Thursday, 20 October 2011

Week 10 - Tutorial Task

Essay Research


Will be looking into the reasons there are such negative connotations of video games, whilst highlighting both negative and positive effects to give a more nuanced understanding of video game use.


Some findings:

In 2006 out of the top 20 best selling games, 9 of these were sports related games. PLUS playing these games (according to Silberman 2005) has a high association of participation in athletic activities in real life (Hayes and Silberman 2007, p. 18)

Found a Journal article by miguel de aguilera talking about cultural factors influencing perceptions of video games. (YES!)

Jefferey Brand's "Don't criticise the effects video games have on our children, exploit them!" found via google scholar. A lot in here about 'moral panics' which warp social perceptions of gaming. Very useful.


If we look at statistics for gaming youths (tested on eighth graders respectively) such as the US - 8.5%, China - 10.3%, Australia - 8.0%, Germany - 11.9% and Taiwan - 7.5% (Science Daily 2011), we notice it is a relatively low percentage.

 As with a lot of recreational activities, anything in excess can be a hazard to one's health.

 Risk factors for youngsters include "lower social competence and greater impulsivity" (Science Daily 2011). So what are the effects on an addicted gamer?

 use should be classified as a mental disorder -  i.e. just like there is "gambling addiction" there is also "gaming addiction", particularly MMPORPGs (Massive  Multiplayer Online Role Playing Games).

The scientists conclude that training with video games may serve to reduce gender differences in visual and spatial processing, and thwart some of the cognitive declines that come with aging. (Science Daily 2011)

"Ironically, both sides are usually correct about the effects
games can have. They tend, however, to select different research
literatures to make their points. The problem for parents, educators,
game producers, policymakers, and researchers is that the
polarizing rhetoric is damaging and ultimately misses the point.
Video games are neither ‘‘good’’ nor ‘‘bad.’’ (Gentile 2011, p.75)




http://www.dailymail.co.uk/news/article-2020462/Xbox-addict-20-killed-blood-clot-12-hour-gaming-sessions.html

Week 10 - Response to Content

Cyberpunk - a little more.
Today's lecture gave an in-depth description and analysis of cyberpunk and its originations. I found it fascinating and thought I would explore further. According to Sterling (1998), before cyberpunk acquired its now handy label and sinister reputation, it was an "open-handed effort, very street-level and anarchic, with a very do-it-yourself attitude, an ethos...shared with garage band 70s punk music." The movement's one-page propaganda was freely given out, and encouraged people to make copies, and encouraged piracy in general.  A combination of cybernetics (the science of communication and control theory) and punk (anti-social rebel) (Dewitt & Jackson 1993, p.1), cyberpunk is described as "the fusion of humans and machines" (Rucker cited in Dewitt & Jackson 1993, p.1). Whilst this description is true, it is too simple. The genre has now become a much more complex combination of various elements, picked up throughout history -  as seen in the lecture.

Surprisingly it is hard to find a lot on cyberpunk as a genre, in Griffith library anyway. It is often associated with hackers, as they are subversive individuals who utilise technology as a means of anti-authoritarian protest. And yes, they are usually main/prominent characters in cyberpunk genre (e.g. Gibson's 'Burning Chrome'). As a genre it has managed to survive throughout the decades and is becoming more and more relevant as technology consumes Western society.

Reference List

Dewitt, P & Jackon, D 1993, 'Cyberpunk!', Time Magazine U.S, viewed 20th October 2011 < http://www.time.com/time/magazine/article/0,9171,977654-1,00.html>