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Video Games & Virtual Worlds vs. Texts as Teaching Materials Intro Video Games In Culture Games Extend Into Larger Cultural Phenomenon PacMan SuperMario Pokemon Mortal Kombat TombRaider Games are Social Children talk about games in school Social aspect creates fads in gaming
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Video Games & Virtual Worlds vs. Texts as Teaching Materials Intro Video
Games In Culture • Games Extend Into Larger Cultural Phenomenon • PacMan • SuperMario • Pokemon • Mortal Kombat • TombRaider
Games are Social • Children talk about games in school • Social aspect creates fads in gaming • Individual response to fads in gaming define the young student
Games Model Academic Life • Looking at a computer screen for hours on end (work) • Gamers get together to play (meetings) • Gamers talk shop about gaming strategies (social interaction) • Game websites have insider information concerning game completion and secrets (research)
Classroom Visually Sedating Slow Feedback Paced to the Group Success or Failure are Final Games Visually Stimulating Immediate Feedback Paced to the Individual Success and Failure are a Restart Away Classroom v.s Games
Edutainment • Drill and Skill in digital form • Fail to capture excitement/frustration of "real" video games • America's Army • Military has seen benefits from games and simulations for years. • Recently there has been crossover of military sims into popular gaming
Morality • Grand Theft Auto III • Steal Cars, Kill Police, Frequent Brothels • Ultima • Good behavior necessary to attain "virtues" to complete quest • Morrowind • Multiple paths good or bad behavior results in different responses good and bad by game characters
Games Cross Seed • There is a dialogue of conventions between games • Classics are venerated and emulated • Mistakes are ridiculed • In-Jokes exist across time • Successful novelty is the goal
Games are Everywhere • Steve Wozniak and Steve Jobs of Apple fame started working at Atari • Experience with user interfaces and overlaid colors influenced the way they viewed computers contributing to the Graphical User Interface we take for granted today • College students have games as part of their unconscious development (they like PowerPoint)
What to do? • Be aware of the cultural shift • Help create digital media which leverages the best of the classical academy and videogames • Go have fun with your children, grandchildren, nephews, neices