Recently, research withing digital media learning and literacy literatures has shifted toward analyzing the productive practices in online communities "around" popular videogames (e.g., Steinkuehler and Author, 2008; Author and Gee, 2008; Author, in press; Squire and Giovanetto, 2008; Gee and Hayes, in press). However, the rhetoric of these studies has often focused on the positive, productive, and empowering perspectives of some fans/players in the "affinity spaces" (Gee, 2004) around games. In this paper, I argue for the importance of understanding learning and literacy within online communities around games by addressing the tension between the goals of media producers and fans' goals using tools within these communities. This tension is key, I argue, to understanding the potential of these spaces as valuable learning/literacy domains, as well as the making of meaning within online fan communities. World of Warcraft has been the largest massively-multiplayer online game for over five years running, featuring more than 11.5 million concurrent subscriptions (MMOGChart.com, 2009). Focusing on discussions within the World of Warcraft official online forums (http://forums.worldofwarcraft.com), I present analyses addressing how players have engaged with the game's lead designer (Dr. Greg Street, a former marine science academic who has been very active within the game's fan communities), and vice versa. Presenting the results of content analyses (Mayring, 2000) and Discourse analyses (Gee, 2006) on online forum text, I highlight a revealing debate between these parties regarding the use of a specific data-gathering tool ("SimulationCraft," an open-source tool used by players to gather data on game mechanics). In this exchang... ... middle of paper ... ...Discourse analysis: Theory and method, 2nd. ed. New York: Routledge. Gee, J. P. & Hayes, E. R. (in press). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan. Huizinga, J. (1955). Homo ludens: A study of the play-element in culture. Boston: Beacon Press. Jenkins, H. & Squire, K. (2002): The Art of Contested Spaces. In King, L. (ed.), Game On: The History and Culture of Videogames. (p.64-76) London UK: Laurence King Publishing. Mayring, P. (2000). Qualitative content analysis. Forum: Qualitative Social Research, 1 (2). Retrieved from http://www.qualitativeresearch.net/index.php/fqs/article/view/1089/2385 MMOGchart.com (2009). MMOGChart.com: Charting the future of the MMOG industry. Located online at http://mmogchart.com Squire, K. and Giovanetto, L. (2008). The higher education of gaming, E-Learning, 5(1), 2-28.
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
The gaming discourse community is a most interesting group of people. Its members come from all ages and walks of life who are drawn to this community for many reasons. Typically, these the members of this discourse community fall in the age range of early teens to late thirties. They come from unique backgrounds, experiences, and nationalities. This diversity brings a life and culture to this community that is unlike any other.
The lights, sounds, the visuals many things come into our minds when we think of video games. It has been seen as a detrimental part of society and as a form of art. In current times some of the biggest events are from video games. Today’s youth in society cannot almost not be spoken of without video games being mentioned at one point. As a form of media that touches our society from young and old, it has a lot of controversy surrounding certain aspects of it.
Glazer, S. (2006, November 10). Video Games. CQ Researcher, 16, 937-960. Retrieved February 11, 2010, from CQ Researcher Online
Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked." PBS. PBS. Web. 13 Mar. 2012.
In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who
"In order to create an inclusive experience for women, it is imperative that game companies design and market games with female target audiences in mind." (Gonzalez, A., Gomez, E., Orozco, R., & Jacobs, S., 2014).
Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print.
The author could have employed other methods of qualitative research such as, narrative analysis, grounded theory, discourse analysis, data display and analysis, content analysis and quantifying qualitative data and computer assisted qualitative data analysis software (CAPDAS) (Saunders et al., 2016). Nevertheless, these approaches seem cumbersome sometimes and take a long time to complete (Willig, 1999; Braun and Clarke, 2006 and Smith and Bekker,
As technology advances, new and creative forms of entertainment immerge from these advancements. One form that has grown immensely in popularity over the past dozen years has been video games. Taking form nearly four decades ago, video games have been one of the major embodiments of the growth of entertainment technology. Today, video games have taken many shapes, from the general PC and console games to special applications that can be found on social networks and even millions of cell phones around the world.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Bradford, S. and Crowe, N. How gaming is all work and no play [2006]. (Online) Available from: Bbc news [Accessed 18/08/2010]
During these past few decades, technology has advanced drastically, especially in the aspects of gaming. At one point in history video games could only be playable at home, but now with all these improvements in technology, games can be easily played on our mobile devices. Likewise, these advancements in gaming have created endless possibilities for people of all ages to participate in this activity. Consequently, video games have influenced society and have impacted us in various ways.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.