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mcandersonaj

Dragon's Crown review: heavy metal - 0 views

  • The same can't be said for the female NPCs that fill Dragon's Crown's dungeons and other environments. Most of the women in the game are barely clothed, with heaving chests, backs twisted into suggestive positions, some with their legs spread almost as wide as the screen. They're presented as helpless objects, usually in need of rescue. It's obvious, one-sided and gross.
    • mcandersonaj
       
      The game has at least one of these scenes every level but they don't tell you that even some of the males in the game are sexualized as well. Granted not nearly as many are
  • Two player characters — the Amazon and the Sorceress — are explicitly sexualized, with breasts literally bigger than their heads with rear ends to match
    • mcandersonaj
       
      While the game does over-sexualize these two characters they at least do get powerful skills to match and the game tries to make up for their bodies by making them strong characters in game. 
  • Dragon's Crown was reviewed using code provided by Atlus. You can read more about Polygon's ethics policy here.
    • mcandersonaj
       
      Ultimately the game score was low but the fact that the website felt the need to post their ethics policy after the article really shocked me. 
  • ...2 more annotations...
  • But I found its over-exaggerated art style alienating and gross in its depiction of women
    • mcandersonaj
       
      The game's review was looked at through a pretty harsh lens in my opinion. While I don't agree with the character designs I feel like the author had a grudge out against the game for the reason above and makes me wonder if other games got reviewed in the same way. 
    • mcandersonaj
       
      this article shows how the over-sexualization of characters can hurt a game. 
  •  
    This is a gaming review for a game known as Dragon's Crown
  •  
    This is a gaming review for a game known as Dragon's Crown
mcandersonaj

The One-Sided Problem of Oversexualization in Video Games - 0 views

    • mcandersonaj
       
      This article poses questions about the oversexualization in video games and gives some examples to back it up.
  • These are the “ideal forms” of each of these characters. Yet only one of them is ever viewed sexually to outsiders, the women.
    • mcandersonaj
       
      When both characters are created by the player and the story is almost identical in every way, why do we only say that the female character is sexualized. 
  • Both are genetic mutants, by any stretch of the imagination, but one is sexual, and the other isn’t.
    • mcandersonaj
       
      How can we only count one as sexual and the other as not. Is it because what we deem to be acceptable? a man walks around shirtless all the time but put a woman in that clothing and all of a sudden its sexual? i'm not really so sure
  • ...2 more annotations...
  • I was playing through Playstation All-Stars last week and found that in the entire roster, there were two women. Fat Princess and Nariko, both from rather obscure games. The rest? All men. Even the cartoony ones. All 16 others. You’ll find a similar ratio in Super Smash Bros, another collection of video games’ most famous icons.
    • mcandersonaj
       
      This is one of the truest statements from the articles I've read that i never really noticed before. Its sad to hear that such a statistic is true we really do need more strong female characters.
  • The sexiness of the existing women in video games is not the problem. It’s really a subjective argument about why guys lust after Lara Croft, yet girls don’t have eyes for Nathan Drake.
    • mcandersonaj
       
      This is comparing two characters who are almost identical in every way except one is female the other is male. Both are treasure hunters and dress the same yet Lara is seen as sexual and Nathan is not. 
  •  
    This discusses the trends in games, fighting games in particular
  •  
    This discusses the trends in games, fighting games in particular
anonymous

EMERGING TECHNOLOGIES GAMES IN LANGUAGE LEARNING: OPPORTUNITIES AND CHALLENGES Robert Godwin-Jones, Virginia Commonwealth University - 0 views

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    Robert Godwin-Jones, Virginia Commonwealth University There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal learning and the interest in finding ways to connect learning to students' real lives....number of practical and pedagogical obstacles in the way of incorporating gaming into instructed language learning... what kind of games to choose or to create; how to find the opportunities for language learning within gameplay; and how to integrate gameplay and its associated activities into the curriculum. APA Citation: Godwin-Jones, R. (2014). games in language learning: Opportunities and challenges. Language Learning & Technology 18(2), 9-19 Retrieved from http://llt.msu.edu/issues/june2014/emerging.pdf
mcandersonaj

On Men's Sexualization in Video Games - 0 views

    • mcandersonaj
       
      This picture just shows how we think as people and the differences gender can make on a situation. This is because to me this picture is just silly but if the picture was of women it would be a completely different feeling for everyone. 
    • mcandersonaj
       
      This article talks about why we don't see as much sexualization of male characters. 
  • The design of the game creates a silly context that the player doesn’t take seriously; instead, they laugh at the men and see the nudity as off-the-wall humor. These games don’t give the player room to fantasize or a roving eye to admire the characters’ bodies.
    • mcandersonaj
       
      Male sexualization in games is usual showed off as something funny and is almost never seen as "wrong". The reasons being that we simply don't care about the over-sexualization of men as much as we do women. 
  • ...2 more annotations...
  • The lack of men’s sexualization is a product of the average straight guy’s impulse to avoid appearing or feeling gay.
    • mcandersonaj
       
      This is the core reason we don't see as much sexualization of men in games. The simple fact the people developing the game doesn't want to appear gay. Now though this may not be as true due to the fact that most developers no longer care about this feeling.
  • The player crosses into something pornographic when watching Madison but into something awkward when seeing Ethan.
    • mcandersonaj
       
      this is an excellent example of how two identical events can change drastically depending on gender. 
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    This article shows examples of male sexualization and gives some in game examples
  •  
    This article shows examples of male sexualization and gives some in game examples
mcandersonaj

Sexualization in Video Games - 0 views

  • To sexualize a person in a video game (or any medium really) is to reduce them to an object; to reduce their value down to a sexual thing.  
    • mcandersonaj
       
      Gives me an actual definition of what it is to sexualize a character in a video game.
    • mcandersonaj
       
      The author talks about how he feels about sexualization in games
  • Even better: let’s leave sexualization out of our games.  Sexy is cool and is but a single variety of character personality.  Sexualization is a whole other thing.  And for women, a largely negative thing.
    • mcandersonaj
       
      An extremely one sided comment, to me it sounds like he's saying that if a man were to be over-sexualized it would not be a negative. 
  • ...2 more annotations...
    • mcandersonaj
       
      While the article does make valid points it seems extremely biased. So i need to be careful when rereading it and pulling information from this article 
  • It’s the point at which the player controlling that character cares a lot more for the sexual fantasies she inspires than her value as a character.
    • mcandersonaj
       
      Another good definition to be aware of when I do more research on the topic. This point that he talks about is one that most players never really think about when they play games and look at their characters. 
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    A man talks about gaming and sexualization
mcandersonaj

clothes in FFXIV - 1 views

    • mcandersonaj
       
      This article is used as an example down to just an individual game. The clothes have no bearing on the story and do not take away from the game in any way. The game also added in a feature to wear any clothes you want regardless of its strength and always players the freedom and choice that the article talks about. 
  • In many titles show the most skimpy and revealing armor sets are be gender locked for ladies, or even worse, they’ll simply morph depending on the gender of the character wearing them.
    • mcandersonaj
       
      This fact holds true for many games in this genre where the look of your character changes as you change out your armor. The gender differences in these games can be stunning and does create this sense of sexualization of the female characters.
  • 99% of the gear sets featuring the same design when worn by both genders
    • mcandersonaj
       
      I don't see why developers don't do more of this where the armor looks the same for both genders. It would be easier for them to do and would not create problems for them if the clothes are found to be too revealing.
  • ...2 more annotations...
  • The positive example set by Final Fantasy XIV: A Realm Reborn doesn’t stop at gender equality in offering fanservice and eyecandy–it also extends to choice. You most definitely don’t need to show any skin if you don’t want to.
    • mcandersonaj
       
      This article helps to identify a possible solution to the problem by simply offering the players choice. By offering choices to the players you can satisfy both parties and create on overall better gaming environment.
  • They’re eyecandy gear sets, and they retain their eyecandy function regardless of the gender of the character wearing them.
    • mcandersonaj
       
      With more equal opportunities for both genders to wear the same armor and to have the same look regardless of gender, creates a more equal feeling in the game and helps to dissolve some of the stereotypes of gaming. 
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    This article discusses the clothing used in the mmorpg Final Fantasy XIV
  •  
    This article discusses the clothing used in the mmorpg Final Fantasy XIV
Will Sullivan

Player-Avatar Identification in video gaming: Concept and measurement - 1 views

  • identification is a process that involves perception toward the character, adopts goals of the character, and consists of “increasing loss of self-awareness and its temporary replacement with heightened emotional and cognitive connections with a character”
  • However, the difference between video games and the traditional media must be noted before applying Cohen’s theory in video game research. For one thing, the audience and the media are two different social entities in the traditional media, but the boundary is vague in video games (Klimmt et al., 2010). Video games with avatars provide higher levels of interactivity, selectivity and personalization (Bryant & Love, 1996). When the avatar encounters a situation, socializes, achieves or fails, it is the player behind the avatar who is making the move and experiencing the emotions attached.
zhaowv

'League of Legends' makes big league moves - 0 views

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    Growth of gaming. Less reclusive. Popular.
kahn_artist

Are We Losing Our Ability to Think Critically? | July 2009 | Communications of the ACM - 1 views

  • Home/Magazine Archive/July 2009 (Vol. 52, No. 7)/Are We Losing Our Ability to Think Critically?/Full Text News Are We Losing Our Ability to Think Critically? By Samuel Greengard Communications of the ACM, Vol. 52 No. 7, Pages 18-19 10.1145/1538788.1538796 Comments (3) View as: Print ACM Digital Library Full Text (PDF) In the Digital Edition Share: Send by email Share on reddit Share on StumbleUpon Share on Tweeter Share on Facebook More Sharing ServicesShare Society has long cherished the ability to think beyond the ordinary. In a world where knowledge is revered and innovation equals progress, those able to bring forth greater insight and understanding are destined to make their mark and blaze a trail to greater enlightenment. "Critical thinking as an attitude is embedded in Western culture. There is a belief that argument is the way to finding truth," observes Adrian West, research director at the Edward de Bono Foundation U.K., and a former computer science lecturer at the University of Manchester. "Developing our abilities to think more clearly, richly, fully—individually and collectively—is absolutely crucial [to solving world problems]." To be sure, history is filled with tales of remarkable thinkers who have defined and redefined our world views: Sir Isaac Newton discovering gravity; Voltaire altering perceptions about society and religious dogma; and Albert Einstein redefining the view of the universe. But in an age of computers, video games, and the Internet, there's a growing question about how technology is changing critical thinking and whether society benefits from it. Although there's little debate that computer technology complements—and often enhances—the human mind in the quest to store information and process an ever-growing tangle of bits and bytes, there's increasing concern that the same technology is changing the way we approach complex problems and conundrums, and making it more difficult to really think. "We're exposed to [greater amounts of] poor yet charismatic thinking, the fads of intellectual fashion, opinion, and mere assertion," says West. "The wealth of communications and information can easily overwhelm our reasoning abilities." What's more, it's ironic that ever-growing piles of data and information do not equate to greater knowledge and better decision-making. What's remarkable, West says, is just "how little this has affected the quality of our thinking." According to the National Endowment for the Arts, literary reading declined 10 percentage points from 1982 to 2002 and the rate of decline is accelerating. Many, including Patricia Greenfield, a UCLA distinguished professor of psychology and director of the Children's Digital Media Center, Los Angeles, believe that a greater focus on visual media exacts a toll. "A drop-off in reading has possibly contributed to a decline in critical thinking," she says. "There is a greater emphasis on real-time media and multitasking rather than focusing on a single thing." Nevertheless, the verdict isn't in and a definitive answer about how technology affects critical thinking is not yet available. Instead, critical thinking lands in a mushy swamp somewhere between perception and reality; measurable and incomprehensible. It's largely a product of our own invention—and a subjective one at that. And although technology alters the way we see, hear, and assimilate our world—the act of thinking remains decidedly human. Back to Top Rethinking Thinking Arriving at a clear definition for critical thinking is a bit tricky. Wikipedia describes it as "purposeful and reflective judgment about what to believe or what to do in response to observations, experience, verbal or written expressions, or arguments." Overlay technology and that's where things get complex. "We can do the same critical-reasoning operations without technology as we can with it—just at different speeds and with different ease," West says. What's more, while it's tempting to view computers, video games, and the Internet in a monolithic good or bad way, the reality is that they may be both good and bad, and different technologies, systems, and uses yield entirely different results. For example, a computer game may promote critical thinking or diminish it. Reading on the Internet may ratchet up one's ability to analyze while chasing an endless array of hyperlinks may undercut deeper thought.
  • Reading on the Internet may ratchet up one's ability to analyze while chasing an endless array of hyperlinks may undercut deeper thought.
    • kahn_artist
       
      The highlighted text is particularly funny to me considering I am advocating Hyperlink chasing as a valuable form of research.
  •  
    How does technology affect our ability to think critically?
zhaowv

College recruiting gamers as athletes - 0 views

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    Chicago college adopts esports as a sport. Offers scholarships, training, etc.
zhaowv

What Are eSports? A Pro Videogaming Guide for the Rest of Us - 0 views

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    Origins of esports somewhat discussed. Comparison to sports. Growing in popularity.
zhaowv

The Land of the Video Geek - 0 views

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    Difference in video gaming culture between East and West.
gerellmalazarte

The Social Impact of 3-D Printing | TruthAtlasTruthAtlas | Discover who's changing your world. - 0 views

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    The new tool in the medical world is changing the game. Making prosthetics more customizable and pushing for other advancements in the medical field.
Will Sullivan

http://www.octobot.net/library/Dick,%20Philip%20K/Dick,%20Philip%20K%20-%20Complete%20Stories%204.pdf - 0 views

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    Excerpt from Phillip K Dick story "War Game"
zhaowv

Behind the Screens: An inside look at eSports culture - 0 views

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    By Julian Aidan Good starting article on esports. Covers several concerns on the culture of esports.
Will Sullivan

The Radio as New Technology: Blessing or Curse? A 1929 Debate » - 0 views

  • Accommodated as we are to mass media, we must work to imagine the impact of commercial radio broadcasting in its early years. From the late 1800s, new electronic devices had been expanding the realm of shared human experience — people conversed on telephones, sent news through telegrams, played records on phonographs, and enjoyed films in local theaters. But until the radio, nothing offered such widely shared simultaneous mass experience. By turning on your radio set, you could listen to a jazz band, baseball game, religious service, even a president’s speech, live, along with millions of fellow listeners.
  •  
    An excerpt from an old criticism of the radio in the 1920s. Sound familiar?
anonymous

New Media Literacies - Learning in a Participatory Culture - 0 views

  • Simulation: the ability to interpret and construct dynamic models of real-world processes. Being able to interpret, manipulate and create simulations can help you understand innumerable complex systems, like ecologies and computer networks – and make you better at playing video games!
  • Multitasking
  • Distributed Cognition: 
  • ...2 more annotations...
  • Judgment: the ability to evaluate the reliability and credibility of different information sources. If you’re worried about your students using Wikipedia at inappropriate times and taking everything they read on the internet as gospel truth, you’re worried that they aren’t exercising good judgment. But judgment also includes knowing when sources are appropriate for your use: for instance, sometimes Wikipedia might be the appropriate resource to use.
  • Visualization - the ability to translate information into visual models and understand the information visual models are communicating. VIsualization has become a key way we cope with large data sets and make sense of the complexity of our environment.
wstrahan

Streaming revenues turn the tide against digital pirates - FT.com - 0 views

  • Spotify, the subscription streaming service, has more than 6m subscribers. In video, Netflix, boosted by original productions such as House of Cards , has more than 36m subscribers. Amazon, Google and now Apple, with iTunes Radio, are bringing streaming to a much wider audience
  • This is – at last – translating into meaningful income. The Recording Industry Association of America calculates that revenues from services including Spotify, Pandora and YouTube went from 3 per cent of industry revenues in 2007 to 15 per cent, or more than $1bn, in 2012.
  • Apple’s strategy has pleased some music companies because its streaming service also encourages downloads. But many content owners still believe that streaming cannibalises download and DVD revenues
  • ...6 more annotations...
  • What is lost from many calculations is the fact that the urge to own may be weaker in the age of streaming, but so is the urge to steal
  • Traffic to peer-to-peer file-sharing and torrent sites is declining where legal alternatives are offered
  • . Netflix’s Ted Sarandos said in May: “When we launch in a territory, the BitTorrent traffic drops as the Netflix traffic grows.”
  • In an analysis of the Dutch market, Will Page, an economist working for Spotify, found that releases by Rihanna and Taylor Swift that were held off Spotify sold just one legal copy for each BitTorrent download, while hits from One Direction and Robbie Williams that were instantly available for streaming sold four copies. “The legitimate market is beginning to outshine the illegitimate market,” says Cary Sherman, the RIAA’s chairman.
  • High rates of piracy for hits such as Game of Thrones in markets such as Australia show that consumers still look to illegal sources if content is not available legally in all parts of the world the minute that US consumers get it.
  • No one is ready to declare victory against the pirates, but the tide is starting to turn against them. The Napster generation is growing up – and behind it is an iTunes, Netflix or Spotify generation that has higher expectations of online content, but is more willing to pay.
kahn_artist

This Is How The Internet Is Rewiring Your Brain - 5 views

  • Fact #1: The Internet may give you an addict's brain.
    • majeeds
       
      Technology is addicting!
  • act #2: You may feel more lonely and jealous.
    • majeeds
       
      Another brain stressor. 
  • Fact #4: Memory problems may be more likely.
    • majeeds
       
      And here begins our ultimate problem with technology - the deterioration of brain function.
  • ...2 more annotations...
  • Fact #5: But it's not all bad -- in moderation, the Internet can actually boost brain function.
    • majeeds
       
      Here come in brain games to boost cognitive function - technology reversing its own side effects.
    • kahn_artist
       
      That's an interesting way to look at it, as a "side effect". I am actually trying to work against that theory but all of the articles are pushing for it. Hm.
  • A 2008 study suggests that use of Internet search engines can stimulate neural activation patterns and potentially enhance brain function in older adults. "The study results are encouraging, that emerging computerized technologies may have physiological effects and potential benefits for middle-aged and older adults," the study's principal investigator, Dr. Gary Small, professor of neuroscience and human behavior at UCLA, said in a written statement. "Internet searching engages complicated brain activity, which may help exercise and improve brain function."
  •  
    Mostly this article works against my topic, but Fact 5 could prove useful. "Use of internet search engines can stimulate neural activation patterns and potentially enhance brain function..."
normonique

How Unified Communications (UC) Has Become an Inseparable Part of Enterprise Mobility? « Finoit Technologies - 0 views

  • Mobility
  • as played significant role in popularizing Unified communications
    • normonique
       
      I haven't intentionally considered mobility being the cause for the unified connection of communication and technology.
  • ...8 more annotations...
  • The UC phenomenon has led to enhanced business dynamics and is perhaps a valuable asset for mobile workers who depend heavily on their mobile devices to fulfil their business goals or those of their employers,
  • Evidently, the future of unified communications and collaboration seems to be uber bright. The below stats endorse this ubiquitous fact even further.
    • normonique
       
      The text note a powerful point of the connection of mobility, technology, and communication.  I believe it answer my question of whether technology will be inseparable in the future.  Yes it will because where there is work there is mobility,  technology keeps workers mobile without interfering with the communication needed in the workplace
  • Offices will be replaced by virtual workplace, with mobile devices taking over the realms from desktop computers and desk
  • Real-time collaboration tools and instant messaging will leave the email culture far behind, enabling the next generation workers to operate more efficiently.
  • raditional IMs will get a further refurbishing with increased capabilities that could accommodate more business processes ahead of traditional click-to-call facilitie
  • Provider of UC solutions will ensure open standards and more interoperability to their services, thereby eliminating boundaries across business silos
  • Online corporate meetings will be heavily influenced by gaming technologies and 3-D virtual world, giving way to fresh meeting models, and putting a hold on the age old calendar based conference calls.
  •  
    The site answer my question of technology and communication being inseparable in the future. It will not be inseparable because people are very mobile, while on the go they still have the power to communicate through technology. 
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