough the ends of these characters, which shifts theplayer’s focus from winning to understanding.


1111A Real-World Impact: Beyond theHigh ScoreGames are no longer just “toys”; theyare sophisticated tools forunderstanding the human condition andthe world we live in.Playable History: Series like Assassin’sCreed (Discovery Tour) transform drytextbooks into living, breathingmuseums. By walking through ancientEgypt or Greece, players gain a spatialand cultural understanding of historythat a lecture simply can’t provide.The Empathy Engine: Films make uswatch, but games make us act. In ThatDragon, Cancer, a game about a familyraising a terminally ill child, playersdon’t just witness grief—they participatein the exhaustion and love ofcaregiving. It turns“feeling sorry forsomeone” into“walking in their shoes.”Cultural Significance:The New FolkloreIf the campfire was the storytellingmedium of the past, the digital screenis the campfire of the future.Modern Myths: Games like The ElderScrolls or God of War act as ourmodern epics. They create sharedlanguages and legends that millions ofpeople across the globe recognise,regardless of what country they live in.A Borderless Language: Storytellingthrough mechanics is universal. A playerin Japan and a player in Brazil can bothfeel the same tension, triumph, andsorrow through the same set ofcontrols. It is a medium that transcendslinguistic barriers by focusing on sharedhuman experience.The Interactive Revolution: Forthousands of years, stories were“readonly.” Games have invited the audienceto become co-authors. This shifts theculture from passive consumption toactive participation.THE FINAL LEVEL: WRAP-UPChanging the ConversationIt’s time to retire the old debate. Weneed to stop asking,“Are video gamesart?”or“Do games even matter?” Theanswer is in the millions of playersmoved to tears and the history beingpreserved in digital code.The real question we should be asking is:“How do games tell stories differently?”We need to look at how a button presscan represent a heartbeat, how acamera angle can simulate anxiety, andhow a digital house can hold the weightof a family’s entire history. The magicisn’t in the graphic; it’s in the agency.A Challenge to YouThe next time you pick up a controller (orwatch a stream), I challenge you to lookpast the“gameplay”:Rethink the Experience: Don’t just lookfor the“win”condition. Look at thearchitecture, listen to the silence, andask what the world is trying to tell you.Step Outside the Comfort Zone: If youplay shooters, try a“walking simulator.” Ifyou only play sports games, try apsychological horror like Silent Hill f.Stories are waiting for you in genresyou’ve ignored.See the Art, Not the Product: Stopseeing games as just $70 pieces ofsoftware meant to kill time. See them asthe collaborative masterpieces they are—built by writers, painters, musicians,and engineers to make you feelsomething.THE SIGNIFICANCE OF VIDEO GAMES


12 9PLAYABLE STORIES: A RECOMMENDED LISTMOBILE: Stories in Your PocketFlorence (iOS/Android): A short beautiful interactive story about firstlove and the patterns of a relationship. It uses touch-screen gestures(like piecing together speech bubbles) to tell its story without words.80 Days (iOS/Android/PC): A steampunk reimagining of Around theWorld in 80 Days. It is a masterclass in interactive fiction where everychoice you make as a valet shapes the journey and the personality ofyour master.Sky: Children of the Light (Mobile/Console/PC): From the Journey.It tells a wordless story about compassion and human connectionthrough soaring visuals and musical cues.CONSOLE: Cinematic & ImmersiveJourney (PlayStation/PC): The ultimate example of \"less ismore.\" You are a traveler in a vast desert. By the end, you willhave experienced a full emotional arc—grief, struggle, andtranscendence—all without a single line of dialogue.Life is Strange (Console/Mobile/PC): A game about the\"butterfly effect.\" It tackles heavy themes like bullying, mentalhealth, and the pain of growing up, proving that\"superpowers\"can be a metaphor for the weight of ourchoices.The Last of Us Part I (PlayStation/PC): Often cited as thepinnacle of cinematic storytelling. It proves that the\"zombiegenre\"can actually be a deeply moving exploration offatherhood, trauma, and what it means to be human.PC: Pushing the BoundariesDisco Elysium (PC/Console): A \"Role-Playing Game\"wherethe battles happen inside your own head. You play a detectivewhose skills are literally parts of his psyche (like\"Logic\"or\"Electro-chemistry\") talking to him. It is a deep dive intopolitics, failure, and hope.Papers, Please (PC/Mobile): You play as a border agent in adystopian country. The\"story\" is told through the mundane actof stamping passports, forcing you to choose betweenfollowing the law and your own morality.Firewatch (PC/Console): A mystery set in the Wyomingwilderness. The entire story is told through walkie-talkieconversations. It’s a brilliant study of isolation and the way weuse stories to run away from our real-world problems.


Designed by Zafirah


Places to StudyFinding the right study spot truly changes the wayyou learn. A good environment does not just provide atable and Wi-Fi, it shapes how you focus, boostmotivation and makes long study hours feel moremanageable.Some days call for complete silence anddeep concentration, while others are better suited forrelaxed cafes, light background noise and groupdiscussions.Whether you are running to meet assignmentdeadlines, revising for exams or simply looking for acozy corner to read and plan, having a variety ofstudy spaces gives you the freedom to match yoursurroundings with your mood and study style. Fromquiet library floors to warm student-friendly cafes,this guide highlights some of the best study spotsaround Universiti Brunei Darussalam and nearbyareas, each offering a different atmosphere tosupport your academic journey.Designed by ShanWritten by Amal15


Perfect for students who thrive in silence, the quietzones on the upper floors are ideal for writing essays, deepreading, research, editing, and other focused assignments.These areas are often preferred by individuals or pairs whovalue minimal distractions. The enclosed spaces, calmatmosphere, and easy access to books and academic resourceshelp structure thoughts clearly and encourage deepconcentration.1.UBD LibraryThe UBD Library remains a favourite among students for good reason.More than just a place filled with books, it offers diverse zones designed tocater to different study needs, whether you prefer silence, collaboration, orsomething in between.The Quiet Zones(Upper Floor)# Group Study # Silent Zone16


Located in an open area near the administration section, theglass discussion rooms are designed for collaboration. They arebest suited for group projects, brainstorming sessions, conceptdiscussions, and project planning. Students can discuss ideasopenly without worrying about disturbing others. Withwhiteboards, projectors, natural lighting, and comfortableseating, these rooms create a welcoming and productiveenvironment for teamwork.The library lobby offers a more relaxed studyatmosphere. Many students choose this spacenot only for studying, but also for short breaksbetween classes. With its open layout, naturallight, and gentle background noise, it feels lessintense than the quiet floors yet stillproductive. For those who prefer privacy, studypods are available, offering quiet and personalspaces within the lively lobby environment.Lobby AreaThe Discussion Glass Rooms(Ground Floor)Private room#2Private room#1# Open Study17


Located on the ground floor of the library,RNC Café is an ideal spot for casual studysessions or catching up with friends. Itsspacious layout, high ceilings, large windows,and abundance of natural light create acomfortable workspace. The aroma offreshly brewed coffee adds to the relaxed,chill vibe, making it a popular choice forstudents who enjoy studying in a calm yetsocial setting.2. R&C Cafe3. HWC CafeSituated at Sunway Centre, about a 16-minute drive from UBD,HWC Café is another go-to study spot for students. The caféfeatures an open space filled with warm natural light and isequipped with Wi-Fi and comfortable furniture. Whether you areworking alone or collaborating with friends, it offers a welcomingenvironment for completing assignments while enjoying coffee andlight snacks.# Study & Sip18


4. UnknownCafeUnknown Café is a Korean brunch anddessert café located at Little Soho,Gadong. Known for its affordablesnacks, savoury meals, beverages, andKorean treats, it is a favourite amongstudents looking for a cozy place tostudy.Soft lighting and an ambientatmosphere make it especiallystudent-friendly, perfect for enjoyinggood food while getting work done.With Wi-Fi and a spacious layoutsuitable for group work, the cafébalances comfort and productivity.# Warm Corner# Cozy Study19


Located at Jerudong Commercial Centre,approximately a 14-minute drive from UBD,18Grams Coffee offers a comfortable andminimalist setting. It is best suited for individualsor pairs who prefer quieter, more intimate studysessions. Wi-Fi is available upon request, and thecafé serves affordable desserts and beverages,making it a pleasant spot for light studying andrelaxed productivity.5. 18Grams CafeStudying doesn’t have to be confined to one space.Sometimes, a change in environment is all it takes tofeel refreshed and motivated again. Whether youprefer the calm silence of the library, collaborativerooms for group work, or the warm comfort of cafés,these study spots around UBD offer something forevery student. Find the place that fits your rhythm,and turn every study session into a more enjoyable andproductive experience.# Calm Focus20


Designed by WanyengInterviewed by Esya


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Drawn by RabiColoured by Zafirah


27Designed by ZafirahInterviewed by AimanCompiled by Himry


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Look forward toNajdi’s film in theupcoming SpectrumExhibition thisApril 16th!31


Designed by FarahPhotographed by DanishModels : Nadiah, Farah and Amirin


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see youon thenext zine!see youon thenext zine!


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