video games, film, and literacy

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VIDEO GAMES, FILM, AND LITERACY Nick Rose and Nick Miller aka The Nicks

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A presentation composed by Nicholas A. Rose and Nicolaus Miller regarding the topic of video games and literacy. Presented at Millersville University of Pennsylvania, October 2013 for the course English 331: Film and Media in the Secondary Classroom.

TRANSCRIPT

Page 1: Video games, film, and literacy

VIDEO GAMES, FILM, AND LITERACY

Nick Rose and Nick Miller aka The Nicks

Page 2: Video games, film, and literacy

Intertextu-huh?

Intertextuality “a model where literary structure does not simply exist

but is generated in relation to another structure. What allows a dynamic dimension to structuralism is his conception of the ‘literary word’ as an intersection of textual surfaces rather than a point (a fixed meaning), as a dialogue among several writings: that of the writer, the addressee (or the character) and the contemporary or earlier cultural context” (Kristeva 35-36, alluding to Bakhtin)

In other words, “text” is any site within our culture where we exercise relational processes and practices of interpretation (Elias)

Page 3: Video games, film, and literacy

James Paul Gee

Professor of literacy studies at Arizona State University

What Video Games Have To Teach Us About Learning and Literacy (2003) and follow-ups

Combines situated learning principles with… <GASP>… video games?

Page 4: Video games, film, and literacy

Gee’s Areas

Learning is not an individual act but a social one as well (7).

Situated cognition – Learning “embedded in (situated within) a material, social, and cultural world” (9)

New Literacy Studies Connectionism – recognizing

patterns

Page 5: Video games, film, and literacy

Gee: Why Use Video Games?

Some learning has little contextualized meaning (ex. upper level math courses)

Embodied experience (activity vs. passivity)

Active learning (back to intertextuality)

Identity*

Page 6: Video games, film, and literacy

Gee’s Terminology (handout)

Projective identity- an intersection of the virtual and real-world identities of a player; “seeing the virtual character as one’s own project in the making, a creature [imbued] with a certain trajectory through time defined by… aspirations for what [the player wants] that character to be and become (within the limitations of [his/her] capacities…and within the resources the game designer has given me” (50)

Page 7: Video games, film, and literacy

Gee: The Proactive Approach

Question of approaching this kind of material- HOW?

Using situated meanings and the design grammar of the game to understand and produce appropriate meanings and actions (33)

The player is an “active problem solver” encouraged to recognize his/her mistakes not as drawbacks but as “opportunities for reflection and learning” (36)

Page 8: Video games, film, and literacy

Tong and Tan: Game Narratives

Based on Steven Heath’s theory of narrative space in film (1981)

Player as director (game = movie): “The presentation of cinematic space is a process of selective framings and editing that produce ‘gaps’ or jumps in the continuity of the flow of images” (referring to Heath’s theory of narrative space)- the player controlling the camera allows for a similar kind of control

Page 9: Video games, film, and literacy

Krzywinska: Video Games and Film

Games emphasize the act of doing, what Espen Aarseth calls “ergodic” action, a type of “nontrivial effort [that] is required to allow the reader to traverse the text” (Krzywinska 207).

Games adhere to a binary structure, a rhythm of activity and inactivity that “ties into and consolidates formally a theme often found in horror in which supernatural forces act on, and regularly threaten, the sphere of human agency” (207)

Page 10: Video games, film, and literacy

Relating to Renee Hobbs

Media literacy remote

Five Critical Questions

Close Readings

Page 11: Video games, film, and literacy

Game Genres

Strategy (SimCity, The Sims –sociology, economics)

Fighting (Mortal Kombat, BlazBlue – backstories, characterization)

FPS (First-person shooters) Half-Life; Aliens: Colonial Marines- adaptation, tie-ins

TPS (Third-person shooters) Gears of War, Dead Space- full cinematic experiences

Platformers (Banjo-Kazooie, Beyond Good and Evil)- from side-scrollers to fully realized 3D bringing symbolism, some archetypes

Page 12: Video games, film, and literacy

Games and Film: Games AS Film

Video games have become nearly (if not entirely) synonymous with film in their production, mechanics, and consumption in our culture.

Page 14: Video games, film, and literacy

Works Cited

Elias, Amy. “Critical Theory and Cultural Studies.” English Studies:

An Introduction to the Discipline(s). Ed. Bruce McComiskey. Urbana,

IL: NCTE, 2006. 223-275. Print.

Gee, James Paul. What Video Games Have to Teach Us About

Learning and Literacy. New York: Palgrave Macmillan, 2007. Print.

Hobbs, Renee. Digital and Media Literacy: Connecting Culture and

Classroom. California: Corwin, 2011. Print.

Kristeva, Julie. “Word, Dialogue, and Novel.” Trans. Seán Hand and

León S. Roudiez. The Kristeva Reader. Ed. Toril Moi. Oxford: Basil

Blackwell, 1986. 34-61. Print.

Krzywinska, Tanya. “Hands-On Horror.” ScreenPlay:

Cinema/Videogames/Interfaces. Eds. Geoff King and Tanya

Krzywinska. New York: Wallflower Press, 2002. 206-224. Print.

Page 15: Video games, film, and literacy

Works Cited (cont.)

Tong, Wee Liang and Marcus Cheng Chye Tan. “Vision and Virtuality: The Construction of Narrative Space in Film and Computer Games.” ScreenPlay: Cinema/Videogames/Interfaces. Eds. Geoff King and Tanya Krzywinska. New York: Wallflower Press, 2002. 98-109.