Poprawność polityczna w grach cyfrowych

Author(s):  
Maja Osińska ◽  
Michał Szymański

The article aims to take a closer look at the problems of broadly understood political correctness in the space of the digital games. The authors on several examples try to show the causes of this phenomenon – both those in the creation of the game world and the publishing process. The text primarily tries to look at political correctness from a wider perspective - trying to show the reasons for its existence, not necessarily related to the lobbying of minority groups.

2019 ◽  
pp. 82-99 ◽  
Author(s):  
Erin O’Brien ◽  
Helen Berents

In recent years, digital games have emerged as a new tool in human trafficking awareness-raising. These games reflect a trend towards ‘virtual humanitarianism’, utilising digital technologies to convey narratives of suffering with the aim of raising awareness about humanitarian issues. The creation of these games raises questions about whether new technologies will depict humanitarian problems in new ways, or simply perpetuate problematic stereotypes. This article examines three online games released in the last five years for the purpose of raising awareness about human trafficking. In analysing these games, we argue that the persistent tropes of ideal victims lacking in agency continue to dominate the narrative, with a focus on individualised problems rather than structural causes of human trafficking. However, the differing approaches taken by the games demonstrate the potential for complexity and nuance in storytelling through digital games.


2011 ◽  
pp. 1434-1459
Author(s):  
Karen Schrier ◽  
Charles K. Kinzer

Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged citizenship. But how do we develop teachers who are reflective and critical thinkers of ethics? One potential solution is to incorporate digital games and simulations into teacher education curricula. Game worlds might be suitable playgrounds for ethical thinking because they can encourage experimentation with alternative identities, possibilities, and perspectives, and can support a learning sciences framework where: 1) cognition is situated, 2) cognition is social, and 3) cognition is distributed. In fact, games themselves, like all media, reflect designed values systems that should be considered and analyzed. Using case studies of current commercial and more explicitly educational digital games, we create a set of recommendations for creating future games and simulations that teach ethics to educators.


Author(s):  
Ying-Chia H. Lin

The main goal of this chapter is to explore the dynamics and interactions between foreign producers, media technologies, and local consumers in the process of globalization through a discussion of the localization of digital games. As digital games have become global entertainment products, the game industry has encountered various lingual and cultural challenges in the process. The content of digital games can be changed more easily and many game players are able to create objects or modify the game world to express their programming abilities or identities. The game industry takes advantage of digital technologies and player modding practices to overcome language and cultural barriers. Modding and other localization practices, such as translation and local packaging, imply the convergence of the global and the local cultures (i.e. glocalization) as well as the producers and consumers (i.e. prosumers).


1997 ◽  
Vol 20 (1) ◽  
pp. 25-39
Author(s):  
Tim A. Pilgrim

This paper uses history, law, and First Amendment theory to examine the concepts of political correctness, free speech, and hate speech in a search for a solution of how best to deal with hate speech incidents that occur in the university campus community. The paper notes the American tendency toward tyranny of the majority as noted by Alexis de Tocqueville in the 1830s and then proceeds to examine the double-edged sword of free speech. By guaranteeing freedom of speech we promote the right to shout down ethnic and other minority groups; by providing penalties against those who use it to shout others down we make society less free. This paper suggests a different answer: promote more speech expressed in community meetings conducted in an atmosphere that is safe and encouraging for all to express their views.


Author(s):  
Cleve Graver ◽  
Fran C. Blumberg

Digital game play is increasingly acknowledged as an activity in which moral decisions are made. Research to date has largely addressed decisions pertaining to transgressions despite opportunities for prosocial moral choices. These decisions range from relatively benign acts of cheating to gain advantage within a game to the more egregious infliction of physical harm on virtual others to advance one’s goals. Research examining the ramifications of these transgressions as they apply to perceptions of game play and to real-world behaviors is still relatively new and largely studied among undergraduate participants. We survey this growing body of work with consideration of the theoretical perspectives that have been used to frame it and the factors, such as game narrative and mode of play, that have been identified as impacting players’ moral judgments and choices in the digital game world.


Author(s):  
Veysel Çakmak

Digital game world consists of limitless number of interactive platforms which appeal to the dreams of the players and where they feel comfortable. Especially young individuals are grown up under the influence of those platforms such as computers, television, mobile phones, and tablet pc. On the contrary to the generally known game addictiveness, it is a motivating instrument which develops their imaginary. Digital games are the virtual environments where their imagination develops. Digital games are the virtual environments where people form an interaction with computers or each other through a program. The player may play games against the computer by himself as well as he may play against other people in any region of the world. As seen in every field, advertising has also found a wide publicity in this field. In this study, the advergames and their interactions with game advertisement narration will be discussed.


2018 ◽  
pp. 356-368
Author(s):  
Margarida Romero ◽  
Jean-Nicolas Proulx

Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate technologies in the classroom by analyzing their integration strategies. The teachers' curricular integration strategies are analyzed in this article by analyzing Digital Game Based Learning (DGBL) curricular integration strategies with a group of 73 pre-service primary teachers in Université Laval (Canada). The results show the pre-service teachers selected the use of existing resources instead of the creation of new ones. The majority of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to develop the curricular objectives such game repurposing and the creation of digital games as a learning activity.


Pragmatics ◽  
2013 ◽  
Vol 23 (1) ◽  
pp. 117-145 ◽  
Author(s):  
María Elena Placencia ◽  
Catalina Fuentes Rodríguez

Vamos con todo is a mixed-genre entertainment programme transmitted in Ecuador on a national television channel. The segment of the programme that we examine in this paper focuses on gossip and events surrounding local/national celebrities. Talk as entertainment is central to this segment which is structured around a series of ‘news’ stories announced by the presenters and mostly conveyed through (pre-recorded) interviews. Extracts of these interviews are ingeniously presented to create a sense of confrontation between the celebrities concerned. Each news story is then followed-up by informal ‘discussions’ among the show’s 5-6 presenters who take on the role of panellists. While Vamos con todo incorporates various genres, the running thread throughout the programme is the creation of scandal and the instigation of confrontation. What is of particular interest, however, is that no sooner the scandalous stories are presented, the programme presenters attempt to defuse the scandal and controversy that they contributed to creating. The programme thus results in what viewers familiar with the genre of confrontational talk shows in Spain, for example, may regard as an emasculated equivalent. In this paper we explore linguistic and other mechanisms through which confrontation and scandal are first created and then defused in Vamos con todo. We consider the situational, cultural and socio-political context of the programme as possibly playing a part in this disjointedness. The study draws on the literature on television discourse, talk shows and (im)politeness in the media.


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