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The main topic of this article is about Pokemon, but more specifically, how Pokemon functions and intervenes in narratives regarding audiences, media culture, agency, structure and the issue of pedagogy and learning. The main argument that the author makes is that the novelty and popularity of Pokemon is due to the amount of activity required of the audience and that the other mediums of Pokemon, through other media outlets are designed to generate activity and social interaction. Through the author’s usage of Pokemon examples, the author suggests that agency and structure are interdependent and that the emphasis on activity in children’s media, such as in the case of Pokemon represents a new age in children’s media and that examining video games in general means to examine pedagogy and the dynamics between teaching and learning. The author’s primary sources for this article include the original Pokemon games released for the Game Boy Color, the Pokemon anime, information about Nintendo sales of Pokemon related television shows, products and merchandise in the late 1990’s and interviews with the creator of Pokemon, Satoshi Tajiri. The secondary sources for this article include a lot of academic articles and books that focus on consumerism, pedagogy and education in order to give the …show more content…
reader a framework from which to analyze the Pokemon phenomenon. Additionally, the article also uses some of these sources to contextualize Pokemon’s meteoric rise and to bring up some popular theories regarding the connection between pedagogy, agency, structure, and teaching in the Pokemon universe. The major contribution of the first article to American studies and to the topic of video games as a whole is to reveal that the interactivity of child media (and by extension, videogames) plays an important role in subverting traditional notions of structure and agency, and even traditional notions of education.
By stating that structure and agency can exist concurrently, this article upends the function of the concepts known as structure and agency in the context of media forms. Additionally, by critiquing the idea of education in relation to video games, it forces one to look at the pedagogical aspects of video games in order to determine whether a video game has “educational
value.” One of the topics that I keep on turning over in my head is this idea of analyzing video games, specifically, either the Ace Attorney series or the Professor Layton games. My goal for the American Studies project was to focus on representation, but specifically how the Japanese elements in the games were represented to American viewers. But this article, which I looked up out of curiosity, is actually a pretty interesting take on the subject of media culture. After reading this article, I wonder if I could do something related to the interactive nature of the games and the idea of learning, especially since both of these games are heavy on text, story and character development. Both of these games upend what traditional gaming is supposed to look like and even at their most absurd, skills are developed in these games that test the minds of the people who play them and cause them to rethink about the game’s world, but also about how they view similar situations across the game.
The chosen article is Two Cheers for Consumerism by James Twitchell. In this article he talks about consumerism, commercialism, and materialism. He argues the stand point of consumers and the role they live by every day. In other hands the critics, Academy, gives the consumers and overview description to their consumers.
Pokémon Go has been the most popular game talked about since it came out in June of this past summer. The game was designed by Nintendo to get gamers outside to experience their surroundings while finding Pokémon at geo-located sites. Two profound writers shared personal outlooks on the game in articles featured in the New York Times: Room for Debate. The first article “Resisting the Call of the Virtual” written by Louv gives citations from scientific research to target his intended audience by appealing to logos. The second article “Pokemon Go Connects Us to Our Cities and Neighbors” by Jeong uses heavy amounts of pathos to hook the audience into believing her claim that the game is full of good. Jeong accomplishes her rhetorical purpose more successfully than Louv because of the commanding appeal to pathos she creates as well as her ethos supported by first-hand game and research experience.
Swimme, Brian. “How Do Our Kids Get So Caught Up in Consumerism”. The Human Experience: Who Am I?. 8th ed. Winthrop University: Rock Hill SC, 2012. 155-157. Print.
Pokemon, the notorious series, celebrates its 20th year. A young boy with only a passion for bugs, and a habit for gaming. " Satoshi Tajiri gathered up some of his companions and created a game based on most of the shows they used to watch" (Satoshi Tajiri 1). Soon he developed a massive game enterprise and soon enhances to be the President and CEO of that game. The game started out small but eventually expanded to Japan and even later the world.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Kayla Lee Vicki Villone English 101 9/25/2017 Essay 2 Pokémon is a cultural phenomenon that has maintained is popularity since the 90’s. The franchise has left a significant mark on today’s pop culture; the characters themselves are pop culture icons, such as “Pikachu”, who has its own balloon in the Macy's Thanksgiving Day Parade (Finnegan). Even other television shows such as The Simpsons have made references about it (Finnegan). Almost everyone around the world has heard of Pokémon at some point in their lives, as this franchise has its own animated television show, trading cards, comic books, video games, apps, toys, and more.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Pokemon go is a free-to-play, location-based augmented reality that developed by Niantic for iOS, Android and Apple Watch devices. The game requires players to use mobile device’s GPS that capable to locate, capture, battle and train the virtual creatures called Pokemon who appear on the screen as if they were in the same real-world location as the player. The players must physically travel to explore the game’s map and visits the PokeStops which is the small circular circle and the Gyms that one large tower. The game requires players to sign up to game account. After being sign up and sign in, the players needs to choose their avatar and customize the avatar by selecting a hair, skin and eye color, style and outfit.
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.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Movies and video games today, play a significant role in shaping the attitudes, thoughts, and beliefs of society. In terms of being more influential on its particular audience, video games are a much more potent medium of entertainment than movies for a variety of reasons. The influence video games have on their participant are very obvious and overwhelming. Study’s concur the overall impact of video games on their audience is substantial when comparing them to movies. Video games have a substantial influence on its audience because video games are increasing violent behavior of the player, contain more violent content and a deeper complex plot, and video games require a much deeper lever of engagement of the player.
The essay, will be structured in the following way. It will first outline the concept of consumer culture and its development in the last century. Moreover it will outline the change from the age of modernism to the post-modernist era.
Technology nowadays has become a tremendous part of children’s everyday life. The biggest part of technology that children are mostly consumed by is video games. Video games were introduced back in the 1970s, which consisted of games such as Pong, that didn’t contain much graphics. Then starting in the late 1980s, video games started to become more developed in ways such as the graphic was in much better quality than before because of the advancement in technology. With increasing development in graphics, it made the video games much more realistic than ever before, and made video games as popular as they are now. Today approximately 90% of children spend about one-third of their day with some form of electronic device (Agarwal 38). Since video games play such a major role in children’s everyday lives, researchers have begun to question the influence these games have on the young people who are playing them. Both positive and negative influences have been identified leading to some controversy as to the wisdom of young people spending so much time playing these games.