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Module
2 |
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One
Example:
Video Games as a New Media |
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One example of these new digital media is the video game, now
one of the most popular forms of entertainment. In 2003, people
devoted more time to playing video games (75 hours on average for
the year) than viewing rented videos/DVDs (Dee, 2003). Video games
are played on Sony's Playstation 2™, Microsoft's Xbox™,
Nintendo's GameBoy™, or Nokia's N-Gage™ and are produced
by Electronic Arts, Activision, Atari, Take-Two, THQ, and Konami
Most. Electronic Arts, the largest producer, has two games, Madden
NFL Football and FIFA Soccer, that each earned more than a billion
dollars. The total sales for video games in 2003 was 10 billion
dollars—equal to total sales for film/video/DVD’s. |
And, for young adult/adolescent males, video games are now the
fourth most popular media form after television, radio, and the
Internet, now surpassing newspapers and magazines (Mandese, 2004).
18-34 year-old males devote 6 percent and adolescent males devote
15 percent of the time they spend with media each day to playing
video games. |
In a New York Times Magazine article on video games,
Jonathan Dee (2003) divides video games into two basic categories:
"fighters"/"shooters" and "God games." The "fighters"/"shooters"
are sports/driving games that involve avoid being destroyed by avoiding
dangers in real time through the use of point-and click technology.
The more violent games have raised issues about their effects on
player's attitudes towards and use of violence involved with simulated
killing in these games. There has been considerable controversy
about the impact of playing these games on adolescents' attitudes
towards or actual use of violence, with some charging that playing
certain games leads to more violent behavior. |
Parents who want information about the content of certain games
are provided with a rating on games developed by the Entertainment
Software Rating Board (ESRB): |
-
Early Childhood. Content suitable for children ages 3 and over.
Contains no violence. Child requires reading skills, fine motor
skills and a high level of thinking skills.
-
Everyone. Content suitable for persons ages six and older. They
may contain minimal violence, some comic mischief (for example,
slapstick comedy), or some crude language.
-
Teens. Content suitable for persons 13 and older. Contains all
the above, plus more animated or realistic violence. May have
strong language and/or suggestive themes
-
Mature. Content suitable for persons ages 17 and older. These
products may include more intense violence or language than products
in the Teen category. In addition, these titles may also include
mature sexual themes.
-
Adult Only. Content suitable only for adults. These products
may include graphic depictions of sex and/or violence. Adults
Only products are not intended to be sold or rented to persons
under the age of 18.
|
To rate clips of video games according to each of these ratings,
click on http://www.fimoculous.com/work.cfm
and then click on "video game ratings" (requires RealPlayerOne plugin). |
Another issue related to games is the degree to which games are
gendered in ways the foster traditional masculine or feminine practices.
Many early "shooter" games were assumed to appeal to male adolescents.
However, more recent games, particularly simulation games, have
a high appeal for females. Henry Jenkins discusses issues of gender
and games in "Complete
Freedom Of Movement": Video Games As Gendered Play Spaces. |
David Leonard, in "Live
in your world, play in ours": Race, video games, and consuming the
other, discusses the often-stereotyped racial representations
in video games. |
The gendered and racial representations in games represents a
larger interest in the ideological values represented in games.
Henry
Jenkins and Janet Murray discuss the ways in which the Star
Trek games reflect certain values: |
While television's Star Trek must appeal
to multiple demographic groups to sustain its popularity, the digital
market is still predominantly young, male and technically oriented;
the content of the Star Trek games reflect that orientation, using
technology to facilitate interactions with fictional technologies,
and emphasizing combat over conversation. |
The ideology of the TV programs is constantly disputed
among fans, but Star Trek games necessarily takes sides.
The result is a strikingly militaristic conception of the Enterprise,
its mission, and its relations to alien cultures. The games also
display paternalism, as aliens are most often cast as subjects requiring
rescue and assistance, and misogyny, as powerful women are often
cast as dangerously duplicitous. No one seems to have hardwired
the Prime Directive into these simulated Trek worlds. None
of these limitations are intrinsic to the technology; rather, they
reflect the current state of the game marketplace and the limitations
of corporate understandings of the potential Star Trek
audience. |
Another genre of games, the "God games," involves players in
creating virtual worlds, environments, or communities in ways that
best serve the inhabitants. For example, the Atari game, RollerCoaster
Tycoon, involves designing amusement parks in ways that avoid accidents
for people on the park rides. Another example in the Electronic
Art's Sims games requiring players to participate in simulated
communities. |
In a University of Minnesota Digital
Media Center "Tech Talk" program on computer games, Kurtis Scaletta
described a popular older game, Myst, in which players
can move through a vitual environment and note clues for solving
certain puzzles, often by selecting to go through certain secret
doors, but largely without interacting with others. In more recent
games, such as Siberia, there are more interactions with other characters.
Scaletta notes that participating in these games involves some problem-solving
skills in which people learn to collect documents or keep maps as
tools for navigating through a game. |
Scaletta also noted that some of the more recent "shooter" games
such as the online version of Quake involves some social
skills because players are player with or against each other: |
The world is open sourced and the people could create
components, they can create new territory, new maps to play the
game. And so a lot of young people know how to write the programs
to enhance the games. And so the players became involved in changing
the landscape of the game and they created new aspects of the world
and they ended up forming, because the more experienced players
were basically better, they would just enjoy shooting the novices.
And it wouldn't be very much fun for a novice to come in and play . . . They
started forming self-protective communities of "Let's keep ourselves
safe from these predators." So, even though it's an incredibly violent
game, it ended up being a lesson in, sort-of, conflict management,
whereby working together and forming these communities, people were
able to protect themselves. |
He also cited the example of the Sims games such as
Sims City 3000: |
They've simulated everything from running railroads,
running empires in the days of the Roman Caesars, building roller
coasters, my favorite is a simulation golf course where you build
a golf course and you can actually play golf on it against famous
golfers with names like Tiger Forest. But it's not a true simulation
in that when I use the term simulation, I generally think of it
as something that is supposed to be realistic, like a flight simulator,
you're actually going to learn how to fly a plane. There is obviously
an level of fantasy to that so it's sort of a simulation-type game
- It's a genre of game. The Sims is interesting because
it became popular in sort of the age of the Internet and so, you
can not only play these games where you develop your characters
and share those characters with other people. So people upload their
games that they've played and people can download them and see what
you've done with your characters and the neighborhoods you've built.
And now there's an online Sims where your characters can
even interact in real time with the Sims characters that
other people have made. |
For Dee, a central issue in participating in these games is the
ways in which they function as interactive storytelling that draws
on traditional narrative forms, but with the simulate reality of
digital video. He describes his own experience of playing one game,
Max Payne: |
I sit down in my living room to play (if that's
even the right word anymore) Max Payne, another popular, violent
title from Rockstar. It's a story-based shooter, and Max's story
- set in a nighttime, comic-book-livid New York City - is a sad
and vengeful one: Max was formerly a by-the-book cop, but the agony
he suffered when his wife and baby were murdered by junkies has
pushed him into vigilante territory. The man of law who, when the
quest for justice becomes personal, steps outside the law's boundaries:
anyone who's ever seen a John Wayne or a Clint Eastwood movie already
knows the drill. |
Max is not me; but is he a character? Do I ever
feel the sort of emotional affinity for him I might feel for a grief-demented
father in a movie or a book? He's more of a narrative puzzle piece,
an archetype, a situation; if I walked into the middle of a movie
and saw a chase scene, I could feel something simple and immediate
for both hunter and prey without having any idea who they are, and
that's how I feel about Max. The whole scenario strikes me (especially
after he dies a few more times) as silly and ponderous and overly
bloodthirsty, and yet there's something there - a curious tension
between control and no-control - that seems worth feeling solely
on the grounds that, over a lifetime of novels and plays and movies
and songs and paintings, I've never felt it before. The form is
miles ahead of the content, and as long as the gold rush is on,
it'll probably stay that way. But, as in the first days of television
or radio or the movies, the form is the whole thrill, and it's more
than thrill enough. (p. 63) |
Dee quotes Bruno Bunnell, CEO of Atari, who argues that that
this experience of interactive storytelling in video games will
eventually change the movie industry: |
The golden age of movies is gone. That's it. It's
a fact. What they do today to survive is they multiply the special
effects to catch up with what the kids want, because they've seen
it in the incredible universes of these video games. It used to
be, 'Well, let's make a movie and then make a video game version
as a licensed product.' The next step to this will be the collaboration
between the stories, between the complexity of their stories and
the personal expression of the video game. This product doesn't
exist yet, but it will. Think about this kind of game, where you'll
be in a kind of Star Wars environment, you'll have X thousand people
playing together at the same time; you could just spend your day
watching the screen and waiting for the stories to happen, or else
you can decide to enter the game and take your own little path,
all in real time. Or let's say you see a movie and your character
is in the jungle, there's a snake there, you see the snake but he
hasn't seen it, he's smoking a cigarette, talking to his girlfriend.
You're like: 'The snake! The snake!' And the character on the screen
says: 'A snake? Where?' But if you choose not to say anything, then
he just goes on doing what he's doing. The movie people don't anticipate
this revolution. They better watch their back. We're right there.
Big time. (p. 56) |
Greg Costikyan ("Where
Stories End and Games Begin") disagrees with the idea that games
are forms of narrative, given his assumption that narratives involve
a linear experience of unfolding events. |
A game is non-linear. Games must provide at least
the illusion of free will to the player; players must feel that
they have freedom of action within the structure of the game. The
structure constrains what they can do, to be sure, but they must
feel they have options; if not, they are not actively engaged. Rather,
they are mere passive recipients of the experience, and they're
not playing any more. They must not be constrained to a linear path
of events, unchangeable in order, or they'll feel they're being
railroaded through the game, that nothing they do has any impact,
that they are not playing in any meaningful sense. |
In other words, there's a direct, immediate conflict
between the demands of story and the demands of a game. Divergence
from a story's path is likely to make for a less satisfying story;
restricting a player's freedom of action is likely to make for a
less satisfying game. To the degree that you make a game more like
a story - a controlled, pre-determined experience, with events occurring
as the author wishes - you make it a less effective game. To the
degree that you make a story more like a game - with alternative
paths and outcomes - you make it a less effective story. It's not
merely that games aren't stories, and vice versa; rather, they are,
in a sense, opposites. |
In considering comparisons of games and films as narrative media,
Costikyan also recognizes a central principle of this course associated
with comparing media - that rather than assuming that certain media
are superior or inferior to other media, that one needs to recognize
that media are different from each other. |
On one level, it's a status thing. Game designers
view movies as more legitimate, more important than games, just
as screenwriters view novels are more legitimate, more important
than movie scripts. But it also has to do with the fact that movies
and novels are our fundamental storytelling artforms, whereas games
are the artform we created based on the fundamental human activity
of play. Neither is superior to the other in any meaningful sense.
To think that stories are somehow more legitimate than games is
like thinking that music is somehow more legitimate than poetry,
or poetry more legitimate than painting. It's comparing apples to
oranges. It's the merit of the individual product within the form
that matters - whether the poem is good or bad, the music soaring
or trite, the game well or ill designed. |
Modularity and game design. Games build on one of Manovich’s
(2001) principles—modularity. Modularity allows developers
and users to mix and match components to achieve different goals.
This has multiple consequences for software developers and users
(Dubbels, 2004). |
Each component works independently of the others allowing each
component to be an "expert" in one specific area. Given
the complexity of software today it is difficult for any single
developer to produce an excellent all-purpose piece of software.
It allows programmers to build on their strengths and produce a
single component that functions well (a master of one) rather than
something that performs in an average manner on many tasks (jack
of all). |
It allows for combinatorial creativity on the part of the user/developer.
Given a wide variety of components, the user/developer can mix and
match pieces that are relevant to their task at hand and construct
a piece of software that performs a variety of tasks seamlessly. |
The component architecture also allows for expansion and modification
of the software with changing needs. For instance an instructional
web site that just had text and images can be very easily adapted
to include animations and video. Contrast this to a situation where
one uses a single piece of large instructional software constructed
without taking advantage of the component architecture. Adding another
media to the mix would require rewriting the entire software from
scratch. |
Having a component architecture allows for easier trouble shooting.
In a component based world, a malfunction can be caused by two things–malfunction
in a single component or malfunction in the manner in which different
components talk to each other. In either case, identifying and rectifying
the problem is easy–something that would be extremely hard
in the previous ways of developing software. One does not have to
go back and attempt to parse through the entire code. The solution
is usually replacing a malfunctioning module rather than revamping
the entire software. |
Learning different literacies associated with video games.
For adolescents, acquiring proficiency in learning these literacies
often serves to define their social identities as experts or active
participants in a community organized around media use. For example,
as active computer game players, adolescents are learning a range
of practices involved in becoming proficient in playing computer
games and in being recognized as a successful game player (Gee,
2002). Rather than learning "content," students learn to participate
in what Gee describes as "semiotic domains." Video games are a semantic
domain, which includes an affinity group of insider people who know
a lot about a particular game and who interact around shared uses
of and knowledge about the game. These participants are also a part
of a "lifeworld" consisting of people who share a common set of
discourses and social practices associated with a particular semantic
domain. These game players create fan
sites on which they discuss their experiences with games. |
Video games are designed in ways that involve learners adopting
certain identities as virtual characters in the game world who move
through a series of steps or challenges in order to succeed in the
game. In doing so, players are learning how to adopt different identities,
learning that may then transfer to learning to adopt the role of
the "scientist" or "historian" in school. Central to motivating
players to successfully adopt virtual identities is whether they
are willing to make an effort to succeed in ways that results in
success in the game, particularly when one's real world identity
is that of a fearful newcomer who is uneasy about or reluctant to
play a game. Video games are therefore designed in ways that support
novice players in ways that serve to minimize taking risks or failing
and in ways that reward success. |
Gee identities a number of design principles that support novice
participants and provide a sense of success: |
-
Amplification of Input Principle: For a little input, learners
get a lot of output.
-
Achievement Principle: For learns of all levels of skill there
are intrinsic rewards from the beginning, customized to each learner's
level, effort, and growing mastery and signaling the learner's
ongoing achievements. (p. 67)
-
Practice principle: Learners get lots and lots of practice in
a context where the practice is not boring (i.e., in a virtual
world that is compelling to learners on their own terms and where
the learners experience ongoing success). They spend lots of time
on task.
-
Ongoing Learning Principle: The distinction between learner and
master is vague, since learners, thanks to the operation of the
"regime of competence"
|
Gee argues that through participation in games, children and
adolescents also engage in critical learning of how they are manipulated
by games as design spaces and how they can, in turn, manipulate
the game for their own ends. They are also recognizing how these
designs spaces are connected to other similar genres of design spaces
and how these design spaces function to engage us. |
And, he argues, that through participation in video games, children
and adolescents are learning that meaning is constituted through
intertextual links connected to other related texts. Having experienced
the genre of the fantasy quest adventure in literature, film, and
other games, they draw on their knowledge of that genre to navigate
through new, unfamiliar quest games. They are also learning that,
in addition to words, meaning resides in multiple modalities of
images, actions, and sounds that serve to support their learning
a new game. And, because many games store knowledge of a player's
previous experience, players learn that they can move on in the
game without having to worry about what the game already knows about
them. |
And, because players may be working together on-line as members
of an affinity group, they are learning that knowledge is distributed
different players and tools given their common, shared attempted
to achieve certain goals. And, as the player acquires experience
with they game, they assume the role of insider producer/teacher
of others, as well as an active agent in altering the game itself.
|
Games are also designed to help players develop new skills and
tactics that can be layered and manipulated to evolve strategies
to create the player’s desired outcome. As Brock Dubbels (2004)
notes: |
Once a player develops a skill and uses it tactically, in many
cases the game is designed to make the player change their strategy
and use the skills and tactics in novel ways so that pire trial
and error is not enough to win. These evolving challenges put
the players in positions where, if they want to beat the game,
they must develop novel approaches to old problems in matching
skill sets in new combinatorial and permutative sets, thus players
begin to create novel combinations and reductions from the game’s
skill sets, unique tactics, and layered strategies are acquired
through the experience of applying their problem solving skills
to changing events and twists in the story.
|
Play, like trial and error and planning, is a creative process
where the player co-creates meaning to navigate towards a game
ending scenario based on goals, consequence, and outcome. Video
game play seems to be a form of critical literacy where individuals
are involved in a narrative where they investigate a problem,
fantasy, or scenario without life or resource threatening outcomes.
|
Perhaps what might be helpful in thinking about games and classroom
learning is the way games can be broken down into the separate
challenges, and the player can approach them at different levels
of difficulty, and in different contexts. In this way, players
can acquire skills and knowledge that allow them to advance and
gain skills and perhaps mastery of the game while they are playing.
(p. 17).
|
All of these interactive learning experiences with not only video
games, but also on-line chat sites and interactive websites serve
to provide students with experiences that transfer to participation
in other media and to schools. While games may be designed primarily
for entertainment, players are engaged in a lot of incidental learning
that enhance their sense of agency as active learners. They are
also acquiring new literacies constituting new ways of experience
media. This means that schools need to develop learning experiences
that provide equally interactive modes of learning that mimic some
of the learning principles inherent in games. In the long run, schools
will incorporate more game-like, interactive, multimedia learning,
and games will be designed to assist learning in ways that serve
to support schools. |
Educators also use games and simulations as "learning objects"
developed with the use of that serve to supplement their instruction
with engaging online activities that actively engage students with
graphics-based learning. |
Scott
Wilson-Barnard, of the University of Minnesota Digital Media
Center, cites some examples of games and simulations developed using
Flash MXTM that are designed to foster learning. |
One example he cites is on the PBS
NOVA site: Build a Rice Paddy. |
See Kurtis
Scaletta's examples of games developed with Flash™ or
Authorware™. |
Links related to video/computer games |
Google:
links to video game sites |
Clips/trailers
of video games |
Game
Nation television program: reviews/discussions |
Yahoo:
free games |
Computer
Games: online games |
Apple:
game trailers/clips |
Electronic
Arts: major games producer |
The
Sims |
SONY
Playstation |
Games
Domain |
Computer
Simulation games |
Game
Culture: articles on cultural aspects of games |
Computer
Games Magazine |
Game
Studies: journal of research on games |
Center
for Computer Game Research |
Digital
Games Research Association |
Digital
Games Research Conference, 2003 |
Game
Culture and Technology Lab |
Discussion
of a documentary on video games |
References on games (some provided by Kurtis
Scaletta) |
British Educational Communications and Technology
Agency (2002). Information
sheet on computer games to support learning. |
(2001). Computer
games in education project (project profile). This and other
documents are available at this site. Registration is required,
but free. |
(2001). What
aspects of games may contribute to education? This and other
documents are available at this site. Registration is required,
but free. |
Cassell, J., & Jenkins, H. (Eds.). (1998). From
Barbie to Mortal Kombat: Gender and computer games. Boston:
MIT Press. |
Costikyan, G. (1994) I Have No Words &
I Must Design.
http://www.costik.com/nowords.html
|
Crawford, C. (2003). On Game Design. New Riders: Indianapolis,
In. |
Crawford, C. (2003). Chris Crawford on Game
Design. New York: New Riders. |
Goldstein, J., & Raessens, J. (Eds.) (2003). Handbook
of computer game studies. Boston: MIT Press. |
Jones, K. (1997). Games and simulations made
easy: practical tips to improve learning through gaming. Stirling,
VA: Kogan Page. |
Kafai, Y. B. (2001). The
educational potential of electronic games: from games-to-teach to
games-to-learn. Paper presented at Playing By The Rules, Chicago,
IL. |
Kent, S. (2001). The ultimate history of video
games. Roseville, CA: Prima. |
Mount, P. (2001). Gameplay:
the elements of interaction. Master's thesis. Liverpool, John
Moores University. |
Prensky, M. (2000). Digital
game-based learning. New York: McGraw Hill. |
Poole, S. (2000). Trigger happy: Videogames
and the entertainment revolution. New York: Arcade. |
Rouse, R. (2001). Game design: Theory and
practice. Plano, TX: Woodware. |
Wolf, M. (Ed.) (2002). The Medium of the Video
Game. Austin: University of Texas Press. |
Wolf, M., & Perron, B. (Eds.) (2003). The
video game theory reader. New York: Routledge. |
Related sites: New Media Studies
|
Institute
for New Media Studies, U of M
|
Center
for Cyberculture Studies
|
New
Media Studies
|
Journal
of New Media & Culture
|
Center
for History and the New Media, George Mason
|
Columbia
Center for New Media Teaching and Learning
|
The
New Literacies Archive: Readingonline.org
|
Students
Find their Voices through Multimedia
|
For further reading
|
Alvermann, D. (Ed.). (2002). Adolescents and literacies
in a digital world. New York: Peter Lang.
|
Bolter, J. D. (2001). Writing space: Computers,
hypertext, and the remediation of print (2nd ed.). Mahwah, NJ: Erlbaum.
|
Bruce, B. C. (1997). Literacy
technologies: What stance should we take?. Journal of Literacy
Research, 29, 289-309.
|
Everett, A., & Caldwell, J. (Eds.). (2003). New
media: Theories and practices of digitextuality. New York: Routledge.
|
Harries, D. (Ed.). (2002). The new media book.
London: British Film Institute.
|
Herman, A., & Swiss, H. (eds). (2000). The world
wide Web and contemporary cultural theory. New York: Routledge.
|
Hillis, K. (1999). Digital sensations: Space,
identity, and embodiment in virtual reality. Minneapolis: University
of Minnesota Press.
|
Kolko. B. (Ed.) (2003). Virtual publics: Policy
and community in the electronic age. New York: Columbia University
Press.
|
Lister, M., Dovey, J., Giddins, S., Grant, I.,
& Kelly, K. (Eds.) (2003). New media. New York: Routlege.
|
Murray, J.H. (1997). Hamlet on the holodeck: The
future of narrative in cyberspace. New York: Free Press.
|
Reinking, D., McKenna, M.C., Labbo, L.D., & Kieffer,
R.D. (Eds.). (1998). Handbook of literacy and technology: Transformations
in a post-typographic world. Mahwah, NJ: Erlbaum.
|
Shyles, L. (Ed.). (2002). Deciphering cyberspace:
Making the most of digital communication technology. Thousand Oaks,
CA: Sage.
|
Tyner, K. (1998). Literacy in a digital world.
Teaching and learning in the age of information. Mahwah, NJ: Erlbaum.
|