cct300 – labs videogames as new media week 2. game studies: definition: the discipline that...
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CCT300 – Labs
Videogames as New Media
Week 2
Game studies:
Definition:Definition:
The discipline that studies games, their The discipline that studies games, their design, their players and their role they play in design, their players and their role they play in society and culture more broadly.society and culture more broadly.
Espen J. (2001)Espen J. (2001)
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Game studies:
Initially in studies of History and Anthropology. Initially in studies of History and Anthropology. i.e. what games did the Iroquois practice…i.e. what games did the Iroquois practice…
A need to study video games as a separate A need to study video games as a separate field began during the gaming explosion in field began during the gaming explosion in 1980s.1980s.
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Approaches to gaming:
Social approach:Social approach:
What do games do to people?What do games do to people?
Humanities approach:Humanities approach:
What meanings are made through the use of What meanings are made through the use of games?games?
Industry and engineering approach:Industry and engineering approach:
How to make games better/more engaging?How to make games better/more engaging?
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Social sciences approach:
Social sciences “what do games do to Social sciences “what do games do to people?”people?”
Using surveys, control laboratory experimentsUsing surveys, control laboratory experiments
They ask: “Are games a cause for violence?”They ask: “Are games a cause for violence?”
Remember Social Learning Theory?Remember Social Learning Theory?
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Why are computer games different?
Interactivity through:Interactivity through:
Creative involvement (player’s luck, skill, Creative involvement (player’s luck, skill, social skill and creativity).social skill and creativity).
Social skills are needed/or must be developed.Social skills are needed/or must be developed.
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A positive approach:
Another question asked is:Another question asked is:
““How can we use games for educational How can we use games for educational purposes?”purposes?”
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“Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses….
Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error.
Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions….
Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.”
– The Economist, August 4, 2005
““By and large, computer and video gamesBy and large, computer and video games
have been ignored by educators. have been ignored by educators.
When educators have discussed games,When educators have discussed games,
they have focused on the social consequencesthey have focused on the social consequences
of game play,of game play,
ignoring important educational potentials of gaming.”ignoring important educational potentials of gaming.”
- Kurt Squire, MIT- Kurt Squire, MIT
Some research on the use of video games in education
A UK study concluded that simulation and adventure games - A UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002)thinking and planning skills. (BBC News, March 2002)
Researchers found that doctors who spent at least three hours a Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video percent faster than their counterparts who did not play video games. (MSNBC News, April 2004)games. (MSNBC News, April 2004)
A detailed literature review on video games and learning A detailed literature review on video games and learning can be found here:can be found here: http://www.futurelab.org.uk/research/lit_reviews.hthttp://www.futurelab.org.uk/research/lit_reviews.htmm
Discourse on games/vr & education…PositivesPositives
Games can teach/train Games can teach/train valuable cognitive and fine valuable cognitive and fine motor skillsmotor skills
Games can be used to Games can be used to practice practice teamwork/cooperation (eg. teamwork/cooperation (eg. Military training)Military training)
Online games can be a Online games can be a positive social experiencepositive social experience
Games can reinforce certain Games can reinforce certain world viewsworld views
NegativesNegatives
Games can reinforce Games can reinforce certain world views! certain world views!
E.g. Violence, Sexism, Racism, E.g. Violence, Sexism, Racism, HeterosexismHeterosexism
AddictionAddiction
EscapismEscapism
IsolationIsolation
Anti-Social behaviourAnti-Social behaviour
Potential problems with using video games in education
Negative perception of video games as ‘just toys’, Negative perception of video games as ‘just toys’, perpetuating negative ideas and as a waste of perpetuating negative ideas and as a waste of timetime
Need to strike a balance between learning and Need to strike a balance between learning and ‘fun’‘fun’
Hardware divide (graphics cards, internet Hardware divide (graphics cards, internet connections)connections)
Skills divide (technology is constructed as a Skills divide (technology is constructed as a masculine domain, slower typists may not be able masculine domain, slower typists may not be able to keep up with discussions)to keep up with discussions)
Debate:
The ICCIT has devised a committee conforming of The ICCIT has devised a committee conforming of research staff, faculty, administration and students research staff, faculty, administration and students to advice on the use of video games in the to advice on the use of video games in the curriculum. curriculum.
Put yourselves in groups of 4-5 and take an either Put yourselves in groups of 4-5 and take an either positive or negative stance:positive or negative stance:
http://wiki.media-culture.org.au/index.php/http://wiki.media-culture.org.au/index.php/Computer_Games_-_EducationComputer_Games_-_Education
http://www.socialstudiescentral.com/?q=content/http://www.socialstudiescentral.com/?q=content/video-games-education video-games-education
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Conclusions
Video games, simulations and virtual reality Video games, simulations and virtual reality are in their infancyare in their infancy
As technology advances further, we will have As technology advances further, we will have more opportunities and ways to use it for more opportunities and ways to use it for teaching and learningteaching and learning
Unstructured environments and structured Unstructured environments and structured environments can serve different environments can serve different teaching/learning purposesteaching/learning purposes
Video games should be valued and perceived Video games should be valued and perceived as a technology/medium that can go far as a technology/medium that can go far beyond its entertainment rootsbeyond its entertainment roots
Sources:
Lane, Beth (2007). Media Studies Definitions Mass Media Terms and Lane, Beth (2007). Media Studies Definitions Mass Media Terms and Concepts for Lessons and Discussion. Retrived online at <http://teaching-Concepts for Lessons and Discussion. Retrived online at <http://teaching-media-literacy.suite101.com/article.cfm/media_studies>media-literacy.suite101.com/article.cfm/media_studies>
Curran, James, and Michael Gurevitch. 2000. Curran, James, and Michael Gurevitch. 2000. Mass Media and SocietyMass Media and Society. A . A Hodder Arnold Publication.Hodder Arnold Publication.
Kuchera, Ben (2007). PTC throws down gauntlet, argues for video game Kuchera, Ben (2007). PTC throws down gauntlet, argues for video game legislation. Ars Technica. Retrived online at legislation. Ars Technica. Retrived online at http://arstechnica.com/gaming/news/2008/01/ptc-throws-down-gauntlet-http://arstechnica.com/gaming/news/2008/01/ptc-throws-down-gauntlet-argues-for-video-game-legislation.arsargues-for-video-game-legislation.ars
Aarseth, Espen J. (1997). Cybertext: Perspectives on Ergodic Literature. Aarseth, Espen J. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press. ISBN 0-8018-5579-9 0-8018-5579-9.Johns Hopkins University Press. ISBN 0-8018-5579-9 0-8018-5579-9.
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