Posts

Showing posts with the label shortcomings

Rabah and Cassidy. 2018. Gamification in Education: Real Benefits or Edutainment?

Rabah and Cassidy perform a meta analysis of review literature on education in games. The following is my annotation of that paper. This study seeks to evaluate a broad variety of review literature on gamification in education in order to establish a consensus of the effectiveness of research in such a practice. In addition, it seeks to identify flaws or blind spots in the current research on the effectiveness of gamification. Gamification is defined as, “the use of game design elements characteristic for games (rather than play or playfulness) in non-game contexts”, or applying elements of video games to other situations, such as learning. It finds that gamification is a factor in many positive learning outcomes, such as lowering anxiety, boosting knowledge retention, and building communities. It also concludes that more research on the topic is needed, especially concerning how specific game mechanics connect to specific design principles. This study performed a qualitative a...

"I'm Batman" (and You Can Be Too): "Gender" and Constrictive Play in the "Arkham" Game Series

Lavigne, C. (2015). "I'm Batman" (and You Can Be Too): "Gender" and Constrictive Play in the "Arkham" Game Series. Cinema Journal Vol. 55, No. 1 (Fall 2015), pp. 133-141 Lavigne used Batman: Arkham City (2013, Rocksteady) to create a qualitative review of dangerous tropes in mainstream games. The article shows that the character Batman “advances heteronormative, hypergendered stereotypes” with his “ripped” physique, justified violence, and having to rescue almost every female he comes in contact with. Catwoman is brought up as an equally dangerous character in regards to tropes. She fights in heels, kisses thugs, and is programmed to show all of her curves while playing as her. This, in addition to NPC interactions with her, make Catwoman a dangerous stereotype. This article shows that mainstream media can be instrumental to stereotypes being brought forward. It also shows that game design is still entrenched in the “typical male fantasy”, and that...

Female Representation in Videogames Isn't Getting Any Better

Sarkeesian, A., Petit, C. (2019). Female Representation in Videogames Isn't Getting Any Better. WIRED 2019. This article proves that representative equality in the video game industry is still far behind where it should be. Sarkeesian & Petit used data from the Electronic Entertainment Expo (E 3 ) from 2015 to 2019 to quantify gender representation in the video game industry. The time frame is significant due to Gamergate in 2014, a misogynist movement that used video game as its platform. While open character creation options are more prevalent than in previous years, games with only a female protagonist are few.  Sarkeesian & Petit quantified the data by counting the number of games at E 3 with male, female, gender-ambiguous, and open character options. The data show that in those years, there were 3-10x more male protagonists than female. Sarkeesian & Petit also counted presenters featured at 2019 E 3 , and found that there were about 4x as many male prese...