Thursday, May 29, 2008
Reflection
This has probably been my most enjoyable subject within my first semester at university and I will try to thrown in my new knowledge randomly within conversations with friends. So it has been a fun journey and I’m sure I will miss the weekly exercises and not having to hand in printed copies of my assignments, which I could get use to.
Wish me luck for our exam this Wednesday!!!!......
BYE… thanks for reading :)
Are games a waste of time?
Computer games, the internet, and other new communications media are often seen to pose threats and dangers to young people; but they can also be seen to provide new opportunities for creativity and self-determination (Buckingham, 2006). This is in a new digital generation where technology is increasing at a rapid ascent and its purposes and functions of each invention are questioned in terms of its usefulness to our society. So this poses the question whether or not video games in particular are a waste of time. Throughout this essay it will continue to explore this through the study and history of the video game, the negative effects that games may bring (e.g. violence) and the positive aspects of this new technology (e.g. educational potentials).
The academic study of video games is a relatively new discipline. Although the technical aspects of video games have been studied for years, theories that examine games as an artistic medium are a relatively recent development. This can be distinguished between the fields of Narratology and Ludology. Narratology is the study of video games from the perspective of them being stories or literacy word, in contrast to Ludology, which is not concerned with the story elements of games but rather with the Game Play elements (Frasca, 1999, ¶ 27). However, there is more to video games than just the story and the game play. It can be viewed in a technical sense, as coming to us in the same era as computers... hence the often confused term 'computer games'. The video game is defined as a game that involves interaction with a user interface to generate visual feedback on a video device (Video Games, 2008, ¶ 1). So to clear that confusion up it is simplest to understand Video games as being the larger genre, of which computer games, console games and so on, are smaller sub-genres. Thus we can trace a history of video games according to their hardware platform, from arcade machines to consoles and home computers.
The development of the video game was a gradual process which took over twenty years to arrive into our living rooms. The first graphical game invented was a version of Tic-Tac-Toe in 1952 but it wasn’t until 1972 when the first video game console was invented and could be played at home (Bellis, 2008, ¶ 1, 4). Over the past thirty years, it has become an integral part of our culture, and the video game industry has become a multi-billion dollar behemoth (History of Gaming, 2008, ¶ 1). It is viewed as a new form of cultural practise in the same way it is thought of as old media like newspapers, radio, television and film. Like related form of media, computer and video games has been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes and the consumption of drugs, alcohol and tobacco.
Violent video games are popular with the male and female adolescent age group which it has been accused of causing addiction and even violent behaviour (Anderson, 2007). But they are only games, right? Games seem innocent enough when they're sitting on the store shelf, but what are we really bringing into our lives? (Reality Bytes, 2008, ¶ 1) Video games can be connected to numerous problems for youths today: obesity, lack of social skills, and decline in schoolwork productivity, and aggressiveness (McBeath, 2006). It is believed that children who are playing violent video games are being desensitized to this at a young age. However, by moving beyond the medium approach, video games are exactly what their name suggests: Just Games. They draw a history through the ages to all forms of abstract games; for example backgammon and chess. It is largely through the media’s perspective on violent games as being linked with aggression in children on how it is perceived (The Positive Effects of Games, 2005, ¶ 7). Although studies on violent video games have found negative correlations with academic performance, a positive association with other types of games has also been found. For Example the armyhas even utilized video games, ‘The American Army’, as a recruitment tool (Galloway, 2004, ¶ 2). Nevertheless not all video games are violent and negative; there are many educational based games.
Violent games are usually analyzed for their possible negative effects, and educational games are promoted as the provider of more positive effects, conversely both types of games can provide positive effects to players. There are many skills that can be learned by playing them. Some such skills include improved problem-solving abilities, perseverance, memory, cognitive ability, and academic performance and learning (Kiefaber, 1998, ¶ 10). Such educational computer games are also becoming more prevalent and popular in primary and secondary schools today as teaching tools for youths, as it allows an interactive nature through high levels of entertainment. Additionally, developers are beginning to change the view of traditional video games by creating popular games that require the player to be active – Wii Fit – or focus on using brain power – Brain Age 2.
In an educational context, the potential of games to support learning is the most recognisable educational technology produced to date. Digital game-based learning implies that developing educational games is a moral imperative, as kids of the "videogame generation" do not respond to traditional instruction (Squire, 2002, ¶ 2). It is further argued by Lloyd Rieber (1996, ¶ 14) that digital games engage players in productive play that learning occurs through manipulating simulations, and game play. Whereas older educational games have relied heavily on basic exterior game plans where learning is inserted into a generic gaming template, like hangman, where the academic content is effortlessly incorporated with gaming mechanics (Squire, 2002, ¶ 2). So the question still remains; are games a waste of time?
The answer is clearly no. The impact of video games in today's society has forever changed our customs and the way our generation live and play. it has become an integral part of our culture and its impact can be seen in politics, television and popular music. they are not a waste of time, but simply a means to our future educational systems in a new generation of new communication technologies.
Bibliography
Book References
Anderson, C.A., Buckley, K.E. & Gentile, D.A. (2007) Violent Video Game Efects on Children and Adolescents; Theory, Research, and Public Policy. New York: Oxford University Press
Buckingham, D. & Willett, R. (2006) Digital Generations; Children, Young People, and New Media. London: Lawrence Erlbaum Associates Publishers
Website References
Bellis, M (2008) Computer and Video Game History; Early arcade machines, the history of home consoles, and the history of the video game. Retrived May 26, 2008, from http://inventors.about.com/library/inventors/blcomputer_videogames.htm.
Frasca, G. (1999) Ludology meets Narratology; Similituse and differences between (video)games and narrative. Retrieved May 26, 2008, from http://www.ludology.org/articles/ludology.htm.
History of Gaming (2008). The video game revolution. Retrieved May 24, 2008, from http://www.pbs.org/kcts/videogamerevolution/history/index.html
Galloway, A. (2004). Social Realism in Gaming. Retrieved May 24 2008, from
http://www.gamestudies.org/0401/galloway/
Kiefaber, M. (1998) Video Games. Retrieved May 29, 2008, from
http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/video.shtml
McBeath, A. (2006) The Negative Effects of Video Games. Retrieved May 29, 2008, from
http://www.thelafayettetimes.com/2006/10/27/am-videogames.htm
Reality Bytes (2008). The video game revolution. Retrieved May 21, 2008, from
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Retrieved May 24 2008, from http://it.coe.uga.edu/~lrieber/play.html
Squire, K. (2002) Cultural Framing of Computer/Video Games. Retrieved May 21, 2008, from http://www.gamestudies.org/0102/squire/
The Positive Effects of Games (2005) Only a Game. Retrieved May 21, 2008, from
http://onlyagame.typepad.com/only_a_game/2005/07/the_positive_ef.html
Video Games (2008) Compact Oxford English Dictionary. Retrieved May 21 2008, from
http://www.askoxford.com/concise_oed/videogame?view=uk
Secondary Sources
Aarseth, E.J. (1997) Cybertext: Perspectives on Ergodic Literature. London: The Johns Hopkins University Press
Bolter, J. D & Grusin, R. (1999) Remediation; Understanding New Media. London: The MIT Press
Slevin, K (2000) The Internet and Society. Cambridge: Blackwell Publishers Inc.
Thursday, May 22, 2008
Lecture Notes
So… for the sake of my results I think I might go and try and study now.
Sunday, May 18, 2008
Record Industry Suicide Reading
But I say why pay for something when you can get it for free…
Reading for week 11: http://www.demonbaby.com/blog/2007/10/when-pigs-fly-death-of-oink-birth-of.html
Sunday, May 11, 2008
Comprehensive Essay Outline
My topic is in relation to the issue raised in week six lecture regarding video games as a new academic study and cultural practice. But it was questioned whether video games are in fact a waste of time. So from this I have decided to use this question as a basis for my essay which will endeavor to illustrate... are games a waste of time?
As we are in a digital generation of booming technology I will be discussing the negative and positive sides of in particular to video games. This can be shown through the study and history of the video game, the aggressive effects that can be portrayed through violent video games that are available to teenagers and through the positive aspects for educational purposes. I can also touch on the academic study of video games through the fields of Narratology and Ludology which we have learnt within a lecture.
But, arguably, there is more to video games than just stated within this brief outline… however you will just have to wait until I elaborate this further in my essay which will be published on Friday the 30th of May at 5pm.
So keep updated. :)
These are a few references I have discovered so far for my minimum five academic articles and website links that are required for my completed comprehensive essay. However I am finding it easier to find internet references in comparison to books as they are more readily available.
Academic Book References:
--> Violent Video Game Effects on Children and Adolescents, by C. A. Anderson, D. A. Gentile and K. E. Buckley
--> Digital Generations: Children, Young People, and New Media, by D. Buckingham and R. Willett
--> The Internet and Society, by J. Slevin
--> Video Games and the Entertainment Revolution: Trigger Happy, by S. Poole
--> The Language of New Media, by L. Manovich
Web References:
--> http://www.gamestudies.org/0701
--> http://terranova.blogs.com/
--> http://www.media-culture.org.au/
Feedback regarding my essay topic would be appreciated…
Sunday, April 27, 2008
Using Microsoft Office
This week’s exercise was to construct several activities on each application and see how it was useful. Well I can agree I didn’t know how to mail merge letters on Word and how to use Macros on Excel, however the reality is these extra feature are irrelevance and not useful for career. Yes, the software itself, is extremely useful to me in terms of typing reports and assignments just not the additional features we where required to investigate.
I did have some problems completing them as I was a little confused and couldn’t relate as I will probably never use a Marco again. It tasks weren’t difficult but I just found it tricky continuously cross check the instructions from the internet with what I was doing on the excel spreadsheet. Overall I have been using Microsoft office applications for years and will continue to do so.
Monday, April 21, 2008
Notes
Sunday, April 13, 2008
Evaluating Wikipedia
After reading the two articles I found them to be quite accurate and descriptive. It may be that these article topics which I choose to look up where not extreme contents that have particular different views and are straight forward facts, but I found the sources to be quite informative and analytical correct. The articles showed chronological order of events and covered all the basic facts that you’d require to understand who ‘Gwen Stefani’ was and what ‘Will and Grace' is about.
In regard to the guidelines Wikipedia has placed, once again the articles were portrayed according to the recommended procedures and it constructed by the grouping technique and is built in a professional manner. In particular, I noticed how the article was up to date with Gwen’s current pregnancy of her second child showing that the piece had been update regularly to include present information. The information was organised in a fair and balanced manner and did not create a sense of bias side to a particular argument. The only wrong things I could find in the articles were some unsuitable and irrelevant information provided and the presentation of the information to be overloading. The writing quality of each subsection of the articles in grammatical and structural qualities is terrible. In most paragraphs, they lack any cohesion and trail off with facts without conclusion. Entire sections are composed of orphan sentences, and style and clarity is ignored.
If I had to make any changes to the article it would be to present it in an essay style cohesive flow between with subsection grouping of information e.g. from music career, non-musical projects, personal life and public image. Apart from the fact that I love Wikipedia as a resource and do agree it can contain unreliable data in some instances; however in this investigation on my chosen topics I found it to be accurate. In conjunction to the production of unreliable date it is cited directly from the Wikipedia research page: "It is in the nature of an ever-changing work like Wikipedia that, while some articles are of the highest quality of scholarship, others are admittedly complete rubbish".
From this course, I have now learnt to not trust everything I read on the internet, not just Wikipedia, and tend to question ALL my web resources.
Sunday, April 6, 2008
“The Work of Art in the Age of Mechanical Reproduction”
Walter Benjamin’s paper titled “The Work of Art in the Age of Mechanical Reproduction” contains many influential ideas that has shaped cultural and media theories for years. It was produced in the effort to describe a theory of art that would be useful for the formulation of revolutionary demands in the politics of art. This can be applied to today’s contemporary digital media which compose of mass media like posters, magazines with photography, radio and cinema. Benjamin referred to this aspect of mechanical reproduction as liberating. He argued that techniques of reproduction utilized in photography and film have a liberating potential because of their ‘destructive, cathartic… liquidation of the traditional value of the cultural heritage permitting the reproduction to meet the beholder or listener in his own particular situation.’ This refers to the current portrayal of contemporary digital media and ridicules the progressing revolutionize of art. Art has changed from a time when it was only produced by artists who were skilled professionals in their class. It is now subdivided between anyone that owns a computer and can create things digitally through music, images and video. In an age of digital manipulation it comes as no surprise that we question the authenticity of these of art. Benjamin considers the idea of an artwork having an ‘aura’. He used the word ‘aura’ to refer to the sense of awe and reverence one presumably experienced in the presence of unique works of art. Through this term, he uses it to describe a sense of profound appreciation for something that can only be triggered by a true and original piece of art and that anything reproduced or altered mechanically loses this sense of authenticity and therefore holds no true ‘aura’. For example a photo; it loses all artistic value because it is merely an image reproduced by a machine and loses the requirement of skill from the artist and is basically just a creation of technology rather than human talent. So therefore from a photographic negative that can make any number of prints, it makes so sense to ask for the ‘authentic’ print.
Digital photographic reproduction is a different case. To digitize something is essentially to de-materialise it, to reduce it to an entirely quantifiable binary string. The art is quantified and can be reproduced or viewed. This has the same kind of revolutionary impact on art that photography has. Another implication, in digital technology, is that it is essentially open to exposure in the sense that anyone can possibly alter it and redistribute it. The idea of ownership has modernized, and Benjamin’s idea of ‘authenticity’ is once again annihilated completely. So does digital art have an ‘aura’? According to Benjamin, this aura inheres no in the object itself but rather in external attributes such as its known line of ownership, its restricted exhibition, its publicized authenticity, or its cultural value. ‘Aura’ is therefore a suggestion of art’s traditional association with primitive and feudal structures of power. Consequently, with the arrival of mechanical reproduction the experience of art is freed from place structure and instead brought under the control of a mass audience, leading to a shattering of the ‘aura’.
"For the first time in world history," Benjamin wrote, "mechanical reproduction emancipates the work of art from its parasitical dependence on ritual." Benjamin argued that the withering of the aura was a more complicated historical development, an ambiguous force that also had the potential for democratizing both access to cultural objects and a critical attitude toward them. "Instead of being based on ritual, [art] begins to be based on another practice - politics."
Sunday, March 30, 2008
Searching on the Internet
The search engines rank the information found on the internet by relevance to the words and concept in the query. It can also be distinguished through its overall link popularity and its advertisers and sponsor are also given higher priority in the rank. This is why the first page is usually more useful than the rest. As a potentially large number of pages can be retrieved by a search, good relevancy ranking is important. Most search engines use various criteria to construct a relevancy rating of each hit and will present your search results in this order. For example, the ranking will be based on; the presence of the search terms in the title, URL, first heading, number of times the search term appears in the document, search terms appearing early in the document, etc.
Although we are recommended to explore and use other search engines other than Google, I would have to agree it is my favourite search engine. Google is a top search engine for a reason. The millions of people who use it each day are proof of its greater advantages over other smaller and obscure web sites like ‘AltaVista’. It is the easiest and most efficient way to look up information, therefore stating why it is actually by home page on my personal computer.
I am Pro-Google! :)
Scavenger Hunt
1. Who was the creator of the infamous "lovebug" computer virus?
Onel de Guzman, 24, a computer school student from the Philippines, admitting writing the password-stealing program known as ‘lovebug’ as a school project.
http://archives.cnn.com/2000/TECH/computing/06/29/philippines.lovebug.02/index.html
2. Who invented the paper clip?
Johan Vaaler, a Norwegian inventor with a degree in electronics, science and mathematics, invented the paperclip in 1899.
http://inventors.about.com/library/inventors/blpaperclip.htm
3. How did the Ebola virus get its name?
The virus was named after the Ebola River in Zaire, where in 1976 the virus spread to more than 55 villages located along the river's edge after an initial outbreak in the city of Yambuku.
http://www.mayaparadise.com/ebola.htm
4. What country had the largest recorded earthquake?
In 1960, Chile suffered the world's largest recorded earthquake which resulted in thousands of deaths.
http://news.bbc.co.uk/1/hi/world/americas/7311945.stm
5. In computer memory/storage terms, how many kilobytes in a terabyte?
The terms kilobyte, megabyte, gigabyte and terabyte refer to a collection of bytes stored in a computer. There are 1024 bytes in kilobyte, 1024 kilobytes in a megabyte, 1024 megabytes in a gigabyte and 1024 gigabytes in a terabyte. So therefore 1024 x 1024 x1024 equals 1,073,741,824.
http://www.sonoma.edu/users/c/carusor/web219/hardware_terms.htm
6. Who is the creator of email?
Computer engineer, Ray Tomlinson invented internet based email in late 1971. It was sent between two computers that were actually sitting besides each other.
http://inventors.about.com/od/estartinventions/a/email.htm
7. What is the storm worm, and how many computers are infected by it?
The Storm worm is a Trojan horse that opens a backdoor in the computer which then allows it to be remotely controlled, while also installing a root kit that hides the malicious program. The compromised computer becomes a zombie in a botnet. This particular worm also has the ability to update itself, so that updated infections can be fed into the compromised computer.
http://kb.iu.edu/data/avmm.html
Most experts say there's no way to know how many recipients of Storm spam clicked through and became infected, and therefore the actual size of the Storm botnet is unknown. (However antivirus company F-Secure believes the botnet is at least 1 million PCs strong). http://www.computerworld.com.au/index.php/id;1243287731;fp;2;fpid;2
8. If you wanted to contact the prime minister of Australia directly, what is the most efficient way?
Mailing is the most efficient way to made contact with the Prime Minister. The old fashioned way of mailing a letter is adviced incomparison to emailing as it is not a recommended secure medium to transfer information. A postal address is provided:
The Hon Kevin Rudd MP
Prime Minister Parliament House
CANBERRA ACT 2600
http://www.pm.gov.au/contact/index.cfm
9. Which Brisbane-based punk band is Stephen Stockwell (Head of the School of Arts) a member of?
Stephen Stockwell played keyboard for Brisbane punk band, the Black Assassins, which wrote many satirical articles for the Cane Toad Times and had his documentary Big Things shown at festivals in Berlin, London and New York.
http://www.griffith.edu.au/school/art/staff/stockwell.htm
10. What does the term "Web 2.0" mean in your own words?
Web 2.0 is the term given to describe a second generation of the World Wide Web that is focused on the ability for people to collaborate and share information online. Web 2.0 basically refers to the transition from static HTML Web pages to a more dynamic Web that is more organized and is based on serving Web applications to users.
http://www.webopedia.com/TERM/W/Web_2_point_0.html