Gaming Theory and Game Studies

Slides:



Advertisements
Similar presentations
Taking Peer Assisted Learning out of the classroom
Advertisements

The Internet platform Gender-Portal as a tool for development of gender competence Eva Wegrzyn University of Duisburg-Essen, Germany Centre for Higher.
FACULTY OF COMPUTER SCIENCE & INFORMATION TECHNOLOGY, UNIVERSITY OF MALAYA.
 Explores theoretical questions concerning the nature of the mind, knowledge, and mental phenomena. Examines the nature of knowledge, creativity, the.
 Examines the nature of culture and the diverse ways in which societies make meaning and are organized across time and space. Topics include cultural.
Inquiry learning How does IBL relate to our science curriculum? Tool IG-1: The potential of IBL to meet curricular demands in science.
ICT Work Programme Objective 4.2 Technology Enhanced Learning European Commission, DG Information Society and Media Unit E3 – Cultural Heritage.
Enhanced Learning Through Web-Based Team and Individual Projects.
FOA – Language, Context and orwell
Technological Innovation and Competitiveness at the NSF Franklin Carrero-Martínez, Ph.D. International Science and Engineering National Science Foundation.
© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Exploring Technology MEETING TECHNOLOGY.
Exploring the benefits of contextualized learning in computer science Presented by Mikha Zeffertt Supervised by Mici Halse and Hannah Thinyane.
Social Issues in Gaming and Interactive Media D-Term 2005.
Affects of Technology on Society. How has Technology Affected YOU? All Technology has a profound affect on all of us. Can you tell me the pros and cons.
Gender The biosocial approach to gender development.
INSTRUCTOR: RAY FINAL SEMINAR MAY 3, :00PM-10:00PM HE 521: Teaching Adult Learners.
PSY 230 Week 7 DQ 1 And DQ 2 Week 7 DQ 1 Describe how a person’s cognitive style influences learning style. How is personality influenced by inherent learning.
Industry Advisory Board
IEEE Membership Benefits
Critical Approaches to Literature
Year 12 – Studio Art Picture?.
WHAT IS INTELLIGENCE? Unit 1| Days
Electrical Engineering
Effect of Technology on Society
Understanding the Market Revolution
CARER Proposal Writing Workshop November 2004
MEDIA EFFECTS and Cultural Approaches to Research
Welcome to AS/A Level D&T Product Design
Video Games and Adolescent Behavior Lindsay LaRoche University of Cincinnati, (CECH/Secondary Education Social Studies) Introduction.
Group 1 − Philosophy and Assessment
New Historicist Theory
Social Studies 2.0: Inquiry and LCE
UNIT 4 - BIG DATA AND PRIVACY
Model opinion essay cohesion: pronoun referencing
Social contexts of gender role
MEDIA STUDIES A2 Everything we know so far…
Web Design Unit 5.
Components of Energy Literacy
COM 530Possible Is Everything/tutorialrank.com
COM 530Education for Service/tutorialrank.com
Technology Changes History
The SOCIOCULTURAL LEVEL OF ANALYSIS
Columbus State University TSYS Department of Computer Science
AP Computer science principles
Warm-up: List 5 things you, or your parents, have purchased recently
Different types of Historian’s Thoughts
Using Relationships of Support to Nurture the Language of Emotions
UNDERSTANDING THE INPUT, PROCESSING & OUTPUT STYLES
Option 1 Discuss whether biological or social and cultural factors are more important in shaping gender roles. Finding sources on this question should.
Factors that impact literacy—Students as diverse learners
1A: WHAT is this document telling you about the prompt?
Comic Development: How can we develop our comic idea further?
The Project to Educate Physicians on End-of-life Care Supported by the American Medical Association and the Robert Wood Johnson Foundation Training.
Software Engineering Experimentation
Warm-up: List 5 things you, or your parents, have purchased recently
Multimedia Fundamentals
Artificial Intelligence and Its Implications On the Future of Humanity
SCIENCE UNIT #2 Light and Sound
Week 7: Evaluating and Controlling Technology
Contingency Tables.
Exploring Virtual Reality
Media and tech Chapter 8 (your text).
Sexual Harassment and the IEEE
Nursing Implications/Conclusion
Gender Issues in Internet & Technology Use
INTRODUCTION Educational technology as the theory and practice of educational approaches to learning. Educational technology as technological tools and.
Video Game Survey Results
Robots in Society We are going to explore the history of robots and their technological development over the decades.
Software Engineering Experimentation
Gender Equity in Computing
Presentation transcript:

Gaming Theory and Game Studies

Game studies Games as a new area of study Academic interest in games took off in the 1980’s Three ways to look at games academically Social sciences approach Humanities approach Industry approach

Social Sciences The social sciences approach attempts to explore ‘what games do to people’ They investigate both the positive and negative impacts of playing games Positive: Using games to aid teaching Cognitive benefits Stress relief Etc. Negative: Video game content and its Potential influences

Games, Gender and Society class here Humanities The Humanities approach tries to examine ‘what meanings are made through games’ What different play styles might mean What sub-context the game may try to convey Video games are looked at as cultural artifacts that have embedded meanings, and that can be examined to explain deeper trends in society and culture. Games, Gender and Society class here at UB - DMS 448

Industry and Engineering The Industry approaches examine what and how to make successful games, or, what makes a game successful. The industry approach does not only look at how to make commercially successful games, but also games that have deeper intrinsic values, from innovation, affecting different experiences, and entertainment value. While the engineering approaches explore the extent to which video games have promoted and driven engineering advancements in areas such as computer graphics, artificial intelligence and networking.

Importance and Prevalence Of Video Games The international video game revenue is estimated to be over $80 billion for 2014, which is more then double the international film industry in 2013. 55-70% of americans play video games Nearly 100% of boys and 94% of girls under 18 play video games.

Sources http://online.lovetoknow.com/how-many-people-play-video- games http://www.theesa.com/facts/ http://www.esrb.org/about/video-game-industry-statistics.jsp http://en.wikipedia.org/wiki/Game_studies