Introduction
Based on theoretical analysis on connecting video game proficiency with that of general expertise, this paper attempts to define the professional video gamer as an expert in the field of video games as well as reveal the growing community revolved around it. The main focus discussed is the differences in novice and expert as presented by the professional gamer known as “Shing07luvsic”. Additionally, using his terminology this paper looks to link the expertise characteristic as specified by the research literature, “Experts notice features and patterns.”, with that of Shing07luvsic’s competitive play.
Background
It needs to be noted first that the professional video game scene is real and has grown exponentially over the last decade.
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As is was referred to on a couple of occasions, Shingo emphasized the ability to recognize features and patterns. When considering the 8 characteristics of expertise, this refers to the very first one. In a high paced fighting game such as SFV, it is pertinent that an expert possess this ability, otherwise it will lead to quick defeat. Chunking patterns of the opponent allows for proper reaction, which leads to a higher success rate (winning). This is not the only characteristic that revealed itself while interviewing Shingo. It is arguably best to state that all 8 of the expertise characteristics were described by Shingo in his description of differences between novices and experts. An example of the second characteristic, “Experts have more knowledge…” was given by Shingo when asked, “Are there things that you can see, or notice, that a novice might miss?” His reply, “Novices tend to forget how much (health) meter they got. So I tend to have a better monitor on that.” This points to the fact that the expert will keep their knowledge organized around the big picture ideas, which in this case is the probability of winning the
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
are equipped with many different skills to use depending on the issue they are facing with any
Howard Gardner’s theory contains eight main multiple intelligence. As the years have progressed there have taken one out and is left with the main seven. These seven are: Linguistic, Mathematical, Spatial, bodily, Musical, Interpersonal, and Intrapersonal. These are found in everyone; however, each person will excel in one or two. Once teachers can determine what intelligence the students will exceed on and teach to their strengths the student will learn much more.
Video Games have been around for over thirty years now. A lot have changed in the way programs work. When they first came out Video Games weren't that powerful because the hardware couldn't support it. Now the possibilities are almost endless. Games have changed so much. From Games like Asteroids that was made in 1979. With Asteroids being only a small program with some computations going on.
excellent reasoning and deduction abilities. An example of this is connected to the quote above from The Speckled Band. After Holmes discovered that the bell pull (rope) was a dummy, and took into account only facts that may be considered, by lesser men. insignificant, he solved the mystery of a woman's death. It would crawl down the rope.. sooner or later she must fall victim."
Gardner’s Theory of Multiple Intelligence focuses more on how numerical expressions of human intelligence are not a full and accurate depiction of people’s abilities (McFarlane, 2011). He includes and describes eight intelligences that are based on skills and abilities that are valued within different cultures. The eight intelligences include visual-spatial (e.g. sailor navigating with no navigational systems), verbal-linguistic (e.g. poets, writers, orators, and communicators), bodily-kinesthetic (e.g. dancers, athletes, surgeons, craftspeople), logical-mathematical (e.g. mathematicians and logicians), interpersonal(e.g. salespeople, teachers, clinicians, politicians, and religious leaders), musical (e.g. musicians and
discussed earlier, as well as a knowledge of your opponent. If he has no insight
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
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.
strengths; as well as ability to be mindful self-observers; knowing all aspects of our personality
In 1983, Howard Gardner a Harvard professor proposed the theory that individual can have multiple ways of learning and processing information. The multiple intelligences consist of 9 different ways and these include: verbal-linguistic, logical-mathematical, visual-spatial, existential, musical, naturalistic, bodily-kinesthetic, interpersonal, and intrapersonal. Every individual has a different amount of each intelligence but each intelligence is at a varying level. With the help of a multiple intelligences assessment, I found that my top three multiple intelligences are Intrapersonal, logical, and interpersonal. Within his research Gardner says that “Intrapersonal intelligence refers to people’s ability to recognize and assess those same characteristics
L. L. Thurston’s theory of intelligence identifies seven recognizable intellectual abilities: spatial ability, memory, perceptual speed, word fluency, numerical ability, reasoning, and verbal meaning. Thurman argued multiple factors go into making up intelligence and although there may be some correlation between mental abilities, each ability is relatively independent of each other. A person having remarkable spatial ability or the ability to rotate an object and estimate horizontal and vertical dimensions might be deficient in word fluency or the ability to generate words rapidly.
Taylor, T. L. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Cambridge, MA: MIT, 2012. Kindle AZW file.
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.