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Showing posts with the label video game

"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...

Playing Prosocial Video Games Increases Empathy and Decreases Schadenfreude

Greitemeyer, T., Osswald, S., & Brauer, M. (2010). Playing Prosocial Video Games Increases Empathy and Decreases Schadenfreude . American Psychological Association 2010, Vol. 10, No. 6, 796 – 802. This article covers two experiments by Greitemeyer, et al, to show levels of malicious pleasure (schadenfreude) after playing games that were rated as “prosocial”, “antisocial”, and “neutral” in regards to the game’s theme. The first experiment used Tetris (Pajitnov, A., 1984) and Lemmings (Psygnosis, 1991) as the neutral and prosocial games, respectively. The participants were then asked how they felt about a celebrity's misfortune. Those who played the prosocial game were more likely to not feel schadenfreude about the celebrity. The second experiment included the antisocial game Lamers (MobyGames, 1992), a parody of Lemmings where the goal is to kill all of the animals, rather than save them. Those who played the antisocial game experienced the highest level of schadenfreude...

Schenk et al. (2017) Games people play: How video games improve probabilistic learning

In Schenk’s article, Games people play: How video games improve probablistic learning , she focuses on the effects of video game playing by the performance. The hippocampus based learning and the hippocampal activity plays an important role in the learning process. They investigated the degree of probabilistic categorization learning is positively enhanced by hippocampus-dependent learning of video games. This study included 15 healthy right-handed gamers, 13 male and 4 females. It also included 15 healthy right-handed non gamers. They were recruited by advertisements at Ruhr University and the newspaper. The subjects were scanned while performing a modified version of a game. The subjects were instructed that different cue cards will appear and they should learn to predict weather based on them. The different card combinations were presented randomly and the experiment was two sessions of 100 trials each. After this, the participants were told to answer a self-designed questionna...

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games.

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). https://search-proquest-com.unco.idm.oclc.org/docview/304838683?accountid=12832 doi:10.1109/vs-games.2013.6624226 This article discusses the educational effectiveness of game based education, as well as what methods need to go into development of educational and serious games. It defines the differences between Serious games and edutaining games, as well as which aspects of education lend themselves best to game-based learning, such as Mathematics and language learning. This paper is focused on educational games, and was carried out using the frame established by the EduGameLab. The study was limited to games used in formal school settings, and only includes papers  published in scientific journals. Their survey of the research covered...