Monday, March 15, 2010

Academic Source Summaries

THE MEDIUM OF THE VIDEO GAME

The summary and review of the book, The Medium of the Video Game by Mark Wolf, is written by Paul S. Breidenbach of Loyola University and can be found in the 2005 publication of Visual Anthropology Review. The thesis states “[The book] highlights the communicative possibilities for human users who, in the case of video games, are both viewers and players.” Breidenbach points out some major themes of the book including its explanation of video games in general. It is mentioned that video games often pull heavily from past media like film. However according to Breidenbach “[A video game] is a simulated space to be navigated rather than passively viewed and recognized as in film and television (Breidenbach 194).” He also writes about how players can control the time in video games unlike in film where the viewer can only passively observe.

Breidenbach, Paul S. “The Medium of the Video Game.” Visual Anthropology Review: Vol. 21 Issue 1. March 2005. 194.

I think that this article is helpful in the overall understanding of video games. It does not really provide an argument but could be used to support one. However I wouldn’t use it for an argument but rather use it for my own overview of video games. My target audience is pretty broad so this would help in explaining a more detailed observation of video games.

The author takes a very psychological and almost artistic interpretation of video games. He talks about the features of video games and compares and contrasts them to films. In doing this he is able to show how in-depth video games can be. He speaks of video games in a very positive fashion and I can’t find a specific instance of where he writes anything negative of the subject.

VIDEO GAMES TIED TO AGGRESSION

In a 2010 issue of USA Today, Jayson Sharon wrote about how a review of about 130 different studies shows that “playing violent video games increases aggressive thoughts and behavior and decreases empathy (Sharon 01a).” I believe the thesis is as follows: “But Christopher Ferguson, an associate professor at Texas A&M International University in Laredo, says in a critique accompanying the study that the effects found "are generally very low." After the introduction that provides information about the studies, Sharon writes about Ferguson’s criticisms of the studies. Ferguson explains that video games were not the only factor involved with the violent behavior including “’delinquent peer influences…and parents/guardians who use psychological abuse (Sharon 01a).’”

Sharon, Jayson. "Video games tied to aggression." USA Today n.d.: Academic Search Premier. EBSCO. Web. 15 Mar. 2010.

This information might help me if I choose to go into the issues of video game violence. I support the idea that video games are not main causations for violent behavior in children today, so this essay would support my argument. The audiences, no matter who they are, are going to have some kind of opinion on this subject as it is a popular debate today in the US, so it would relate to them well, Even more so if they share my opinion.

The writer tries his best to remain neutral on this subject by only using the opinions of Christopher Ferguson, but I think he agrees with Ferguson because he quotes Ferguson exclusively. I see the debate about video game violence everywhere. Politicians who are against it are almost extreme in their actions to stop it. One such politician was Jack Thompson, who eventually lost his license to be a lawyer in Florida because of his extreme actions to stop video game violence.

WHAT GAMES STUDIES CAN TEACH US ABOUT VIDEO GAMES IN ENGLISH AND LITERACY

The article, What games studies can teach us about videogames in the English and Literacy classroom, is written by Thomas Apperley of the University of New England and was published in February of 2010 in the Australian Journal of Language and Literacy. The thesis statement is “This article demonstrates how scholarship on videogames provides useful terminology that allows games to be understood in their own right: both as a unique form of ‘interactive’ entertainment media, and as a part of contemporary audio, visual and narrative cultures (Apperley 12).” This article speaks about how a player of video games can take information learned in the game and use it in real life situations. It also touches on the growing social implications of gaming as it uses the internet to connect gamers around the world.

Apperley, Thomas. "What games studies can teach us about videogames in the English and Literacy classroom." Australian Journal of Language & Literacy 33.1 (2010): 12-23. Academic Search Premier. EBSCO. Web. 15 Mar. 2010.

I can use the information from this article to show some implications of video games. It would certainly back up my argument that video games are becoming an essential part of our social structure as it points out how important socialization is for some games. This would also relate to my audience because not only would it give some background information on video games, but it would also allow them to look towards the future of social gaming and the implications for education.

The author supports the idea of expanding upon the already large world of video games. I was surprised when I read this however as it was published in an Australian journal. Australia has a reputation for being extremely anti-video games. Many games are banned in Australia, and they are often very over-priced in the country so it is a difficult hobby to have for one living in Australia.

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