Therefore, we have set up an implicative question in the discussion part. For the reason is that we think it is a interesting topic for peoples to concern more about do the video games have reinforce the dominant ideology about heterosexuality and the representation of gender. During the keen discussion, we don’t think that the video game may reinforce the representation of gender as it is mostly depend on the player interests. For example, one of our classmate’s boyfriends likes to play cooking game and one’s girlfriend likes to play violent game respectively. It is really difficult to say that video game may reinforce the dominant ideology. Finally, we think it is a quite interesting topic for us to discuss.
Tuesday, April 29, 2008
Playing games (After presentation)
Therefore, we have set up an implicative question in the discussion part. For the reason is that we think it is a interesting topic for peoples to concern more about do the video games have reinforce the dominant ideology about heterosexuality and the representation of gender. During the keen discussion, we don’t think that the video game may reinforce the representation of gender as it is mostly depend on the player interests. For example, one of our classmate’s boyfriends likes to play cooking game and one’s girlfriend likes to play violent game respectively. It is really difficult to say that video game may reinforce the dominant ideology. Finally, we think it is a quite interesting topic for us to discuss.
Monday, April 28, 2008
Online Communities (after presentation)
Wednesday, April 23, 2008
Week 11 : Playing Games (before presentation)
The topic we are going to present is "Playing Game". Our focus reading would be "As We become machine: Corporealized Pleasure in Video Games"
However the boundaries between the games and players are erased in terms of increasing the tactile involvements. By using the examples, we can easily point out that the strong interconnection between human and technology in which our body sensory is going to be much actual and realistic from the video games. it is no longer limited into a visual aspects. At last, the cyborgian relationship can be fully developed while human are melding with the technology.
Week 11 Playing Games (before presentation)
Our group is going to present the topic of week 11: Playing Games, Sim(ulating) Worlds and Having Divine Powers. We have chosen to highlight and discuss the the second reading of this week, ‘As We Become Machines – Corporealized Pleasures In Video Games’ from The Video Game Theory Reader by Mark J.P. Wolf & Bernard Perron (eds).
Although there are two main foci within this reading, we would like to present the first focus, how the game space is being the ‘Third Place’. We will discuss the notion of how games provide the more real cyberspace for gamers by the development of video games. They are the dimensional improvement of graphics, the use of first person point of view for gamers and the sensory immersion for games. With the examples of these developments, the boundaries of the screen are being removed and that is why the writers commented that human and technology are merging together and having a new cyborgian relationship.
Critical Annotated Webliography
Topic 10: Online communities (After presentation)
Besides, some potential problems involving in online communities in aspects of privacy, anonymity and censorship are investigated in the presentation, with examples from news. Instead of these issues mentioned, the commercialization of virtual communities is pointed out as one of the problems and discussed in the tutorial discussion. Taking Facebook as a case, the commercial elements does not only refer to the increasing advertisement in the online community, but also applications such as quiz or questionnaire given by some companies. We think that those applications do have commercial purpose of collecting information and targeting the potential consumers as well as promoting. For examples, the psychological tests and the virtual gifts and applications of brand name like Starbucks and Gucci. In this way, Facebook may act as a tool for those companies rather than a pure communication platform. Moreover, the privacy may again become an issue to be concerned in this case, as the personal information may be transferred to the companies for commercial purpose without users’ permission.
In fact, the positive side and the ubiquity of virtual communities are realized obviously nowadays. But the impacts and potential problems involved in have also been disclosed gradually along with the increased online communities, and it should be put in concern.
Week 11: Playing games, Sim(ulating) Worlds and Having Divine Powers (Before Presentation)
According to Mia, the representations of women and girls in games reapply many stereotypes of feminity and vulnerability found in more traditional media. Those female and male game characters do not exist in isolation from each other, but interact in varied situations. And these interactions are sexualized, usually with the presumption of heterosexual interests. We will discuss with the game – The Sims, to talk more about those idea of reading.
Then, we will also take the game ‘Super Mario’ as an example to apply on this idea. All in all, we found that this is the truth that most of the video games which having stereotypes of feminity.
