Monday, April 12, 2010

Language Paper Peer Reviews

Peer review of Rachel Dana
1.She gives her thoughts about how her subjects look and how they respond to being recorded in an interview. “He is about six feet tall, and wearing his usual attire: basketball shorts, t-shirt, and tennis shoes.” “He was giving me dull answers and was speaking in monotone.” “In the beginning, the interview was boring and awkward, but we warmed up to the process.”
2.I can’t really find any focus on trait differences other than giving out the genders of the informants.
3.The physical description was good for Michael but less detailed on the other three informants. I think there should be a little more background given on the informants.
4.They have a few opinions about stereotypes in the subculture. “With a sport like NASCAR, people are rednecks.” “hockey became popular once the U.S.A. team started winning, like when America beat Russia in 1980.”
5.The first interview is with a sports fan named Michael. I’m not quite sure where it takes place though. It was difficult at first for her to get answers from Michael, but they started over after taking a break and things went a lot better. The second interview takes place with three different people, which included Michael’s roommate. I still don’t know where it took place. It went much better than the first one.
6.FIRST THESIS: “With Michael’s interview, I had gained knowledge of how sports fanatics interact with each other along with how their subculture is a giant group of fieldworkers.” It is not true thesis. She’s on the right track with “sports fanatics…[are] fieldworkers.” SECOND THESIS: “There are also many stereotypes about sports fanatics, but there seems to be a common trend that the stereotypes involve how people who are a fan of a certain team behave.” This is the closest I could find to a thesis for the second interview. It is very vague and does not make an arguable point.
7.Balanced.
8.From Michael, she wanted to know about general facts and behaviors of sports fanatics. She wanted to hear more about stereotypes from the second interview.
9.She asked about what and when sports fans should shout to support their team. “Going, Going, Gone!” was an example she used, but she did not linger on the subject or delve into meanings.
10.I learned about the differences between Cubs games and Sox games. I’d like to know more about sayings/verbal art in the subculture.
11..
12.I feel that at some points in the paper, it jumps around too much. There was not really a smooth transition between Michaels quote about college basketball to his competitive nature as a fan.
13.No. I feel like the language is a little choppy and too much like a high school essay. It’s not very story-like.
14.Make a definitive thesis statement.

Julie Burgener Peer Review
1.She mentions that John looks like an important person to her. That’s about it.
2.None
3.She says that he is an important person but does not offer any more description.
4.No world views, just thoughts about his job. “This is the closest thing to the real world.”
5.There is only one stated informant.
6.“They understand the pressure and deadlines, and all learned to help each other out.” I wouldn’t call it a thesis, but it’s the best I could find. It really doesn’t offer any arguable positions.
7.There is much more summary than quotation used.
8.She just wanted to know basic facts about Newsweek.
9.She mentions “beat day” where journalists go out and interview informants.
10.I learned a little more about how the news world works. I’d like to get more than one person’s opinion on it though.
11..
12.Opens with a vague description of the group. Then she just goes into what goes on at Newsweek.
13.The writing style is very plain. It is informative, but would probably not hold the reader’s attention too well.
14.Talk more about the actual interviews and less about the entire subculture as a whole.

Wednesday, March 31, 2010

Verbal Portraiture

Physical Features: Gelled hair, shaven but a little stubble on the chin. Looks well rested and healthy.

Clothes: American Eagle t-shirt, Khaki shorts, Nike shoes.

Body Language: Sitting and watching TV. Sitting in a very lazy position so that his head is resting on the back of the futon.

Personal History: Hangs out with friends a lot. Not extremely involved with school.

Tuesday, March 30, 2010

Notes for March 26

Computer lab is very comfortable.
I like it here.

The attendant sits at front desk looking bored.
What exactly do they do here anyways?

There's a guy sitting towards the back all alone.
Well, he's not the only one.

It's 7:00 now. Not much has happened.
Getting pretty boring.

7:20 A group of people enter the lab.
Boy they seem pretty happy.

Group is all carrying headphones.
The computers don't have speakers or anything.

Group moves to back of room.
Looks like they know what they're doing.

One stops to talk to attendant.
Looks like they know each other.

Guy talking to attendant talks about computer problems.
Even with the high-end computers they have problems.

Guy joins rest of group.

Group is pretty loud, but having fun.
I don't mind, they seem like nice enough people. Close to the nerd stereotype though.

Group plays Left 4 Dead 2.

Most of group leaving. About one hour after they came.
It's only 8:30.

One stays playing Team Fortress 2.
I think I'll talk to him.

Interview Response

I can't really say that I see my interview in any different way after the Box 21 project. My partner pointed out that the gamer's thoughts on society's views about gaming were pretty important, but I already saw those ideas as important. I still see the gamer as a person who thinks that video games are misrepresented in today's society. He said that video games are just a scape goat for people who commit violent crimes. He grew up with video games, and finds himself using them for entertainment and social reasons.

Monday, March 29, 2010

Subculture Terms

Controller- Game controller used for playing video games

Bricked- Normally referring to a broken game console. "My Xbox is bricked."

Red Ring of Death- Associated with Xbox 360. Three red flashing lights that form a ring on the console when the electronics have malfunctioned.

Gamertag- Name chosen by user and shown to other players.

Avatar- Virtual representation of one's self. Not always accurate.

Pwned- To be defeated shamefully. Term used mostly by younger gamers.

Noob- One who is new to the game. Term used mostly by younger gamers.

Achievements and Trophies- Virtual rewards for accomplishing something in a game. (Achievements= Xbox360 and PC; Trophies= Playstation 3)

First-person shooter- Game genre. Player takes control of character and has a viewpoint from the character's perspective.

Platformer- Game genre. Player controls character where the main objective is to move across a stage. (Example: Mario)

Real Time Strategy- Game genre. Player often has a top down perspective and gives orders to various military troops and units.

Rythym/music game- Game genre. Player uses a controller representing a guitar, drum set, turntable, etc. and hits buttons corresponding to what is shown on screen.

Racing- Game genre. Player controls some type of vehicle to race others.

Fighter- Game genre. Player controls character who must fight other characters in hand to hand combat.

Flight sim- Game genre. Player controls a virtual airplane.

Wednesday, March 17, 2010

2 people 30 questions

Misha Kirkhoff- a gamer and my roommate.
1. What is the most important aspect of a video game to you? Story, game play, social abilities?
2. How do you feel about gaming in today’s society?
3. How do you think most people who don’t play video games think of the hobby?
4. What do you normally find yourself using video games for?
5. What do you think of stereotypes in this culture?
6. Do you know any of those stereotypes?
7. What would you say is your favorite video game? Favorite Genre?
8. Have you made many friends through this hobby?
9. How did you get started in this hobby?
10. Do you find your background of Russian origins having any influence on this hobby?
11. Would you rather play video games alone or with friends?
12. What do you think the future of the video game industry is?
13. Do you find the video game controller meaning anything special to you?
14. How much money do you spend on video games?
15. How often do you play video games?

Random gamer
1. How did you get started in this hobby?
2. Do you find the video game controller meaning anything special to you?
3. What would you say is your favorite video game? Favorite Genre?
4. What kind of things would you like to see from this industry in the future?
5. How do you feel about gaming in today’s society?
6. How do you think most people who don’t play video games think of the hobby?
7. What do you normally find yourself using video games for?
8. What do you think of stereotypes in this culture?
9. Do you know any of those stereotypes?
10. Have you made many friends through this hobby?
11. What is the most important aspect of a video game to you? Story, game play, social abilities?
12. Would you rather play video games alone or with friends?
13. What do you think the future of the video game industry is?
14. How much money do you spend on video games?
15. How often do you play video games?

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.