Categories
gaming

Are video games more than just fun and games?

Gee brings up the interesting point that after playing video games for “eight straight hours” he found it to be a “life- enhancing experience without even knowing what [he] meant by that. This demonstrates the power of video games as discussed in David Perry’s TED talk titled “Are games better than life?” In his talk, Perry explores the potential of video games to explicate emotion from its player. The ability for video game stimuli to make one feel happy, sad, nervous or whatever other emotion is created through the player’s ability to interact with their environment while creating a fluidity between reality and virtual reality.

Perry mentions another interesting point that propaganda and brainwashing can have more success if done through video games as opposed to traditional means. The ability to connect with the masses in a “fun and engaging” (Perry) way that “leave[s] the brain vulnerable to programming”. The ability for video games to ignite an emotional response from the player can a powerful tool.

The following are a few facts about video gaming from 2006. Some of the facts disspel some myths. [Perry’s TED talk was given in 2006 and Gee’s book was published in 2003]

-43% of gamers are female

-the average age of gamers is 30 years old

-the people who buy the most games are 37 years old

-83% of games do not contain mature content (i.e. violence)

According to the Entertainment Software Association these statistics have minimally changed (this data was collected in 2012).

-45% of all gamers are female

-the average age of gamers is 30 years old

-the people who buy the most games are 35 years old

However, with smartphones (purchase of apps) and increased use of social networking games this area accounted for 40 percent of game sales in 2012.

It is interesting to note that although there is constant debate over whether violent video game content makes players violent- parents are present when games are purchased or rented 89 percent of the time.

I wonder as educators, what our role is in the real/ virtual landscape? As video games become more complex and contain layers that players explicate a lot of meaning, it is necessary to educate our students on video game literacy. Asking students how they feel after playing a game and what created these feelings. Discussions we had on film studies need to occur with video game studies and the same questions need to be asked about emotion, design, etc. As many of our students are fully engaged in the world of video games, it is imperative we incorporate video games and discussions of video games into our teaching practice.

Fatima Ali

Blog post #2

Works Cited

Gee, J.  (2005).  “Good Video Games And Good Learning.”  Phi Kappa Phi Forum, 85.2, 33-37

“David Perry: Are games better than life?”. Youtube. TED talk. Feb 2006. Web. July 15, 2013.

Categories
Social Media

A response to: “Blogging as Participation: The Active Sociality of New Literacy”

My interest in this article was sparked by the discussion of the participatory role of the audience in Web 2.0. However, to call this group an ‘audience’ does not consider the active role this group has in shaping how information is produced and consumed. The previous consumer of information now plays a role in producing and reacting to information in an impactful way. In turn, this affects the way knowledges are produced and consumed. For example, commenting on a blog post changes the original content and creates another knowledge about it.

Web 2.0 can be a powerful tool as it has been used to “mobilise” (Lankshear and Knobel 4) people. Online communities are created with dialogue occurring between participants with similar interests and creating knowledges. It has proven to be a highly effective tool in information production and dissemination, as was seen in Egypt through the use of Twitter, which was used to “mobilise” the people and helped overthrow former Egyptian ruler, Hosni Mubarak (Nolan).

Lankshear and Knobel point to the creation of a “hybrid journalism that merges traditional newsroom practices with the decentralized intelligence of individuals and groups spread across the Internet” (9). The field of journalism has changed as journalists no longer ‘search’ for the news; journalists must now sift through information that is available and choose the content they want to use (Nolan).

The article looks closely at blogging which is a form that has lead to another: vlogging. Vlogging is a video blog that is like a type of web television and has created another branch of blogging. It contains an element of reality television that has made it a popular category on Youtube- http://en.wikipedia.org/wiki/Video_blog.

Youtube is a popular platform that maximizes user participation through its create, view, comment (text or video response), rate and subscribe options. Users can choose how they want to participate and engage with the platform. Each participatory method generates information about the user and the content they are engaging with. Content creators can also interact with their viewers and respond to viewer’s comments. This allows content creators to directly interact with their viewers. The relationship that is formed is reflected in vlogs as content creators sometimes speak directly to their audiences. The accessibility of who they are watching creates a profound connection between viewer and content creator.

The examples used in the article are seven years old and much has changed since then. However this article does highlight the fundamental component of Web 2.0– user participation. It is important to engage our students through platforms they already engage with and use them as tools to further students’ learning.

Works Cited

Lankshear, C. & Knobel, M.  Blogging as Participation: The Active Sociality of a New Literacy. American Educational Research Association, San Francisco, US, April 11, 2006. Web.

“How to Separate Fact and Fiction Online”. Youtube. TEDtalk. 11 December 2012. Web. July 8. 2013

 

By: Fatima Ali

Blog post #1

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