Posts Tagged: education


Posts Tagged ‘education’

Nov 10 2010

Response: Week 11

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Earlier in the week I posted some questions regarding the relationship between education and interactive entertainment. Sure enough, there is a significant sector of the industry that is dedicated to the education of users (I read a blog that referred to this as “edutainment.”) Despite the monumental amounts of money driving the gaming industry, there are still games being produced that go beyond the mindless, violent themes with which they are often associated. In addition to educational benefits such as teaching math and science lessons to children in the form of gaming systems, there are studies that show interactive entertainment has the potential to impact the general motivation for learning. Upon reflection over the Wikipedia entry game studies, I find the social science approach fascinating.

The social science approach to game studies inevitably leads to the question: “What do video games do to people.” I can’t help but think of the people who were interviewed in the Frontline documentary that we watched in class. There was a woman who admitted to quitting her job, just so she was able to play her favorite video game full-time. There was also a couple who told the reporter they actually met online through the video game and were eventually married. We were even introduced to overseas rehab (rehab?!) centers for young children who were trying to break free of actual video game addiction.

Clearly, video games do a lot to people.

I think video games have the capacity to have different effects on different people- perhaps due to personality, environmental factors, etc. Still, it’s fascinating to consider the wide range of impact that interactive entertainment has on users. There is the extreme, where people are clearly so addicted that it results in the disruption of their every day lives. I have a difficult time relating to this, probably because my parents never allowed video games in our house when I was growing up. Instead, they encouraged my brother and I to stay active in sports and have “real”, for lack of a better word, interactions with our friends. I think the only way for me to relate to the need to constantly interact with a game is to compare my Internet usage. In this sense, I can understand how certain behaviors can be developed, including a subconscious dependence on the medium.

Still, I think it’s more important to focus on the benefits that the interactive entertainment industry has to offer. The Wikipedia entry on the social science approach to game studies also detailed some of the specific instances of games that are leveraged to encourage learning in a variety of interface forms, including challenge, fantasy, curiosity and control. I find it hopeful that these studies support the belief that video games can provide an appealing, alternative form of learning for younger generations. At the same time, when considering some of the addictive behaviors that result from video game use, perhaps the use of interactive entertainment for education still has the potential for negative side effects.

Nov 08 2010

Framing Week 11

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Well I guess we’re on week 11, not week 10.

1. Will educational video games be the future of our children’s education? I feel like this could be a real possibly in the future with the way the technology in our culture is heading.

2. What will be the next step within the gaming industry? I think I underestimate what video games are capable of in the future because they are so advanced right now.

3. How much does gaming hurt kids’ minds and personality? Does gaming have a negative affect on how kids interact with people and culture?

Nov 07 2010

Framing Questions: Week 11

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In the last unit, we discussed the relationship between education and interactivity. Video games have long been dealt a negative reputation to some degree, often labeled as a “waste of time.” However, the Wikipedia entries on video games alluded to the potential that interactive games hold to help students excel. When applying a humanities approach to game studies, what are some of the positive educational benefits of interactive entertainment? What are some, if any, educational gaming initiatives/programs that have been launched, and how have they positively impacted the performance of students in the classroom? The Wiki entry on the video game industry points out that this is a growing industry, raking in billions of dollars a year as of 2004. Does the video gaming industry as a whole seem to be more focused on the economics of the business, or is there also an emphasis on manufacturing worthwhile games with an educational purpose?