Videogames and Sensory Theory

Author(s):  
Kaila Goode ◽  
Sheri Vasinda

The act of playing video games is a multimodal experience, immersing the gamer in a sensorial experience in the digital world. Video games incorporate sensory literacies such as haptics, graphics, sound effects, music, auditory dialogue, visual text, and character movement. The sensory literacies allow gamers to connect the digital world to the physical world, becoming engrossed in the world and story of the video game. Thus, due to the multimodal and sensorial nature of video games, they have the potential to be a beneficial tool for increasing student engagement within the classroom and assisting students in further increasing literacy skills and content knowledge. In addition, a review of literature of classroom use of video games as an instructional tool found increased engagement, use of video games as texts, cross-literacies that supported traditional literacy processes and skills.

2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


Seminar.net ◽  
2018 ◽  
Vol 14 (2) ◽  
pp. 201-215
Author(s):  
Linda Mannila

The increased exposure to technology raises a need for understanding how the digital world works, just as we learn about the physical world. As a result, countries all over the world are renewing their school curricula in order to include digital competence, computer science or other similar content. In this paper, we provide insight into what teachers see as crucial aspects when implementing a new curricula introducing digital competence as a transversal element. We have analysed 86 Finnish teachers’ descriptions of digitally competent schools and digitally competent personnel, in order to identify a list of prerequisites that can be helpful to school leaders who are to drive the change at their local schools.


2011 ◽  
pp. 192-206
Author(s):  
Stephenie Hewett

This chapter examines the differences in the educational needs of males, the origins of video games, and the issue of the decline in literacy achievement levels of male students worldwide. It promotes the idea that a new literacy which includes computer technology and visual literacy has changed the scope of literacy and that males have succeeded at developing the new literacy skills. The chapter is intended to inform educators of the literacy skills involved in video games, make connections with video game literacy and traditional literacy, and to encourage teachers to integrate video games into their curriculum.


2018 ◽  
Vol 73 (2) ◽  
pp. 186-198 ◽  
Author(s):  
Louis-Etienne Dubois ◽  
Chris Gibbs

Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations. Originality/value This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.


2021 ◽  
Vol 3 (2) ◽  
pp. 56-60
Author(s):  
Arsa Widitiarsa Utoyo

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users


Author(s):  
Stephenie Hewett

This chapter examines the differences in the educational needs of males, the origins of video games, and the issue of the decline in literacy achievement levels of male students worldwide. It promotes the idea that a new literacy which includes computer technology and visual literacy has changed the scope of literacy and that males have succeeded at developing the new literacy skills. The chapter is intended to inform educators of the literacy skills involved in video games, make connections with video game literacy and traditional literacy, and to encourage teachers to integrate video games into their curriculum.


Media in Mind ◽  
2019 ◽  
pp. 49-70
Author(s):  
Daniel Reynolds

This chapter shows how perception of media exemplifies perception in general. It argues that perception of media and art is not an exception to how perception works outside of media use. It discusses the idea that perception is a form of bodily work, and not an automatic or passive phenomenon. This position is opposed to the many theories of mind and theories of media that treat perception as something that just happens automatically. It argues that video games exemplify this active perceptual relationship. The chapter discusses films and video games that pose perceptual and enactive challenges for their users. It shows how ecological theories of perception are appropriate for understanding video game play and understanding media use in general. It illustrates how changing environments and changing technological contexts lead to changes in perception.


Author(s):  
Sister Gayatriprana

In facing the frustration and anger generated by the imposition by the digital world of the power of conceptual thinking and unseen algorithms, the West has sought to find the balance of inner experience. From progressive developments in psychology and a study of the great spiritual teachers of the world a model of balance between conceptual thinking and internal experience emerges: There is a need, not only to think clearly and rationally, but also to feel and empathize with all, to know deep from within what is of primary human value and the innate relationship between all beings, from the physical world to the greatest Buddha. The suggestion is that, through a secular type of spirituality integration of all of those qualities, an overall worldview will emerge. Such integration will lead directly to exuberant action that not only benefits individuals, but all whom they meet and from there outwards, outwards, and outwards, to integrate and bless the contents of the entire universe.


2021 ◽  
Vol 14 (4) ◽  
pp. 36
Author(s):  
Eian Prinsen ◽  
Damian Schofield

Video games, and especially roleplaying games offer a way for players to escape stress and cope with stressors. Video games are a new, and potentially unique, mechanism for telling stories. They allow a player to not only interact with a world, but to fully immerse themselves in a digital world. Being able to quite literally escape to a fantasy world where your actions matter, and you’re given control can be a great form of self-therapy for players. This study aims to examine the results of a global pandemic and quarantine on player motivations and the reasons they play video games. The study collected detailed information on the video games genres and play time of each user and how it has been affected during self-isolation. Participants were also asked a series of questions that required them to evaluate their gaming habits both prior to and during the pandemic. This information was analysed to attempt to further understand players choices, in particular during a pandemic where there is an increased need to alleviate stress and experience a sense of escapism.


2019 ◽  
Vol 16 (2) ◽  
pp. 115
Author(s):  
Ardian Indro Yuwono ◽  
Gabriel Roosmargo Lono Lastoro Simatupang ◽  
Aprinus Salam

In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.


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