Wednesday, 18 September 2013

The virtual gaming world


This weeks reading by Joost Raessens gives an interesting insight on our media participations in relation to computer games. When reading this article the most interesting parts included the three domains regarding the participation involved in the cultural production and the participatory media cultures. The domain that interested me the most was ‘interpretation’. After reading this article it made me think about certain games that have come about within the media that have been developed to attract a “young mass audience" (Raessens, 2005)
The Sims is a great example of how we respond to a gaming environment because each life of the ‘sim’ is much like our own with no cultural barrier. 







This YouTube video discusses how the similarities between the virtual gaming world like ‘the Sims’ helps people develop and learn everyday, real life skills through participating within the game.  Raessens states that we should consider the ‘principles of computer games as a form of digital media’ (Raessens, 2005) which involved particularly interactivity and connectivity. 

By playing the Sims, the gamer can interact with other players through the use of the internet which allows them to communicate within a virtual world.  This type of virtual gaming where the player is perceived as a person gives the gamer the ability to learn meaningful skills that can relate to real life experience and different cultures. 

However, Western countries have had more of an advantage with a bigger distribution of technological platforms which allow gamers and other participants to have access to these games such as the Sims. People always shun upon the use of gaming and do not believe it is a benefit to people but wasting away their brains when they should be outside being active, but after watching this YouTube video it made me realise the skills that can be learnt through virtual gaming. 






References:

Raessens, J 2005, 'Computer games as participatory media culture', Handbook of computer game studies 2005, MIT Press, Cambridge.

YouTube Video: http://www.youtube.com/watch?v=HR8p2lkuq14 - Participatory Culture and Video Games - 2008. 

Image: http://gamerfitnation.com/wp-content/uploads/2013/03/how-to-install-the-sims-3-complete-until-expantion-pack.jpeg (Google Images).



2 comments:

  1. Prue I really liked the way that you linked games such as the Sims to teaching young people about everyday life skills that they will need further into the future. Most people would not have considered that extended time playing games could actually teach young people anything. When considering how much time many young people spend playing games it is good to know that they are capable of learning skills through those environments.

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  2. Hey Prue I really enjoyed reading your blog which mostly you talked about to your readers that it is not that bad like you were wasting your time on virtual world, there is a good things people could take from virtual world like internet especially in your case from The Sims. It is a good choice using The Sims as the example, the huge successful game from many decades. From what you were saying it was right gaming virtual world was not that bad, but just for reminder we have to keep ourself balance in our life as well do not get too addicted with virtual world. Good job anyways!

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