Saturday, April 10, 2010
And that's a wrap!
Sunday, April 4, 2010
Youth and Digital Media
http://jar.sagepub.com/cgi/content/short/25/1/145
Interactive food and beverage marketing:targeting adolescents in the digital age
This article discussed the relationship between adolescents, digital media, and how this age group has become the primary target of a new "Media and Marketing Ecosystem." Six key features of interactive media were discovered and include: ubiquitous connectivity, personalization, peer-to-peer networking, engagement, immersion, and content creation. These six key features are emblematic of the ways in which young people are both shaping and being shaped by this new digital culture. It stated that "The advertising industry, in many instances led by food and beverage marketers, is purposefully exploiting the special relationship that teenagers have with new media, with online marketing campaigns that create unprecedented intimacies between adolescents and the brands and products that now literally surround them." Major food and beverage companies like coca cola, mcdonald's, burger king, and kentucky fried chicken are taking these elements to a new level and reaching adolescents through this new digital age. Such companies take advantage of this age group and have greater impacts than they know possible.
http://www.jahonline.org/article/S1054-139X(09)00149-9/abstract
or
Coming of Age Online: The Developmental Underpinnings of Girls' Blogs
This article discussed adolescent girls who use blogging for self-expression and peer interaction. It was a study of 20 girls aged 17 to 21 who had been blogging for 3 or more years. They observed how the content and writing style of these girls' blogs had changed considerably over the years and their observations reflected key changes in self-development and peer relationships that typically occur during the transition from adolescence to emerging adulthood. Girls were illustrated as being very expressive, emotional and reliant on their blogs and that this new type of online expressive writing has allowed females to develop meaningful relationships with others, to gain confidence, and to live more meaningful lives.
Wednesday, March 31, 2010
Boundary Blurr
“…play nor games is inherently unproductive…the boundaries between play and production, between work and leisure, and between media consumption and media production are increasingly blurring…” (Pearce 2006)
To me, this quote means that the boundaries between play and production, between work and leisure, and between media consumption and media production are becoming more and more of a blur due to the fact that play is found more and more in the work sector these days and that people get paid for doing such things like playing video games. As seen in the game Second Life - people are able to make a profit (some very large, at that) off of playing a video game. Even 5 years ago this would not be as prominent as it is now and more and more people are found online living vicariously through virtual worlds.
Tuesday, March 16, 2010
Passive Play - What are the impacts? How does it compare?
-Thinking about “Passive” play – can video games also be a form of entertainment that we consume in this way?
I feel that passive play is actually a big part of gaming in and of itself for the fact that if you are watching someone else play games, it most often encourages you and makes you want to try out the game yourself. However, I think that this is only the case for certain types of games. Games that are played solo (ex: first person shooter games) would probably be very boring (for most people) to watch whereas games that involve some sort of competition would be exciting and enjoyable.
-What elements should (or could) games contain that would permit an audience to watch, consume or passively play?
- As mentioned above, I feel that games that involve some sort of competition would be the biggest element that games would contain that would entice an audience. I also feel that games that are brighter in colour, fast-paced and have a good soundtrack are also games that would people would enjoy passively playing.
-Have you ever watched someone play a video game, MMORPG or be immersed in a virtual world? If so – what captivated you? What didn’t? If not, imagine what might interest you if you were to watch a friend or relative play?
- Yes. I have watched many people play all types of different games - as well as gotten lost in my own virtual world. The competition between myself and others was what captivated me at first, but I soon realized that what really caught my attention was the fact that there was a good story line to it. I had specific challenges and tasks that I needed to complete and I would often lose track of time taking care of such business.
-How is this different/same as other media we consume?
- This is different from other media that I consume (ie. listening to music, watching a movie, etc.) because it is something that I can fully participate in - meaning that I am physically doing something. Whether it is pressing keys on the keyboard, working a joystick, or playing with a controller - my body is physically doing something. While I listen to music or even watch a movie - I can fall asleep quite easily as the state that I fall into is more of a relaxed and comfortable one compared to the excited and motivated gamer state.
-What’s the difference between consuming media and passive play? Is there one?
- I don't feel that there is a difference between consuming media and passive play. For myself, both involve me listening and watching. It also relates to when my passive play turns into active play (while consuming media as well) when I decide to try the game out - or pick up my guitar and make music. Both have the same affect on me when it comes to future participation.
Part Two:
• What kinds of ‘play’ are found in the game/ virtual world you’ve chosen/thinking about writing about?
- narrative, collaborative, passive
• How is the narrative constructed in your game/ virtual world? How does this shape your in-game/world experiences?
- the narrative is constructed as the game moves through it's stages. There are specific tasks that I must complete and by the role that I am given (Zelda) I must complete these in specific ways that are told to me at the beginning of the game.
• What kind of interaction is encouraged?
- interaction with other characters in the game is very much encouraged as they are one of the main sources to my success throughout the game. However, I am also encouraged to fight my own battles when they occur.
Thursday, March 4, 2010
Hacking: From yesterday to tomorrow.
How are deviant digital practices portrayed in the film? Why is this significant? Deviant digital practices are portrayed in the film as very easy, accessible, and as something that is somewhat hidden or "wrong". This is significant because more and more people are becoming more knowledgeable about how to hack and it has become a vicious cycle as these people have taught others and will continue to do this for as long as time will go. It is significant to recognize that this practice is taken as something that is "rebellious" due to the fact that if maybe it wasn't so 'wrong' people wouldn't necessarily enjoy doing it.
How are hackers represented in the film? In the film, hackers are represented as young, nerdy, socially awkward, very smart, males. At the beginning of the film the main actor was questioned by his mother about his sexuality, his future goals, and about what he was doing with his life for the main reason that he stays in his room and doesn't socialize with others often. It is shown that he also doesn't have many friends or make them easily.
How are youth represented in the film? The film represents youth as being young, naive, and uneducated. However, what society in this film is unaware of is that youth in this time period had many tricks up their sleeves that were never spoken about. Most of their childlike behaviours and attitudes were just cover-ups of their knowledge within the virtual world of computers and they spent a lot of time behind closed bedroom doors working on hacking projects of billion dollar corporations.
How does this film ‘fit’ with the social concerns about the internet in 1995? This film 'fits' with the social concerns about the internet in 1995 by conforming to the assumption that the internet would bring about more negatives than positives. ????? (not sure about this answer.)
1. Topic, broadly defined - the influence female power roles has on gamers
2. Resonance for leisure studies - ??
3. Your topic narrowed down - the influence that female power roles in VW has on female gamers in the reality world
4. Experts in the field & their views -> theories - feminist theory? I'm not completely sure yet.
5. Your thoughts on the applicability of their views to your topic -
6. Your argument(s) - I argue that female power roles within a virtual world would have a very positive affect on female gamers - and would influence their reality greatly by having such an impact.
7. What will you examine & your approach - I will examine how female power roles have affected past and present well-known females
8. How you will examine this/your approach (e.g. discourse analysis, content analysis, ethnography etc.) - I have not yet decided...
9. What you might expect to find - I think that I will find that females who have had power roles have been very successful in their lives and that some of their success has been guided by having such roles.
10. Why you think your argument/findings are socially significant - I think that this argument is socially significant because females don't usually get the chance to take on such power or show their successes as much as males do in society. Although the world has changed GREATLY with regards to females and power - I feel that there is still a big gap with how females are portrayed when it comes to power and success.
Friday, February 19, 2010
What makes a community 'real?' Aren't they all?
I belong to a couple of online communities that include: Facebook, LSBN Toronto, and Brock Pride.
Facebook, as everyone knows, is one of the largest online social communities (for now) and I use for a variety of different things. Obviously the main reason is to socialize with my friends and family - but what might be different for me than everyone else who uses it is that 90% of my family lives overseas and we only ever get to see each other on Christmas. Because of this, it's nice to have a common place where we can talk to each other free of cost, we can check out each other's pictures and see what's been going on for the past year or so, we can wish each other happy birthday and thanksgiving - or send our wishes on any other holiday throughout the year - and we can make plans to when we can see each other next over a period of time (ie. facebook inbox).
LSBN Toronto is a social community created by the group 'Lesbians of Toronto' who wanted to create a safe space for women. Because I fall into this category, it's nice to have a place where I can talk to others like me, meet new people, or learn about resources in the community. Not only is it a place to chat, the website is dedicated to posting information about workshops, events, and any other opportunity that is offered for lesbians in the area.
For me, virtual communities are 'real' communities because it is a place where I can socialize with others and learn about new things - and for me, that is what a community is. It's a place where I can feel safe to be myself without hesitation. A community is different for everybody and I can understand why others might not think that online communities are 'real' but for me - they are nothing but.
The benefits for players or participants belonging to communities - whether physical or virtual - are that they provide them with a sense of belonging, a place where they can be themselves, somewhere that they can meet new people and make new friends, a place where they can escape from reality and the stressors of everyday life, as well as a place where they can just have fun and build new skills or abilities. They also offer the opportunity to socialize with others who share the same commonalities and interests as you.
As for my game or virtual world for my paper - I think I am leaning towards Zelda. I have been really busy these last couple of weeks and haven't had much time to really play - but from what I have experienced so far - I enjoy it a lot. I haven't had the chance to really get in depth about the community elements or potential for interaction between players yet - but I plan on being able to do this in the next couple of weeks (once midterms are out of the way). Once I experience this - I will be back to blog about it!!
Sunday, February 14, 2010
Zelda Proves Feminism as a Fake!
For this blog, I focused my attention on "The Legends of Zelda: Twilight Princess" trailer as found on youtube. It is for the newest Zelda to be released this year (the month has not yet been determined).
Unlike many other video games, the main character in Zelda is a woman, and throughout the trailer she is depicted as the village hero who fights battles, completes challenges - and is victorious doing so! With regards to femininity and masculinity - this completely goes against what is depicted as the norm. Females are more often shown as the 'eye candy' for the game or as the 'weak' link that is given unimportant minor roles. However, Zelda is portrayed as having extreme strengths and powers with her shiny armor and giant super sharp sword. She also rides her horse with both legs on either side of the horses body whereas most females in video games ride as the stereotypical woman who has both legs on one side.
The message that Zelda sends is that women can be victorious no matter what battle they may face. The lifestyle that Zelda chooses to live is one where she is constantly tested on her skills and abilities and it is shown through this that facing obstacles can be exhilarating as well as 'if you put your mind to it - you can do it.'
Different people might understand this message different than me by thinking that women may be seen as being put on a pedestal - facing the unobtainable. Some of the challenges and quests that Zelda must conquer can be quite difficult and it is up to the gamer to reach success as Zelda. Women may feel that they are not skilled enough to complete such tasks - and men may feel that they don't want to play as a woman character.