miscellaneous's blog

play advergame, eat cereal

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Check out my website about the effects of advergaming on youth!

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Piratey O's

ads: the benefits of reality television

In the first chapters of Convergence Culture, Henry Jenkins discusses the collective communities formed through convergence culture and the influence of product placement. Shows such as Survivor often have a strong fan base that attempt to figure out "spoilers." Curiosity drives viewers to watch this show, and speculating about upcoming events brings fans together on online websites. Fan fiction is very popular as well because fans share it with one another as they immerse themselves in the realm of the show.

cold cases in media

On April 3rd, I attended a talk by Professor Smith about the cultural representation of "cold cases" from the Civil Rights movement in media. What I found interesting from her lecture is the persistent power of the movement on our society from the "Eighties" until today. The popular mainstream view of the movement is that it led to equality for all and forced integration in the deep South. What we need to remember is that there was no such thing as a "monolithic South." It was in fact very diverse in how classes dealt with racial issues.

game story rule play

The readings on Game Theories this past week dealt a lot with the role of story within games. The theories that the authors present are similar in their exploration of the relationship between rules/prestructured narratives and play/unstructured narratives.

big money

Howard Rheingold's essay on "The Virtual Community" claims that cyberspace can change how we experience events in the real world. People are influenced by their interaction with the virtual community. Those who normally do not keep in contact with friends from high school in reality can do so online by simply posting on their Facebook, using Instant Messaging, or sending an e-mail. Computer-mediated communications (CMC) make these forms of communication possible. In fact, virtual communication is no longer limited to written conversations.

assumptions in race and gender

Cyberspace is a shared space. Anyone can enter it with a new identity. Unlike real space, cyberspace allows people to explore race and gender roles without having to return to reality with these experimental identities. Laura Miller's essay on "Women and Children First" argues that women can take care of themselves online, despite the generalized "idea that women's minds are weak, fragile, and unsuited to the rough and tumble of public discourse" (RDC 220). The stereotype of women as docile creatures has long been ingrained in our society.

everyone goes virtual

The virtual world is open to everyone because it is not confined to a space. It is as vast as humans make it. In "A Rape in Cyberspace," Julian Dibbell claims that "what happens inside a MUD-made world is neither exactly real nor exactly make-believe, but profoundly, compellingly, and emotionally meaningful" (RDC 204). MUD users devote a considerable amount of time to their virtual lives to the extent that they identify with their characters. Many experiment with gender swapping or actions they normally would not act out in real life. It is a safe playground to explore. When Mr.

final proposal

For my term project, I would like to create a computer game along the lines of those created by Persuasive Games. Persuasive Games develops video games that are entertaining but make a point. Its clients range from Cold Stone Creamery, Inc. to CNN.com. The genres of video games they focus on include advergaming, newsgaming, edutainment, etc. I am interested in how various organizations use games as a means of communicating their message. People can learn a lot of information about a specific issue or company simply from playing a game.

bodies in cyberspace

Sandy Stone discusses many interesting points in "Will the Real Body Please Stand Up?" especially at the end of her article. Although humans are entering deeper into the virtual world, "it is important to remember that virtual community originates in, and must return to, the physical" (Stone 196). It is easy to forget reality when caught up in the actions of the virtual world. However, the use of virtual reality affects a person emotionally, not physically. Stone provides an example of a cyberpunk who cannot ignore the fact that he has AIDS by reconfiguring a virtual body.

the googlization of everything

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This past Saturday, I attended the lecture by Siva Vaidhyanathan on "The Googlization of Everything and the Human Knowledge Project."

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