Monday, June 8, 2009

Final Blog, Task #10!

Part One:

Advantages: 

  1. Students love social networking, and this love can be UTILIZED by instructors to teach
  2. Benefits of social networking include community, local & global, and immediacy
  3. Gaming allows for student created content
  4. Students can teach others in a virtual world
  5. Ability to role-play 'new' identities (ie- can set up a research question and build a space to observe)
  6. Benefits of second life: collaboration, creativity, authenticity, community, and engagement
  7. Students can 'look through the world with a different set of eyes'
  8. Games spark interest, while teachers include various content/questions/lessons around that game to enhance learning altogether
Constraints

  1. Unavailability of technology for some less well off students/schools
  2. Teachers who are unfamiliar with games/technology are less willing to try
  3. Games as a distraction in the classroom if not used appropriately

I think that we should absolutely be considering games as platforms and venues for children and people of all ages because our world is becoming increasingly technological. Our institutions must follow, its the same with any media.. it slowly gets embedded in society. If gaming is the next 'new media' we MUST think about the benefits and repercussions as we have with any other media. Nothing is perfect, and gaming for learning does have constraints, but at the same time if we put enough care into figuring out exactly what those constraints are, we can work towards creating a system to make those constraints disappear altogether. 

Part Two:
From researching for my paper about serious games I found that there are distinctly two main camps. One argues because games teach violence they cannot be used for education under any circumstances. And the other argues the opposite, that games do not necessarily teach violence and can absolutely be used in many different ways to teach educational lessons. I also learned that there is not a very wide range of research. Gaming is still a 'new media' in some ways and especially in regards to the attention it gets from the academic community. 

Task #9!

I have learned LOTS from this class.. Before 3P96 I think I was unaware of what an impact games have on the world we live in. I mean, I knew that they were more popular than ever but I never really clued in to how much of a major role they played in our popular culture, even though I am majoring in communications. I had also never heard of serious games before.. and I think its a great concept. 

Throughout this course we have explore various types of gaming. I find that now I have a better understanding of different classifications of games. We started out with games like blockbreaker and my personal favourite poppit from pogo.com. Then discussed the social aspects of games on Facebook that allow you to play with your friends and in my opinion enhance the competitiveness. And eventually worked through role playing MMO's and virtual worlds. It is remarkable how much computer gaming has evolved, but all levels still continue to attract gamers of all ages. 

I think that in my leisure time I will continue to try out second life. Even before this class I was interested in making an avatar since I saw Dwight K Shrute made a mini Dwight on the Office, and in class someone informed me there is an entire Dunder Mifflen (awesome) ! It is much more difficult to play than I had previously assumed and that must be part of the challenge to get going in second life. Its not all just given to you, as a gamer/player you still need to experiment to see how things work. 

Part Two:
(Did this in my previous blog accidently...)


Friday, June 5, 2009

Task #8

Part One:
We watch sporting events as fans of hockey, basketball, football and so forth – just like we go to concerts to listen to our favourite artists; We go to movies or watch movies on DVD and so forth….

p1_cheesehead.jpg

Can video games also be a form of entertainment that we consume in this way?
What elements should (or could) games contain that would permit an audience to watch, consume or passively play?

I believe that video games are already a form of entertainment that can be consumed passively, just as many spectator sports are. Elements that make video games watch-able are: music, custom characters, bright colours, & increasingly detailed graphics. A game’s narrative can be alluring to those not willing to play, and therefore still consumable through watching someone else play it. 

imgres.jpg

Have you ever watched someone play a video game, MMORPG or be immersed in a virtual world? If so – what captivated you? What didn’t? If not, imagine what might interest you if you were to watch a friend or relative play?

Sure you can join in and play but sometimes it is just as fun to watch. I’ve watched video games before, like when my family got guitar hero a lot of the time I preferred watching my brother and sister play because they were about 10 times better at it than i was. Similarly, thousands have viewed the “fasted guitar hero player” on YouTube with awe. The music and the speed are hypnotizing and the skill required to complete the game are definitely admirable. Also, the suspense builds up- watching certain video games is similar to certain genres of film. Horror, suspense, thriller, drama can all be seen in commercial video/pc games. Role-playing games are often recorded and put up on guild sites and youtube because they are both creative and interesting- and not only to those who participate.

How is this different/same as other media we consume?
What’s the difference between consuming media and passive play? Is there one?

Video games are similar to other media we consume because it is a commercial industry. It is an industry made for profit, so even just the selling and buying of various games is a form of consumption. Video game consumers have taken it to another level, there is a relationship between the consumer and the producer that is not just a one way street. Modding, fan-made videos, and fan based forums are just a few ways that the people who consume games, also produce other artifacts of the gaming industry. Its hard to say whether there is a difference between consuming media and passive play, but I would argue that there is a small difference. The idea of consuming media like radio or television makes me think of a sponge soaking up water. It does not have to move or think to consume the water it interacts with. The difference for video games is no matter how passively you play, you are still playing, interacting. You have a small amount of control on the outcome or on what happens on your screen, and that is the difference. 

Part Two:
Create an outline of your research paper with an introduction, discussion section (with your three points, theory etc) and conclusion.
Write some points or notes for each section about what you’ll discuss. Lay out your paper with what you’ve blogged about already.

Intro:

The video game industry grows exponentially on a day to day basis. Its many artifacts and unique culture has come to be a key part of societies modern popular culture. Gamers in our society are no longer a ‘youth minority’, as folks of all ages have come to take part in some mode of gaming whether that be on a PC, console, arcade style, or handheld. Just like every great medium, video games have weathered their fair share of controversy. Stereotypes of games and gamers alike have attempted to tarnish the medium as ‘brainwashing’ or ‘silly’. With the popularity and relevance of video games in our society, it is clear that they cannot be labeled in this way. They are now seen as a ‘new media’ and a multi-million dollar industry all over the world. This paper looks into ‘edu-tainment’- a unique mix between traditional gaming and educational learning. There is much hype to jump to the conclusion that educational or serious games are nothing more than a joke. But, we must be fair and give this medium a chance just as we have in the past with television and film that were also introduced into the educational system. Serious games such as the BBC’s Climate Challenge offer players a fun, strategy style game that incorporates environmental policies and action plans. Similar games for change tackle poverty, abuse, healthcare, politics, news literacy, economics and human rights. Why not have fun while creating awareness on a serious global issue? The question is, whether these games have a real effect on the player. Phonetically based games have been seen to dramatically increase a young child’s ability to read and write. On the other hand, there is the argument that games like Doom or Grand Theft Auto teach children to hate and kill. This is a very important issue to debate due to the prevalence of video games and portable technology on which to play digital games. Using uses and gratifications theory, cultivation theory, as well as agenda setting theory this paper will examine the impact of such games and the socio-political significance of their reach. Clearly, learning is possible through games and video games, yet there is still a strong argument whether games as learning environments are a negative context or a positive context. Do video and computer games hegemonically distribute information and knowledge to a passive gamer, or can we give these gamers some credit? Is there a difference between learning violence and learning about global warming? This paper will make the argument that there is a difference, and that educational gaming does have a place in our children’s futures with the ability to make a serious impact.

Body:

Explanation of Climate Challenge: what is it, why choose it

Methods: discuss game play, content analysis/experience, what is the process you engaged into analyze/make argument/answer research question?

Examine current arguments and debates revolving ‘violence versus education’. Strengths & weaknesses of both sides. 

Elaborate on theories and research
Uses & Gratifications
-why do people play games? learning or entertainment?
-people actively seek out media content, and use specific media for gratifications based on interest
-choices are unique based on values, beliefs, interests

Cultivation
-1. Msg system
 2. What are the dominant msgs?
 3. Cultivation: understanding
-this theory is for TV, problem is that Tv is produced by few cultural elite
-internet use changes this theory.. producers are more diverse, could really be anyone. In this case it is a large media corp. BBC
-content analysis: dominant message ..environmental policy/understanding. The game does not necessarily provide an ideology or narrative but does target young voters which is significant
-heavy versus light viewers. TV only provides 1% of world.. what about internet?

Agenda Setting
-theory places audience in a problematic place similar to cultivation theory, BUT again the medium is different. Not just a few elite gatekeepers
-Framing: literally links to other environmental sites, media, video, etc
-effect on gamer: relevancy & uncertainty come in to effect. Gaming is interactive so relevancy may not be as necessary because the actions get you involved not the content as much as on TV

Discuss importance, why is it necessary to analyze, critique and think about, etc?
-Prensky’s generational gap: digital natives and digital immigrants
-technological world and effects of an information society
-future educational strategies.. will fun and learning continue to disagree?

Conclusion:

In conclusion, the gaming industry seems to be making the connection that educational games are not just a fad. The argument that digital video games create violent youth seems to lack evidence, and largely ignore outside sources. Looking past this, it seems that there is no stopping educational gaming. Video games and computer games have the ability to teach, but more research is necessary to understand the best strategies to carry them out. Gamers will accept knowledge as long as it doesn’t mean  a sacrifice in the level of entertainment. Overall, there is a large difference in how gamers react to certain information embedded in their game-play. Cultivation theory and agenda setting theory have argued for a passive audience in the past, but with the internet and digital gaming as a new medium, these theories reveal that there is a power shift in the distribution of knowledge and information. I would suggest that there is in-fact a difference between learning about violence and global warming from digital games. Although, as seen in this research paper, there is a serious need to develop new theoretical standpoints that concern themselves with the internet and gaming. How much do younger generations rely on the internet for information, and in the near future it will be acceptable to ask how much do they rely on video games? These questions are going to be increasingly important as the information society blurs with our societies love for entertainment and technology. Governments must predict that the industry is changing, and incorporate policy to allow students an inclusive relationship with technology. The digital divide must also be faced, what about kids that cannot afford educational games? The bigger picture is that digital games represent something more than just a hobby, and their effect on gamers of all ages will change the way we have come to think about games in our culture.

Thursday, June 4, 2009

Task #7

Part One:
Do you belong to any online communities?

I belong to last.fm & blip.fm but have not really gotten into the latter yet.. I have twitter so I feel like I can just tweet about songs rather than blip them. Here is my last.fm profile! : )  

Last.fm though is a great online community. I joined it because it keeps track of the music you listen to and recommends new artists based on your track record. I am currently scrobbling music from my itunes and my iPod


It also tracks upcoming concerts and gives artist profiles. Through the profiles you can listen to an artist’s radio that includes their own tracks and track from similar artists. You can also play a “my library” radio or a “my recommendations” radio. Although, they have recently started charging users for the radio feature which is very unfortunate. I only have like 18 tracks left I can listen to for free. The radio was a cool option because you can tag and “love” certain tracks to remember what you liked/disliked. I don’t think I will pay for future radio services because with just a little bit more effort on my part, I can google certain bands that are recommended and listen to track off their website or Myspace, etc. I get a lot out of my last.fm and find that its a great way to discover hidden bands that change the way you listen to music. If I am ever feeling like I am in a musical rut, I simply log onto my last.fm and browse my neighbour’s artists (last.fm also keeps track of the ‘musical compatibility’ of other users or neighbours if the compatibility is high). I joined last.fm because my sister told me about it, and even though I don’t have many friends that use it I still like to use it. Its definitely easy to make friends with people over a similar taste in music even if they live halfway across the world. I guess if

 you are very passionate about something that is how these online communities foster friendship/relationships and growth. I definitely wouldn’t be able to bond with people over a shared love of asparagus, but music is one of those things that brings people together offline and online, especially thanks to online communities like last.fm or blip.fm.

• Are virtual communities (3D) ‘real’ communities? Why/not?
• Discuss the benefits (what are they) to players/participants – both in the physical world & in virtual worlds (ie WoW) – of being in these communities (the Williams et al (2006) talks about this).

I am only part of Second Life because of this course, but I definitely think that it is a real community. Why not? I mean if people can fall in love via email, a virtual world is truly something spectacular. Second Life, WoW, Everquest, Runescape and many more virtual worlds offer players to build relationships around a variety of different interests. I think that to say a virtual world is not a ‘real’ community is similar to the outlandish argument about what constitutes a ‘real’ family. Gay and/or lesbian couples and families face discrimination because the so called definition of family does not include a homosexual definition, but the truth is, they are still a family with the same kind of loving bonds as a heterosexual family has. The definition of family has changed many times throughout history to include mixed families, divorced families, etc. The definition of community as we discussed in lecture is similar to that of family. And it too must adapt to new technologies, events, people, etc. Virtual worlds celebrate that community has not been broken down in a world where we no longer rely on our neighbours or on geographical location. Virtual communities transcend geography, age, race, class, and gender (most of the time). They allow for the ultimate community experience and foster casual, romantic, and  business relationships along with many others. 

Benefits to building community through virtual worlds can be seen online as well as offline. Williams et al. (2006) explains that WoW is like a team sport that contains its own rules, interactions, boundaries and social norms & practices. Virtual worlds are not meant to replace the physical world, but to enhance and complement it for those participating. Social capital is gained through socialization even in a virtual world. Some players benefit from finding an accepting community online to fill the void that is missing offline. Others connect with friends/family from the physical world and bring those relationships online. The flow is two sided, which means that online relationships can grow into offline ones and visa-versa.

Part Two:
Revisit what you’ve written so far about your research paper and formulate a research question or thesis statement (or key argument) for your research paper. You can either set up your paper so that it asks a question (research question) and then your paper will seek to answer it; or, you can make a statement or argument and then your paper will make/support that argument. You’ll need to think about – what is my paper going to be about? What’s the story I want to tell? This frames your paper and will go in the introduction of your final paper.

Research question: Clearly, learning is possible through games and video games, yet there is still a strong argument whether games as learning environments are a negative context or a positive context. Do video and computer games hegemonically distribute information and knowledge to a passive gamer, or can we give these gamers some credit? Is there a difference between learning violence and learning about global warming? 

Task Six!

Part One:
Find a game (either one you’ve played or a website for a game), a trailer for a game on YouTube, a game advertisement etc. It can be any type of game on any platform. Discuss the characters in the game; connect with our discussion about gender, race & ethnicity – and femininity and masculinity. What messages are the characters sending? What lifestyles, values and points of view are represented in the message? How might different people understand this message differently from you?
Have a look at this video transcript (PDF)for some additional information:
YouTube: Game Over: Gender, Race & Violence in Video Games (trailer)
YouTube: Racism in Games: Controversy Show


First off I would like to point out that this Lt. Col. David Grossman from the ‘Game Over’ video is out of his mind. That video was super hilarious.

Quote #1: “Video games give you the skill and the will to kill. 

They teach you to associate pleasure from human death and suffering, they 

reward you for killing people.  They take healthy play and turn it on its head.”
Quote #2: “Doom all by itself, even used with a keyboard is good enough that the Marine 

Corps uses it to script killing in their soldiers.”

I do believe that games like Doom are used mainly as a team building exercise. ?? 


My video-game artifact is Terminator Salvation. The characters in the game maintain a soldier ‘save the last of humanity’ kind of identity. There are 4 main characters, two male and two female with one of the male’s as the leader. John Connor is a heterosexual white male leading the resistance (kind of). Blair Williams is John’s long time friend, and is a white female. Barnes I’m assuming is a black male (straight) and Angie Salter is the other white female who suffers from stress trauma. Interestingly, from the way the characters are dressed I can guess that Blair is a more masculine female than Angie. Blair is dressed in all black, tight clothing but fairly concealed. Angie is wearing white, loose clothes, has wispy brown hair, and a very low cut top seeming much more feminine. Of the two males, Barnes seems the most masculine as he plays up his bravery as an independent survivor while John Connor I would argue even as the hero has a more feminine edge to him as he has lost confidence and is only urged to lead thanks to Blair’s nagging. Compared to other video-games, the characters seem fairly ‘realistic’ if I can say that. Yes the women are skinny with large breasts and tight clothing, but not enough to be over the top. Is this reality? No. But, it does very well in comparison to other highly sexualized female characters. Similarly, the men are minimally sexual, Barnes shows off his biceps but John Connor is zipped up to his chin and has a fairly slender build rather than being a macho terminator muscle house. Even so, these images are still highly idealized images of America’s “heros” in the Terminator narrative. Problem? The player can only play through John Connor. I understand the argument that they want to make the video-game true to the movie but it only makes a white male available as the hero. 

Race, gender, and class representation can be singled out in many video-games as a very problematic issue. It is a significant fact that the less identifiable a character may be as a specific race, class, or gender the more universally identifiable this character is for a multitude of users. It would definitely be in the game creators best interest to use this strategy, but it gets complicated for games like Terminator Salvation where they want to be true to the film. Then the question of race/class/gender is translated into an even more complex issue as it is present across multiple modes of media in our world.

Part Two:

Time to do some research for your final paper: find five (5) academic articles or book chapters that you will be able to use in your final paper, and provide a short synopsis of what the article is about and how you will use it in your paper/why it’s important.
List the five references in proper format on your blog.


1. Kurt Squire’s “Cultural Framing of Computer/Video Games”

This article sets up how video games must be utilized for an educational experience. Unfounded fear of gaming technology is restricting learning for students who have grown up gaming. Squire argues that much research providing correlations between violence in video games and violence in children is poorly conducted and very misleading. He cites Mitche’s experiment on families with Nintendo that actually brought families closer together in a way that was reminiscent of families orienting themselves around board-games or card games.

“Future study of gaming communities might focus specifically on the shared 

practices, language, resources, understandings, roles that emerge through game
play.”

Squire says there is a growing disconnect between generations teaching and learning. Stuends become bored easily during forced learning with dry content, and this is where video games can be taken advantage of. Incorporated with outside research and other activities, learning based games could be a key part of the classroom. 

This is a good article to use for my research paper as it argues in favour of educational gaming. It demonstrates the problems with current teaching methods and exposes the opportunity for games to evolve into teaching tools. These can also function outside the classroom as well, as Squire makes a case for the love to learn in general. Kids live learning outside of school and he explains in MMO’s they learn valuable skills.. for example learning how to play without being told. This makes for more independent, hands on, and capable learners with a healthy curiosity that is fueled by gaming specifically.


2. Willy C Kriz’s “Creating Effective Learning Environments and Learning Organizations Through Gaming Simulation Design”
Kriz explains that games allow for complex situations, to satisfy and develop complex problem solving. The most applicable part of the article is the discussion of theoretical knowledge versus practical experience. Games are able to simulate and enhance practical experience for problem solving and application. Kriz states that “passive reproduction of inert knowledge to active production of applicable knowledge” can be achieved through gaming. Kriz means by gaming, not video/virtual games but real life constructed games that can be either open or closed concept for varied situations (like a set narrative or a free one). I think that this is still a very useful article because it could apply to online games as well! The structure to enhance learning is very well thought out, and applicable to many situations. For example, he discusses how there is a gap between university student’s knowledge and practical skills. By applying simulated games to train or teach practical experience, this gap can be diminished. 


3. Marc Prensky’s “Computer Games and Learning: Digital Game Based Learning”

Marc Presnky is a clear supporter of incorporating pc/video games into classroom learning. This source is a book chapter that discusses the reasons why and how to incorporate games into learning. He argues that games already are a tool for teaching, and that stereotypes that have been created about gaming are false and ignorant. Prensky says that there is a large generational gap between kids who have grown up with technology and gaming as a part of their lives and the adult teachers. He names the young generation “digital natives” and the older generation “digital immigrants” and outlines major differences in learning styles between the two. For example, digital immigrants will read instructions, whereas digital natives play to learn. This is just one of the many examples Prensky illustrates in this chapter. 

This is a very useful resource because it attempts to answer the conundrum that I am explaining. Video games “teach” killing which is a bad thing, but video games can be used to teach in the classroom. Presnky offers that during video game play, gamers are constantly checking knowledge, rules, morals, in-game to that they they have learned from out of the game in society. He calls this “cross-checking” and suggests that this happens conscious and unconsciously. The message ‘do not kill’ is such a major part of our cultural context. Those who blame the Columbine shooting on Doom should read this quote:
“We have to be careful about buying into the rhetoric of people who blame Doom
for Columbine and ignore the fact that those guys were building pipe bombs in
their garage and their parents never noticed.” (Presnky, 108)

There are exceptions, who do not get the moral message from their parents or society but even still, video games cannot take the sole blame. Presnky adds that for a kid aware of societal repercussions, to learn to kill from playing a video game, would mean “overcome[ming] an awful lot of disconnects with the messages he or she hears in the rest of life.”

Prensky also offers suggestions on how to successfully combine gaming and learning from a game designer standpoint. Clearly, certain elements of a game encourage different way of learning. Theoretical learning is probably best in an open-ended virtual game that like a theory doesn’t provide one true answer. Climate Challenge which is about judgement, decisions, and process does a great job of incorporating management, ethics, feedback, strategy, balance, and practice into an easy to use strategy “sand-box” style game. Climate Challenge is a simplistic simulation game, as is very successful at being educational because of the amount of feedback you receive as a player. Reflection is a very critical part of the learning process. Also, because the game is turn-based which means the player can take as much time as needed to make a decision, it allows and prompts highly meaningful decisions from the user. Presnky adds that the animated character icons are universally identifiable rather than too specific to hinder player/avatar identification. 


4. Richard Van Eck, “Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless....” 

Van Eck is in favour of digital-game based learning (DGBL). Some say that it will ‘academize’ previously fun games, others cite that learning shouldn’t be fun. Van Eck says that there is a struggle between the two, and our goal should be to create a synergy between ‘pedagogy and engagement’ in DGBLs. Relevent cognition can be enhanced with DGBL because it can be designed to construct a meaningful and relevent context for the information taught. This is preferable to formal instruction because there is no easily definable context that the students can pick out and usually leads to loss of attention, motivation, and interest. Play theory states that humans are wired to play in order to learn, from birth. Assimilation & accommodation theory explains that we assimilate information from what we have experienced in the past, and we accommodate information that does not already fit into a category or experience. When we use these thought processes it creates a cognitive disequalibrium & resolution for the individual. In games this process comes with testing and re-testing hypothesis and revision to increase DGBL. 

Van Eck says the most affordable and realistic way to incorporate DGBLs in the classroom is to use commercial off-the-shelf games (COTS) like Civilization, SimCity 4, Age of Empire, and incorporate them into lessons. The use of these games in classrooms will further encourage big gaming companies to design class based DLGBs. These games are important because it is not only a teaching tool, but an artifact for teaching. Students can depict what is there, but also what is not, in what perspective was the game created?

Van Eck explains that there is a difference between media use and media integration in classrooms. Media use has no significant effect, whereas media integration into lesson plans and teaching strategies gives the opportunity to change the way students learn. This is useful of my paper because it takes ‘edu-tainment’ a step further where it can be extended to the classroom. It outlines why these games are so effective and how they can be utilized to be even more effective. The gaming industry needs to pick up the pace developing DLGBs for personal and class use because video games as a medium are finally being taken seriously.


5. Wells & Dudash "Examining Young Voters’ Political Information and Efficacy in the 2004 Election"

This article explores how young voters gathered information in the US for the 2004 election, and concludes that increasingly, young voters have used the internet as a popular resource for information. Fastforward to 2009 where internet use has increased exponentially, and young voters have been increasingly targeted in various ways including computer based games. In this case, Climate Challenge is targeted at young voters. As a game it is a policy based strategy style game that challenges young adults and teens to think about the environment in the context of political “solutions”. This article is useful to make a connection between voters and gamers, as the two go hand in hand at the age level targeted by the BBC’s Climate Challenge. 

Sunday, May 31, 2009

Task Five : )

Part One:
Today’s readings talk about fans and their involvement in producing game culture. Provide a short synopsis of the articles assigned for today’s class, and consider the notion of
participatory culture. How is this important to our discussion? How does this fit into theories we’ve talked about in relation to audience studies?


Reading # 1:
Fantasy Baseball: A Case for Competitive Fandom
Halverson & Halverson, (2008)


Fantasy baseball as postmodern fandom.. instead of watching sports as a passive audience, the fans are able to utilize old and new media. Traditional statistics gathering with online tools, forums, and communities. Fantasy baseball has gathered extreme press and popularity over the years due to its competitive factor as a game and the inclusion of baseball fan’s love of sports stats. It has become a culture that consumes and produces things such as books, membership clubs, advice blogs, etc. The article stresses that being a fan is different than being a fantasy fan. Fantasy players must view and understand the game separately from just a favourite team. Fantasy gaming becomes a participatory culture because players control elements of the fantasy game. They take on roles as owners/managers in position to make decisions. It includes elements of community as fantasy baseball players interact with other players via forums, places, and websites. The connection that gamers make to trade stats and offer tips becomes completely incorporated with Web 2.0. Also, fantasy baseball gamers are able to have control over rules of the game, for example some make hitting home runs easier in order to make the game more exciting. 


Reading # 2:
Computer Game Modding, Intermediality and Participatory Culture 

Sotamaa


Sotamaa looks at “new types of authorship, new distribution models and new relationships between producers and consumers.” He makes an interesting point that games cannot simply just be called readable texts because they cannot only be read or watched but they must be played, which signals the importance of gamers/players from the beginning. Game modding refers to gamer created designs or modifications for already popular games on the market. Gaming innovation by players need not only be technological, and can also instruct gaming norms & practices.


Gaming mods are not just fun little creations, sometimes entirely new games are created and sold due to the community of gamers working on them. The relationship is complicated between gamers and corporate game owners. Gamers as a participatory culture have been accepted now as a part of participatory production. Importantly, “a participant is never fully independent in her actions but operates only through collaboration and negotiation.” (Sotmaa, 15). Therefore there is still a complex power struggle between gamers and game owners, where game owners want to maintain some form of control over their product while still allowing and profiting off of gamer made mods.



Reading # 3:

Of Mods & Modders

Postigo, 2007


Postigo’s article is similar to Sotamaa’s as it discusses the relationship between game modders and corporate gaming companies. Importantly, the reading asks of the power balance/imbalance between the two parties. Are games more commercially profitable because of independent mods or because they were already a popular game, they attracted more modders? Either way, the mod phenomenon definitely pushes the shelf life of any game. Postigo concludes by noting that both parties benefit from the relationship of fan-modders and gaming companies... but that this relationship must maintain itself to be fair and embraced. Therefore, both must continue to benefit (association/popularity/references/money) The reading also touches upon participatory culture/production where game modders get together to form a community with a similar interest. When interests are not in favour for the modders, this community can band together to stand up to the gaming companies, if necessary. 


Participatory Culture:

These readings clearly give examples of popular modes of participatory culture in our society. All readings reference Henry Jenkin’s work on participatory culture.

“Jenkins suggests that these trends are altering ‘the way media consumers relate to each other, 

to media texts, and to media producers’.” (Sotamaa, 1)

All three readings concluded that neither the players/modders were independent or totally reliable on the game/gaming company. Importantly, gaming cannot be ignored! It is not just a phenomenon on YouTube, Facebook, or Flickr but participatory culture is an important part of gaming in our lives. These readings also work against theories that place the audience as a passive blob absorbing all of the mass media without hesitation. Who knew?! 

Part Two:

Find another serious game that is the same theme/topic as the one you’ve chosen. Give the name of the game and a link; how is this game different or the same? How does it compare or contrast? Is one better or more effective (in terms of perhaps game play, game mechanics or raising social awareness) than the other?


Energyville 

Sponsored by Chevron (wtf)

Industrial city where YOU choose how to meet energy demands. Higher scores gained by low impact on economy, environment, & security. Hovering over various energy sources available gives information: benefits & restrictions. After each round (15 years) there are various unexpected energy crisis that randomly effect your scoring.


The game is generally the same topic as Climate Challenge, but Energyville comes with more of a focus on energy generation/resources while Climate Challenge is overall more of a ‘well-rounded’ attempt to focus on global warming and emissions. Both games are strategy based and call upon the player to use their knowledge of resources, and environmental issues to make decisions that are environmentally friendly. Climate Challenge is ultimately more complex, but it is also marketed to a slightly older age group (18+ rather than 14+). 


I argue that Climate Challenge is the better game, but that also may be due to my age (20). A weakness of Energyville is that the environmental information is limited, and the games seems too restrictive for choices by the player each level. Also, its kind of confusing placing the energy sources on the city. That makes it hard to keep track of how much of that resource you are using... it might be easier with meters you can raise and lower, or just with +1/-1 buttons as opposed to the drag and drop. Although, at the end you can compare your city to the top ranked cities, and view what they chose to play with. This increases Energyville’s value as a serious game because you can then learn from your mistakes. Climate Challenge is more effective because it allows itself to be a complex game. The points ranking system takes in more factors than that in Energyville. In effect, Energyville is almost too simple to learn from. It tells you the stats, but doesn’t incorporate them into the game play nearly as much as Climate Challenge does. Instead, you read them separately and most after you have completed playing. The target age group for Energyville is high school kids, who are learning calculus and chemistry, which makes me think that they need to be given more credit. I would lower the age specifications for Energyville to about 8+. Climate Challenge also makes global negotiations and political action into account using a public opinion factor that effects your score as president. Overall, I would say that Climate challenge beats out Energyville in terms of game play, game mechanics, and raising social awareness.

Wednesday, May 20, 2009

Task Numero 4

Part One:
This exercise is intended to get you thinking about identity in digital spaces, but also for some self reflection on how you might ‘present’ yourself in these spaces.


What MMORPG did you (hypothetically) decide to play?





What compelled you to choose this game over the other?

I hypothetically decided to play Everquest II because I knew someone who failed like 4 courses at Brock due to a World of Warcraft addiction and I did not want to hypothetically follow in his footsteps. Clearly, Everquest is the right choice.


What race did you choose – why? What appealed to you? What didn’t?

Kerra

Kerra worship the spirits of the land and those of their ancestors.  Their often docile demeanor masks the fearsome and powerful predators that they are.  Kerra are a large humanoid feline race, their bodies covered in fur with colors and patterns denoting their lineage. They are tall and powerful with great agility, their tails able to perform menial tasks almost with minds of their own.Kerra are a neutral race. Kerra who start in Qeynos are good, those who start in Freeport are evil.

I was drawn more towards good but figured choosing a neutral player would be nice because who knows, maybe I would like to test out my dark side. Might be more fun. Also, because tigers look badass and I liked the sound of myself being a 'tigress'. About the Kerra itself I was interested in the connection to the land in being an animal. They are beautiful but dangerous and unpredictable at the same time. I think that sounds like a lot of fun in a roleplaying environment.











What class did you choose – why? What appealed to you? What didn’t?
Ranger 

Rangers are unrivaled in their ability to hunt foes and scout dangers in the untamed wilds of Norrath.  Known for sneaking safely through dangerous territory, Rangers use stealth, perception and cunning to seek out enemies and fell them from a distance with a deadly volley of arrows.

I chose the class of the ranger because instead of just using their brute force they use “cunning, stealth & perception” which I think is highly admirable. Also adventuring through a forest sounds like something I would enjoy very much because I love the outdoors, even the virtual outdoors. 


What would you name your character?
raassci- my name all jumbled.. sounds fierce though (silent c! like 3 sss's crazy, i know)

What kind of personality would your character have?
My avatar would probably have a personality similar to myself, kind and caring but I would embrace the Kerra and Ranger and be totally unpredictable and strategic about my gameplay.

Is this anything like your ‘real life/physical’ identity?
Yes but instead of just trying to please the people around me I might try to be more misleading, not in a negative way but in a more mysterious way. That would be cool. 

Do you have any avatars/characters that you are using now in any type of video/computer game or virtual world?
No I do not!

Does your character/avatar’s appearance or personality really matter to you when you’re playing a game or when you’re immersed in a virtual world? (you can answer this whether you’ve played before or not or whether you have an avatar or not). Would it depend on what you’re playing?
Yes it would totally matter to me. I would want to be unique, not blend in with all of the other shmoes. Even if that means I would be singled out, it would just show me who I should not play with / stay away from. Its just like in real life: you don’t want fake friends. My appearance would be a clue to others who I am and I think it would definitely keep me more invested in the game. I would care more about winning or losing. 



Part Two:


Thinking about the things you could talk about in your research paper – the discussion topics you noted on Monday – what theory or theories could you apply to your discussion topics (give at least two)?

(Cultivation) Symbolic annihilation: Cultivation theory says that heavy TV viewers opinions, values, and thoughts are mainstreamed by what they see and more in line with those presented in the TV world. To use cultivation theory with the Internet I would say that the games we play effect what we think about. Therefore in serious gaming, the effects must be great. Symbolic annihilation would be a key concept to discuss because it explains when something is not on tv it is not something that heavy tv viewers think about. Translated to the Internet, is there a difference now that serious games are present. Was the environment a victim of symbolic annihilation before Climate Challenge? And therefore is the impact of this game present simply because it is present. 


Overall, this is an interesting tidbit but I don’t think it would be best for my paper because it kind of looks at the past. I would need to combine this information with something else 


Uses & Gratifications Theory: says that people use specific media for specific things rather than using it passively. This theory challenges a passive audience so I would use it to analyze whether this game is used by people for a specific reason. Do players play it to gain knowledge or solely for entertainment. Uses & Gratifications would suggest gamers would play it for a benefit like knowledge. Does this translate into environmental activism?


This theory makes sense to see the cause & effect relationship between the game and the player. If people actively seek out media such as serious games, why do they? It is a strong theory because it challenges the passive audience. Its weakness would be that it is a ‘simple’ theory. Could be combined with dependency theory that says people need information form the mass media/Internet, and the more relevance the message the greater the impact. If the target audience is young voters, does the increased relevance mean a greater impact on that target audience? 


Hall’s Cultural Studies: This theory says that the mass media manufacture consent for dominant ideologies. Interesting fact: this game is sponsored by the BBC (mass media). There are clearly strong ideologies being communicated through these serious games that are associated with ethical and moral thought. But are they? 


This theory would be useful for my research paper because it could be used to analyze the usefulness of the game. Is this serious game just another part of the culture industry, or is it more grassroots, a challenge to the status quo? Does the game contribute to acts of hegemony (tells us whats important, what to think, what to do?) or does it revert hegemonic sources, and act as a vehicle to encourage the player’s independent agency as a citizen.