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Researching Virtual Playlands

Researching Virtual Playlands. John Rice CECS 6220 Dr. Knezek. Rise of the Video Game. As computer power and graphics increased, sophisticated video games became possible As broadband became widespread, online gaming grew more sophisticated

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Researching Virtual Playlands

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  1. Researching Virtual Playlands John Rice CECS 6220 Dr. Knezek

  2. Rise of the Video Game • As computer power and graphics increased, sophisticated video games became possible • As broadband became widespread, online gaming grew more sophisticated • As video gaming grew into an industry that eclipsed Hollywood in profits, social scientists took increasing note

  3. Research Paradigms • Social scientists studying the use of video games in education fall into one of several fields: • Cognitive Studies • Narratology • Representation • Ludology (Wolf & Perron, 2003)

  4. Cognitive Studies • Cognitive studies of video games explore the relationship video games have with real world applications • Researchers apply the lenses of cognitive psychology to studying video games • Video games offering simulations of real world activities often interest cognitive studies researchers

  5. Cognitive Studies • Cognitive studies remains one of the most interesting areas of research for video games • Prominent researchers include Henry Jenkins of MIT and Kurt Squire at U. Wisconsin, Madison

  6. Narratology • Narratology concerns itself with using narrative studies to approach the research of video games • Narrative studies examine how we structure meaning through story telling • One of the most popular paradigms • Comparisons with story, film, and drama narratives

  7. Narratology • One of the most acclaimed researchers who took a narratology approach was Gee (2003) • Book: What video games have to teach us about learning and literacy created a sensation • Gee blended cognitive measures with a narrative approach (his background is lit. studies) • “Games are far better suited for things our tests don’t cover”

  8. Representation • Researchers exploring representation in video games are concerned with use of graphical elements and issues of engagement • Foundational work from Laurel (1991) • Heavy cross currents with research in Virtual Reality

  9. Representation • Some of the more controversial aspects of video gaming can be explored through the field of representation • Sex, violence, alternate gender roles, etc. can all be explored through representative elements in video games, providing many opportunities for research

  10. Ludology • Ludology is the study of the subcategory of video games within the broader context of all games • Ludologists propose a new paradigm for studying video games that supercedes previous ones co-opted for video game research

  11. Ludology • A relatively new paradigm, advocates are arguing for terms and acceptance • A concise argument was laid out by Frasca’s chapter in The video game theory reader (2003)

  12. Research Centers • MIT Media Lab - http://www.media.mit.edu/ • Serious Games Summit - http://www.seriousgames.org/ • Digital Games Research Association - http://www.digra.org/

  13. Journals • Game Studies: The International Journal of Computer Games Research • www.gamestudies.org • International Journal of Intelligent Games & Simulation • http://www.scit.wlv.ac.uk/~cm1822/ijigs11.htm

  14. Articles • Gee, J. P. (2003, May). High score education: Games, not school, are teaching kids to think. Wired, 11(05). • Lee J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. In Proceedings from Conference on Human Factors in Computing Systems (pp. 1375 - 1378). Retrieved November 3, 2004 from http://portal.acm.org/citation.cfm?doid=985921.986068 • Squire, K. and Jenkins, H. (2003). Harnessing the power of games in education. IN>>SIGHT 3(1)

  15. Books • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. • King, B & Borland, J. (2003). Dungeons and dreamers: The rise of computer game culture from geek to chic. New York: McGraw-Hill/Osborne. • Wolf, M.J.P. & Perron, B. (Eds.) (2003). The video game theory reader. New York: Routledge.

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