Showing posts with label media studies. Show all posts
Showing posts with label media studies. Show all posts

Women and Gaming: The Sims and 21st Century Learning Review

Women and Gaming: The Sims and 21st Century Learning
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Women and Gaming: The Sims and 21st Century Learning ReviewThis book is the latest in a long series of books and articles by noted literacy, education and games scholars - James Paul Gee and Elisabeth Hayes. I found this book to be highly engaging and quite readable as they provide a wealth of real examples and poignant descriptions demonstrating how women and girls are using the popular Sims video games. It is interesting to note however, most of the emphasis is not on playing the Sims game specifically but Gee and Hayes describe instead how these innovative women are going beyond the game and leveraging the virtual communities around the game to meet their own specific interests.
As an educator myself - and a person who's not a digital native, I also see this book as providing a tremendous resource for educators looking to integrate technology in the classroom and indeed those educators who are looking to develop a broader understanding of the richer "beyond game" practices gamers are engaged in. For example, I found the chapter on writing fan fiction to be extremely relevant to the high school students I work with. Given all the hype around Twilight and all things vampire, the authors' account of vampire fan fiction is quite timely in terms of popular culture but also in terms of the digital storytelling techniques many educators are working to implement in the classroom. This chapter describes in detail the participatory writing processes embedded in these fan fiction communities. Their accounting of Alex's trajectory of writing denotes how her writing improves over time and also chronicles a common characteristic of this genre of writing - the impact of instant and iterative audience feedback uniquely present in these fan fiction communities. However, a point that I particularly enjoyed - the authors directly take on the arguments more "high-brow" critics use to disparage such activities, illustrating that fan fiction writing clearly has a place among more notable literacy genres.
Overall I see this book as providing two major overarching contributions: First, it provides a necessary discussion of the innovative gaming practices engaged in by women and girls playing the Sims. This is important to note because the gender issue is frequently only addressed in games-based discussions in conjunction with commentary on their lack of participation with this media. In addition, as the authors note, this gaming franchise has been largely neglected in the literature about gaming and as the largest selling game franchise in history, it bears exploration. Gee and Hayes go beyond the issue of gender based disparities and actually depict not only practices germane to the Sims and Sims communities, but clearly and thoughtfully identify and discuss the productivity of these practices. This dovetails with the second accomplishment of this text - a theme that's back grounded as a through thread - a provocative running commentary on the current state of education and educational reform initiatives. The authors skillfully juxtapose current education practices against those evolving in gaming communities and digital media culture highlighting what we might learn from the richly productive practices embedded in and beyond gaming.
I highly recommend this book and eagerly await their next publication!Women and Gaming: The Sims and 21st Century Learning OverviewToday, virtual worlds abound, avatars are every day occurrences, and video games are yesterday's news. But today's games are not just a pastime for millions – they are also a technological focal point for new forms of learning. James Paul Gee and Elisabeth Hayes are leading researchers in the field of gaming, and here they argue that women gamers—a group too often marginalized—are at the forefront of today's online learning world. By utilizing the tools of gaming in ways never before imagined - actively engaging in game design, writing fan fiction, and organizing themselves into collaborative learning communities - women of all ages acquire the tools to successfully navigate the complex social, cultural , and economic problems of the 21st century. Women are leading the way to a new understanding of online learning techniques, from cultural production to learning communities to technical proficiency in the latest software. This book draws on case studies about women who "play" the Sims, the best selling game in history, to argue for a new general theory of learning for the 21st Century.

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Expressive Processing: Digital Fictions, Computer Games, and Software Studies Review

Expressive Processing: Digital Fictions, Computer Games, and Software Studies
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Expressive Processing: Digital Fictions, Computer Games, and Software Studies ReviewThis book is a great read, highly recommended for anyone interested in how to use computers for expressive purposes, whether in artificial intelligence systems, videogames, or electronic literature.
Wardrip-Fruin's basic point is that processes are the mechanism by which computers function as "media machines", and we should analyze expressive/aesthetic computational works by looking at what processes they use, how they use them, and what the effects are. This avoids either treating them as black-boxes to be understood only by looking at effects on audiences, or as technical artifacts to be understood by looking at literal lines of C++ or Lisp.
But, refreshingly, the vast majority of a book is not a theoretical argument for that point. Instead, it gets its hands dirty analyzing a number of specific pieces, to understand how each one works: what processes does the system use, for what purposes, and how does that contribute to its goals and experience? How visible or hidden are the processes from the user/player? If we trace what can actually happen in a system, how does this match up with what processes it nominally claims to be using?
Much of the tension the book identifies is between the internal processes of a system, and what users/players think is going on. The well-known "Eliza effect" takes place when a system appears to have more processing going on than it actually does. The canonical example is the classic chatbot Eliza, which users often think is doing complex internal AI to respond to their queries, while in reality it uses extremely simple logic. To this effect, Wardrip-Fruin adds the opposite: in the "Tale-Spin effect", a system is doing a bunch of complex internal processing, but in an invisible way, so that users think that a system is actually fairly simple. The book's analyses of Universe, Minstrel, Terminal Time, F.E.A.R., and BRUTUS along this axis should be of particular interest to anyone wanting to make entertainment or artistic use of AI systems.
There are many more specific insights as well; among too many to list, the section on dialogue trees (starting on p. 51) is probably the most thorough analysis of different kinds of dialogue trees, and how and when to use them, that I've seen in print. Since the book has something of a case-study format, these can profitably be read in isolation for someone who doesn't want to read the entire book. Some of the works profiled at length include: the videogames Sim City, F.E.A.R., Knights of the Old Republic, and Façade; the story-generation systems Minstrel, BRUTUS, Tale-Spin, and Universe; the chatbot Eliza; and the satirical AI systems The Goldwater Machine and Terminal Time.Expressive Processing: Digital Fictions, Computer Games, and Software Studies OverviewFrom the complex city-planning game SimCity to the virtual therapistEliza: how computational processes open possibilities for understanding and creatingdigital media.

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Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) Review

Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and                Learning)
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Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) ReviewFor me, this book is simultaneously insightful and nostalgic. I grew up playing games like "Where In The World is Carmen Sandiego", "The Castle of Dr. Brain", and "SimCity", so Ito's ethnographic coverage of kids at an after-school program who played such games reminded me of my own childhood, as viewed through the lens of a cultural anthropologist. For instance, while using SimCity's disasters to decimate a city was something I used to do as a kid, I'd always assumed it was a "bad" use of the game, but Ito actually interprets such actions in an entirely different way.
The book doesn't just look at how kids play these games, though. It also examines, for instance, how the marketing of some of these games mobilized middle-class parental anxieties about achievement, or how the entrepreneurs who started educational game companies soon found themselves to be victims of their own success. Or how the entrenched agendas of educational institutions can sometimes work against learning instead of fostering it.
The only thing I didn't like about the book is that because it's written for researchers, it can be a bit jargony at times. For instance, the first 20 pages or so are dedicated to explaining research methodology and what makes it different from other books in the field, which I wasn't terribly concerned with.
Ultimately, though, this book was a pleasure to read, and was complex enough to warrant multiple readings. What's covered in here would probably be useful for parents, educators, game developers, entrepreneurs, cultural anthropologists, marketers, and anyone who, like me, once played these games as a kid.
Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) OverviewHow the influential industry that produced such popular games as OregonTrail and KidPix emerged from experimental efforts to use computers as tools inchild-centered learning.

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Personal Connections in the Digital Age (Digital Media and Society) Review

Personal Connections in the Digital Age (Digital Media and Society)
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Personal Connections in the Digital Age (Digital Media and Society) ReviewAt this point, the textbooks that cover technology-mediated communication are sparse, despite having quite a robust research presence. This book, which I just used for my course in technology and communication, is excellent. Baym conceptualizes the work in technology-mediated communication in a clear, easy to read fashion. I feel in no way this text is "over the heads" of undergraduates. At this point, I believe this text is the only viable undergraduate text in the subject area (although I am going to try my hand at it too). I feel this book would help advanced learners, such as practitioners and graduate students, as well. Really an exceptional work that fills a HUGE gap. Highly recommended.Personal Connections in the Digital Age (Digital Media and Society) OverviewThe internet and the mobile phone have disrupted many of our conventional understandings of our selves and our relationships, raising anxieties and hopes about their effects on our lives. This timely and vibrant book provides frameworks for thinking critically about the roles of digital media in personal relationships. Rather than providing exuberant accounts or cautionary tales, it offers a data-grounded primer on how to make sense of these important changes in relational life.
The book identifies the core relational issues these media disturb and shows how the ways we talk about them echo historical discussions about earlier communication technologies. Chapters explore how we use mediated language and nonverbal behavior to develop and maintain communities, social networks, new relationships, and to maintain relationships in our everyday lives. It combines research findings with lively examples to address questions such as whether mediated interaction can be warm and personal, whether people are honest about themselves online, whether relationships that start online can work, and whether using these media damages the other relationships in our lives. Throughout, the book argues for approaching these questions with firm understandings of the qualities of media as well as the social and personal contexts in which they are developed and used.

Personal Connections in the Digital Age will be required reading for all students and scholars of media, communication studies, and sociology, as well as all those who want a firmer understanding of digital media and everyday life.


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Handbook of Mobile Communication Studies Review

Handbook of Mobile Communication Studies
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Handbook of Mobile Communication Studies ReviewThis is a book of thirty two independent chapters written by some of the leaders in mobile communication studies by MIT Press, a leader in ethnographic titles devoted to technology.
The chapters span research in countries and regions including Ghana, China, Mexico, Northern Africa, the Arab Gulf States, New Zealand, Japan, Singapore, Israel, India, the Philippines, Indonesia and South Korea. The editor, James E. Katz, heads the Center for Mobile Communication Studies at Rutgers University.
The focus is not on mobile technology, but how it is used by people based on primary research.
The authors are largely university researchers or researchers in mobile carrier labs. Included are well known mobile ethnographers Jan Chipchase and early prognosticators on technology adoption such as Harold Rheingold and Sherry Turkle.
Much of this type of research is conducted within companies with mobile business interests, and is never published. The value of the book is as a guide to university mobile research centers, who is publishing publicly in the field, in which journals, and at which conferences.
Every essay is fascinating, readable, and extensively footnoted.
The first section is Digital Divides and Social Mobility: studies of feature phone use in developing countries. The second is Sociality and Copresence: studies of dimensions of the always connected individual and group. The third section, Politics and Social Change includes specific studies on democracy, civil society and social change driven by individual and group use of mobile technology. The last section is Culture and Imagination: including studies of mobile gaming, courtship and family dynamics in India, music, and even mobile applications to spiritual mysticism in the Philippines.
I look forward to more books in this format on the topic, published every 2-3 years. Mobile society is a critical worldchanging topic, and moves quickly.Handbook of Mobile Communication Studies OverviewExperts analyze how mobile communication is changing daily life and localculture around the world, in both industrialized and developing countries.

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