video games

30 Apr

Digital Divides, Video Games, and New Media Literacies

in cwonline05, video games

Abstract submitted for Computers and Writing Online 2005:

The “digital divide” has traditionally pointed to the social schism between computer and Internet haves and have-nots. Recent ICT-related research indicates that while issues of access may be improving, other information gaps have since emerged: such as, inequities in gender, race, and skills and usage. The last gap, skills and usage, is otherwise known as new media literacy, and represents a problem that technological access alone will not solve.

This paper focuses on the “black sheep” of the new media family, video games, and argues that particular types of interactive texts can contribute to new media literacies. The paper concludes by investigating three recent ventures into critical gaming design and advocacy. While it does not suggest a “video game divide,” the paper maintains that critical video games are an underutilized resource that could suture broader digital divides.

21 Apr

Generation M: Media in the Lives of 8-18 Year-olds

in literacy and access, video games

The Kaiser Family Foundation's new report, Generation M: Media in the Lives of 8-18 Year-olds looks like the kind of research that I'd like to read to get better insight into the effects of multimedia on the next generation of students. Since I don't have the time at the moment, I'll have to be satisfied with these interesting notes from the report courtesy of Eide Neurolearning Blog:

Heavy video game use does not mean less reading - in fact heavy game players seemed to read more and spend more time with their parents (see full report for details of this)- but there seem to be some mixed results. Children with the poorest grades, had the lowest times spent reading (no surprise), but also spent more time each day playing video games.

Meanwhile, CBS News coverage provides a different look at the report, including a concern about multitasking:

What effect so-called "media multitasking" has on the often fragile ability of kids to focus is unclear because detailed research is quite new, said Vicky Rideout, the foundation vice president who directed the study.

11 Mar

CFP: Women in Games Conference

in cfp, conferences, video games

Thought some of you might be interested in the Women in Games conference. Its aims are:

1. Analyse the role of women in the videogame industry.
2. Discuss the future of games that appeal to female gamers.
3. Provide an opportunity for women in the videogame industry to network.
4. Provide an opportunity to present and discuss the latest videogame research.

20 Feb

Games, Learning & Society--Madison, WI

in cfp, conferences, distance ed & elearning, educational software & courseware, k-12, literacy and access, moos & muds, new media, new technologies, techculture & cyberculture, video games

Games, Learning & Society Conference 2005: Call for Papers
June 23-24, 2005 . Madison WI
www.glsconference.com

Please see call for proposals for the Games, Learning &
Society conference to be held in Madison, Wisconsin June 23-24, 2005--www.glsconference.com.

Sponsored by the University of Wisconsin-Madison and the Academic ADL
Co-Lab, the GLS Conference will foster substantive discussion and
collaboration among academics, designers, and educators interested in
how videogames – commercial games and others – can enhance learning,
culture, and education. Speakers, discussion groups, interactive

10 Feb

Videogame Studies: "EA, if we scream for help, don't come save us!"

in video games

Well, looks like the infamous Electronic Arts may be trying to be trying to buff its public image (or, more likely, exploit yet another public resource) by endowing a chair at USC. One of their own, Bing Gordon, will serve first in the chair, though it's slated to rotate every few years.

Yes, I would like to say, "Yippee, videogame studies is gaining some legitimacy in the academy." Unfortunately, EA represents all that is filthy and disgusting about the videogame industry, and their presence on a college campus can only be bad news. My guess is that all "research" that comes out of this department will demonstrate the technical superiority of EA's game technology--or explore ways they can further consolidate their control of the industry.