Saturday, April 10, 2010

And that's a wrap!

I guess for me the big 'take-away' from this course would have to be when I learned how the online world is another workspace for individuals where they have made millions of dollars. It was very interesting to learn about second life and how people actually take this place seriously to the point that they live vicariously through it. When I tried this game out, I could completely see how it could be addicting and it almost made me want to try out the job thing online. However, I still feel that video games should be just that - games. Something to step away from the real world, to escape from everyday pressures and responsibilities. When video games turn into work or places where the context of 'playing' is taken out of them - I don't enjoy them as much.

My perception of digital leisure practices has not really changed since I started this course simply due to the fact that I have been an avid gamer since the beginning of my existence and have always have a very positive attitude toward games and gamers. However, I did feel a sense of sadness when hearing about people who have become so addicted to games that their lives have changed drastically - for the worse. Gaining knowledge about individuals who have lost their jobs, who isolate themselves from family, who lose their significant others over video games etc. had a huge impact on me as I realized that such a great thing can be taken too far. In contrast, it was awesome to learn about the advancements in technology and I look forward to seeing how video games will advance in the years to come.

Thanks for a great class, Tracy! I really enjoyed your teaching style as well as the topics that you chose to teach!

And thanks Mike for all of your hard work dedicated to the course! It was greatly appreciated.

Have a great summer!!

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

http://journals2.scholarsportal.info.proxy.library.brocku.ca/show_html.xqy?uri=/1054139x/v45i0003_s/s18_ifabmtaitda.xml&school=brock

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.

Wednesday, February 3, 2010

24 Hour Days Just Aren't Cutting It For Me!

As of right now I do not have any current avatars or characters due to the lack of time to play.

However! When I create any sort of character it is very important to me what they look like and what their personality consists of as well. When I create a character, I like her to be muscular and strong looking - but feminine and attractive as well. Looking like a female hero is of importance to me because regardless of my playing abilities, I would like others to somewhat feel intimidated. I work hard at achieving different items of clothing, armor, accessories, etc. and I like to save up my 'coins' or 'cash' that I earn to spend them on the more expensive purchases. However, I only care what I look like when I am playing games of challenge and competition between others. Games such as WOW (World of Warcraft) are included in this mix. However, in games like Super Mario Bros. it does not really matter to me which character I am.

Discussing identity in digital leisure practices is significant because everyone has their own vision of how they feel they need to portray themselvesand everyone does it completely differently. Attributes such as performance, complexity and multiplicity all play a role in the way a gamer chooses to dress their avatar, the behaviours and actions they make them display as well as the very nature of how they mentally play the game.

With regards to current gaming experiences, I do not have any on the go. However, past games that I have escaped into include Syberia, WOW, Tycoon adventure games (ie: rollercoaster, seaworld), The Sims, Super Mario Bros., Harry Potter, and Lemony Snicket's Series of Unfortunate Events. I completed Syberia on my computer within 9 days and enjoyed it very much. I had to discontinue my WOW account for the time being due to my financial status, and every so often I like to catch up on my Tycoon's. I have created amusement parks, animal kingdoms as well as real life scenarios within The Sims. Lately I have been finding myself getting lost in Harry Potter and Lemony Snicket's as a simple way of letting go for a maximum of half hour at a time due to the fact that I really don't have the time to spend on video games right now!

I look forward to seeking out new adventures within another PC game VERY soon and am actually in the works of discovering something new and exciting to play!

Any suggestions on games would be greatly accepted!!

Wednesday, January 27, 2010

From one generation to the next... How have we become so obsessed?

First generation video games were played on a console called the Magnavox Odyssey and it was not until Atari's arcade game "Pong" that the public began to take more notice of the emerging industry. Second generation games used the VES (otherwise known as video entertainment system) and third generation games were introduced on the very popular nintendo entertainment system. Fourth and fifth generation games emerged from these beginnings and created consoles such as the mega drive/genesis, super nintendo entertainment system, sega, dreamcast, playstation, nintendo 64, and others. The focus of these early systems was to create an awareness of the advancements in technology and allow people to take on sports, challenges, and mind games in a different context separated from every day life. The types of games and game play that was provided to gamers consisted of simple sport games (pong), combat games (street fighter), platform games (donkey kong), etc.

Throughout time, the sixth and seventh generation games and consoles became VERY popular and consisted of ones such as playstation 2, gamecube, online games, xbox, playstation 3, xbox 360, and the wii. These consoles provided the avenue for games to take a skyrocketing difference in the types of games that are offered, the graphics and audio, as well as various ways in which you can participate in such games. The types of games that are offered include ones where people are able to fight their own battles, create their own personalities and choose their own destinies. The graphics and audio become more realistic and rather than sitting and playing the game by yourself - connecting online and playing with people all over the world has become one of the most popular today.

I feel that these changes have taken place for 3 main reasons: technology advancement, a change in societal roles and expectations as well as the need for fun and excitement in life. First off, technology and the people involved in technology have found a way to reach a higher level with regards to gaming and gamers. More and more advancements are being made everyday to increase the popularity of consoles and games and a focus has been derived from what the gamers want. Everyone wants games that are more realistic, challenging and unexpected. In society, changes have shifted from children and adults being very physical and active and spending time together to curling up on the couch for hours at a time getting lost in virtual worlds by themselves or with others through an internet cable. The expectations that people have for adolescents (and ourselves) these days falls short of those that existed in the "simpler times". It's much easier to escape from reality than deal with situations or problems head on and people are only expected so much from certain people. For example, parents are constantly caught sitting their child in front of a television or game so that they can have some "peace and quiet" around the house. Because of this, they become so wrapped in the games that they potentially forget what their role is and are often punished because of it. However! the last reason that I feel these changes have taken place is because all of this is FUN! Who wouldn't like to escape from reality every so often? I find it very exhilarating to be challenged and tested in a world where nothing really matters. I feel a great sense of accomplishment and success when I take the time to do well and plan my next moves in a strategic manner. I look forward to seeing how EIGHTH generation games and consoles will be and will probably be the first in line to buy!

In class, I discussed games that involved various levels and worlds that involve challenges to complete. I really enjoy games that don't give you much direction and allow you to make decisions and discoveries on your own. The issues that I could analyze could involve the fact that these types of games often take a lot of time complete and most often DAYS are put into them. This could be seen as potentially detrimental to one's day to day living tasks that should be performed. This notion of escaping from reality could become unhealthy when realistic expectations and goals are not being met.

I am unsure as to what theory (ies) I could use to apply this critical analysis. I was reading through them but am indifferent about which one would be the best to use. I was thinking possibly the magic-bullet theory, cultivation effect/theory, or possibly symbolic interactionism? I would appreciate any type of feedback.

Until next time!

Tuesday, January 19, 2010

Nerdyyy Nerd

Hello there!

My name is Amanda, Man-D, or Sitko (it changes from place to place)

I am a graduate of Niagara College in the Recreation and Leisure Services program and am currently enrolled in the Inclusive and Therapeutic Recreation program at Brock University. I have a pet cat named Marvin and a car named Doreen. You might also be interested to know that almost all of my important belongings have names. Ruby, June, and Cherry B (to name a few).

Gaming has always been one of my favourite past-times and although I don't have nearly as much time to spend on them as I would like - I always find it very refreshing to pick up a controller and escape within virtual worlds. I also really enjoy PC games - but simplistic ones like Tycoon Rollercoaster, Seaworld, Syberia and others. I find that when I'm playing games on the PC, I like to use my creativity and take the challenge of creating my own world.

My favourite game thus far in my life would have to be Syberia. I really enjoyed cracking codes and solving the mysteries that were brought about in each new world. The graphics were great and I found it very easy to slip away for hours at a time. I find that games that challenge me are always very intriguing and I often steer clear of games that are TOO simple. I like to be up to the challenge! I also really enjoy games like Super Mario, however, because they have a great connection to my childhood and although they can be quite easy - good feelings and memories are always had when I play it.

With regards to my course paper, I would like to find a game like Syberia that I can escape into and be challenged. I haven't really had a chance to start searching for specific games yet so I can't post about the three games that peak my interest - but I know that a game like this would be interesting to me because I really enjoy great graphics connected to a great story that's connected to a great challenge.

Can't wait for the gaming to begin!