We All Need to Play

Total Page:16

File Type:pdf, Size:1020Kb

We All Need to Play Issue 49 changeagent.nelrc.org September 2019 THE CHANGE Adult Education for Social Justice: News, AGENT Issues, and Ideas We All Need to Play Everyone Needs to Play: 3 Walking is My Play: 4 Red Tricycle: 5 A Game for Learning: 6 Just This One Time: 8 Fair Play for a Fair Future: 10 The Way I Got My Dolls: 12 Fun in a Farming Village: 14 Hide-and-Seek in War: 15 Everybody Played: 16 Passing the Ball On: 18 I Still Like to Hula Hoop: 19 We Were Captains of Our Ships: 20 The Caves: 21 Not Much Time to Play: 22 Sacred Play: 24 Old Games vs. New Games: 26 Strict Mom: 27 Nothing to Compare: 28 Siri, Why Is Mom So Boring: 29 Addiction to Video Games: 30 Hooked on Video Games: 32 Play for Bodies, Minds, and Souls: 34 Who Is Allowed to Play? 36 Playtime: Not Just Fun and Games: 38 Football Taught Me to Embrace Challenges: 40 Play Sports and Learn: 41 My Tamagotchi Taught Me: 42 Imagination is the Best Play: 43 Concepción Saravia (above as a child with her baseball More than Marbles: 44 bat, and left as an adult) begged her mother to let her Be Happy—Play: 47 play baseball. Read her story on p. 8. Whole Body Development through Play: 48 ENGAGING, EMPOWERING, AND READY-TO-USE. Early Childhood Educator Career Student-generated, relevant content in print & audio at various levels of Pathway: 49 complexity—designed to teach basic skills & transform & inspire adult learners. I Wanted to Play: 50 Gamification: 52 A MAGAZINE & WEBSITE: CHANGEAGENT.NELRC.ORG The Change Agent is the bi- A Note from the Editor: annual publication of The New Our writers in this issue are from all over the world, from Mexico to Mol- England Literacy Resource Center. Each issue of the paper dova, from Lebanon to Gambia, and from Indonesia to Cape Verde, as helps teachers incorporate social well as the U.S. They are enrolled in programs from Arkansas to Arizona, justice content into their curricu- lum. The paper is designed for and from New England to Oregon and Alaska. One takes correspondence intermediate-level ESOL, ABE, courses while incarcerated; another is studying to become a phlebotomist; GED, and adult diploma classes. some hope to help their children with their homework. Others are working Each issue focuses on a different topic that is relevant to learners’ on their high school diploma, job skills, and college readiness. One “has a lives. curious mind, a kind heart, worker’s hands, and traveler’s feet.” All of them In New England, online access put their full hearts and minds into exploring the topic of play—defining to The Change Agent is available it, sharing the joy of it, noting the lessons learned from it, and shining a free of charge through NELRC’s affiliated state literacy resource light on the ways we do not all have fair access to it. Special thanks to Netty centers. Email changeagent@ Prastika (p. 3) who gave us our title, “We All Need to Play.” worlded.org to learn how to ac- Students using this issue in the classroom will benefit not just from the cess the site. stories, which are engaging, playful, and at times heartbreaking. They will Submissions: For the theme of our next issue, also find learning activities; vocabulary lessons; extensions that incorporate see the “Call for Articles” on math, science, geography, and history; as well as research and presenta- the back cover. Note that we tion ideas that help them take their learning further. I hope they will be as feature writing by adult learn- ers. For submission guidelines inspired as I am by these powerful stories. And perhaps they will consider visit: <changeagent.nelrc.org/ writing for our next issue. See p. 55 and the back cover for more informa- write-for-us> or contact us at 617-482-9485 or changeagent@ tion about how to write for the next issue, “Stand Up and Be Counted,” worlded.org. which marks the election and the decennial census. Subscriptions: Individual, bulk, and electronic Our Editorial Board: subscriptions to The Change Many thanks to the members of our editorial board, whose collective cre- Agent are available. See the back cover and/or our website ativity and wisdom about play and all things adult ed. helped shape this for details: issue: Aliza Ansell, ABE and Workforce Development at Holyoke Commu- <https://changeagent.nelrc.org/ subscribe/> nity College, Holyoke, MA; Sheon Casabuena, student at Avoyelles Parish Schools in Marksville, LA; ESOL student at the Seaport Ho- Editor: Ana Contreras, Cynthia Peters tel in Boston, MA; Ed Latham, technology specialist, Milbridge, ME; Andy Proofreaders: Nash, World Education, Boston, MA; Alexandra Papagno, former ESOL Sydney Breteler, Sandy teacher, Boston, MA; Francisco Romero ESOL student at the Seaport Hotel Goodman, Andy Nash, Kath- leen O’Connell, and Priyanka in Boston, MA; Nico Scallan, ABE teacher at Avoyelles Parish Schools in Sharma. Marksville, LA; Ebony Vandross, World Education, Boston, MA. The Change Agent is published —Cynthia Peters, [email protected] by the New England Literacy Re- source Center/World Education 44 Farnsworth Street, Boston, And finally... please subscribe or renew! We need you! MA 02210 (617) 482-9485 Spread the word to friends and colleagues, and encourage programs to sub- No information in this magazine scribe. Remember to revisit our back issues for a great source of relevant, is intended to reflect an endorse- ment for, or opposition to, any timely content. You—our fans and allies—help us keep the lights on! candidate or political party. Prisons Race Immigration Math We All Need to Play Everyone Needs to Play Netty Prastika BEFORE YOU READ: How would you define play? ments. We face daily stresses at Play has many definitions. Some say that for chil- work and in our dren, play is actually their work. Others say that families. We are play is for fun only. The Google dictionary says always looking play is for enjoyment and does not serve “a serious for ways to solve or practical purpose.” But most of us know that our problems. We play helps us relax, and in this busy life, that is feel like we don’t very practical! It is hard to decide which definition have time to play. is right. Let’s look more closely at play. But play is For a child, play is an essential part of his not just for kids. or her life—it is like their job. Researchers have We all need to play. shown that play can in- We need to forget for a while about work, dead- crease a child’s intelligence Play is a way to lines, or problems. By playing, we give ourselves and creativity, and improve permission to have fun, relax, or even be silly. fuel yourself! their emotional, social, and When we play, it is not the outcome that is im- physical health. When the portant, but the process. There are so many ways children are playing, they to play, such as sharing jokes with friends, flying look focused. They take their play seriously! Also, a kite at a park, baking with your kids, biking they look free, enthusiastic, excited, and so alive. I around with friends, or building a sand castle on a think many of us never realized as we were grow- beach. ing up, how lucky we were to be able to play. Play is a way to fuel yourself! When you play, As adults, there are so many important you have a chance to be creative, use your imagi- things to do. We work and have serious commit- nation, and solve problems in a carefree way. So… what is play? Play is something we do for plea- sure. But it is also serious. Play is something that we all—adults and children—need in our lives. Sources: <www.psychologized.org/jean-piagets-theory-of-play>; “Why It’s Good for Grown-ups to Go Play,” Jennifer Wallace, Washington Post, May 20, 2017. Netty Prastika is studying English at Pima Community College in Tucson, AZ. She came to the U.S. from Indonesia in 2017. She has two young daughters and she likes to go traveling with her family. “If you want to be creative, stay in part AFTER YOU READ: a child, with the creativity and invention that characterizes children before they 1. According to the author, what is play? are deformed by adult society.” 2. Read the quote by Jean Piaget in the box. Dis- —Jean Piaget cuss what it means. Research Jean Piaget and share your findings. changeagent.nelrc.org — September 2019 — The Change Agent 3 We All Need to Play Walking is My Play Marie Nicolle Romelien As a child, I was worried about getting hurt playing games. So, as an adult, I still don’t like to play games. Instead, I enjoy spending my free time walking around Cambridge. This past Saturday, I walked more than 12,000 steps. I enjoy walking because I like to watch the boats in the river. I like to see people do their exercises. I get excited when I see buildings and construction. How intelligent people are! I love to stop and listen to people playing guitar or singing in the streets. I often watch kids play in the park. They play basketball, soccer, and volleyball. And they ride their bikes, too. I feel emotional and happy to see kids that are doing well. If I stayed in my house all the time, I couldn’t see all of these beautiful things.
Recommended publications
  • SOFTWARE LIST SNAPSHOTS(Update 20210815)
    SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730
    [Show full text]
  • Majesco Sales, Inc., Tucked Away in a Small Corner of the L.A. Convention
    by Chris Cavanaugh (May 2001) Majesco Sales, Inc., tucked away in a signed and written which was sort of a small corner of the L.A. Convention Sam Spade type of adventure game. I Center, was a welcome oasis from the worked on a product called Bellhop, flashing lights and pounding noise of one called Kamikaze with another E3's main floor. With current hit titles chap, and that was pretty much my like Frogger 2 and Pong for the Apple days before working on the Game Boy Color, and ten titles sched- 2600. uled for Game Boy Advance, Majesco is poised to be a dominant game pub- CGM: Any particular game or games lisher in the handheld arena. So, it really stand out as one of your crown- really came as no surprise to me that ing achievements from the classic this aggressiveness in the market- days? place and resurgence of classic titles was being developed by former Activi- DK: Well, I wrote very quickly and sion alum, Dan Kitchen. As Vice Presi- played pretty well a title called Kung dent of Product Development, Dan is Fu Master for the Atari 2600. I did all responsible for development of all the audio, all the graphics. Basically handheld products in Majesco's blos- the whole thing soup to nuts. I had to soming catalog. Under Dan's direction write an editor to do all my graphics we'll soon be playing on our GBA's because the Atari 2600 wasn't really such classic inspired games as Tom- graphically based so we had to create cat F-14, Fortress (think Rampart the graphics on a scan line basis.
    [Show full text]
  • Japanese Gaming Trends
    Japanese Video Gaming Trends Past, Present & Future 1 Japanese Video Game Market Size Source: Famitsu by ENTERBRAIN, INC. (Japan) 2 Japanese Video Gaming Timeline Data Collected from December 29, 1986 to December 26, 2010 100 Millions of JPY 8000 2006: Playstation 3, 1996: 2000: Wii Nintendo 64 Playstation 2 7000 1994: 1998: 2005: 3DO Real, NeoGeo Xbox 360 Sega Saturn, 6000 1990: Pocket, NeoGeo, PlayStation Dreamcast 2002: Game Gear, PC-FX XBox SNES 5000 1988: Genesis 4000 1999: WonderSwan 1995: Virtual Boy 2004: 3000 Nintendo DS, 1989: PlayStation Gameboy Portable 2000 1987: TurboGrafx-16 1000 0 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Source: Famitsu by ENTERBRAIN, INC. (Japan) 3 Arcade Gaming Sales in Japan 250 200 150 100 Sales/Billion Yen Sales/Billion 50 0 2004 2005 2006 2007 2008 2009 2010 Year Source: JAMAA 4 Arcade Gaming in Japan Demographics • Over 19,000 amusement arcades in Japan • 3.94 arcades per 100,000 people • Arcade games played across all age groups • 30% of arcade video game players over 60 Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 5 Arcade Gaming in Japan Top Genres: • Board games • Horse Racing • Pachinko • Trading card games Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 6 Arcade Gaming in Japan Major Developers/Publishers: • Namco Bandai • Taito • Sega • Capcom • Konami Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 7 Arcade Gaming in Japan Market Drivers 67 Urbanization Growth In Japan 66.5 66 65.5 65 64.5 64 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Growth in urbanization has fuelled a boom in arcade video gaming.
    [Show full text]
  • 1900 (Parents: 769, Clones: 1131)
    Supported systems: 1900 (parents: 769, clones: 1131) Description [ ] Name [ ] Parent [ ] Year [ ] Manufacturer [ ] Sourcefile [ ] 1200 Micro Computer shmc1200 studio2 1978 Sheen studio2.c (Australia) 1292 Advanced Programmable Video 1292apvs 1976 Radofin vc4000.c System 1392 Advanced Programmable Video 1392apvs 1292apvs 1976 Radofin vc4000.c System 15IE-00-013 ie15 1980 USSR ie15.c 286i k286i ibm5170 1985 Kaypro at.c 3B1 3b1 1985 AT&T unixpc.c 3DO (NTSC) 3do 1991 The 3DO Company 3do.c 3DO (PAL) 3do_pal 3do 1991 The 3DO Company 3do.c 3DO M2 3do_m2 199? 3DO konamim2.c 4004 Nixie Clock 4004clk 2008 John L. Weinrich 4004clk.c 486-PIO-2 ficpio2 ibm5170 1995 FIC at.c 4D/PI (R2000, 20MHz) sgi_ip6 1988 Silicon Graphics Inc sgi_ip6.c 6809 Portable d6809 1983 Dunfield d6809.c 68k Single Board 68ksbc 2002 Ichit Sirichote 68ksbc.c Computer 79152pc m79152pc ???? Mera-Elzab m79152pc.c 800 Junior elwro800 1986 Elwro elwro800.c 9016 Telespiel mtc9016 studio2 1978 Mustang studio2.c Computer (Germany) A5120 a5120 1982 VEB Robotron a51xx.c A5130 a5130 a5120 1983 VEB Robotron a51xx.c A7150 a7150 1986 VEB Robotron a7150.c Aamber Pegasus pegasus 1981 Technosys pegasus.c Aamber Pegasus with pegasusm pegasus 1981 Technosys pegasus.c RAM expansion unit ABC 1600 abc1600 1985 Luxor abc1600.c ABC 80 abc80 1978 Luxor Datorer AB abc80.c ABC 800 C/HR abc800c 1981 Luxor Datorer AB abc80x.c ABC 800 M/HR abc800m abc800c 1981 Luxor Datorer AB abc80x.c ABC 802 abc802 1983 Luxor Datorer AB abc80x.c ABC 806 abc806 1983 Luxor Datorer AB abc80x.c Acorn Electron electron 1983
    [Show full text]
  • Download (2MB)
    Mckeown, Conor (2018) Videogame ecologies: interaction, aesthetics, affect. PhD thesis. https://theses.gla.ac.uk/8878/ Copyright and moral rights for this work are retained by the author A copy can be downloaded for personal non-commercial research or study, without prior permission or charge This work cannot be reproduced or quoted extensively from without first obtaining permission in writing from the author The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the author When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given Enlighten: Theses https://theses.gla.ac.uk/ [email protected] Videogame Ecologies: Interaction, Aesthetics, Affect Conor Mckeown MA, MPhil Submitted in fulfilment of the requirements for the Degree of PhD School of Film and Television Studies College of Culture and Creative Arts University of Glasgow 2 Abstract This project is driven by omissions at the intersection of ecological game studies and media- ecology. Although authors have studied videogames from a variety of ecological approaches, few have attempted to develop a holistic methodology, embracing videogames' specific attributes while recognising their role within larger physical systems. This thesis is an attempt to address this, reading videogames as simultaneously about and functioning as ecologies. My methodology draws on the agential-realist philosophy of Karen Barad whose theory of 'intra- activity' is abundant with ecological ramifications. Adapting Barad's 'intra-active' framework for use with contemporary videogames, I read them as assemblages of hardware, software and their human players.
    [Show full text]
  • The Wonderful World of Arcade Simulators
    WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #9 • MARCH 2019 FULL PAGE AD MARCH 2019 • ISSUE #9 SIMULATIONS PEOPLE AND PLACES The Sims Game Swappers of SoCal! 06 BY TODD FRIEDMAN 41 BY AARON BURGER SIMULATIONS PEOPLE AND PLACES Turn and Burn Frank Schwartraubner 08 BY PATRICK HICKEY JR. 42 BY MARC BURGER SIMULATIONS NEWS Fox’s Game: Lucasfilm, Mirage... Video Games Debut at Heritage Auctions 10 BY SHAUN JEX 43 BY BRETT WEISS SIMULATIONS REVIEWS Driver and Driver 2 New Books on Old School Gaming Topics 12 BY CONOR MCBRIEN 44 BY RYAN BURGER AND RIC PRYOR MICHAEL THOMASSON’S JUST 4 QIX COLLECTOR INFO Behind Enemy Lines Super Nintendo Pricer 14 BY MICHAEL THOMASSON 45 PRESENTED BY PRICECHARTING.COM BRETT’S OLD SCHOOL BARGAIN BIN NEWS Asteroids and Beamrider Great Retro Shops 16 BY BRETT WEISS 50 BY OLD SCHOOL GAMER REVIEWS Flip Grip: Bullet Heaven 20 BY ROB FARALDI REVIEWS Old Atari on Switch... 22 BY RYAN BURGER AND RIC PRYOR FEATURE Entering the Digitized Era - Part 1 24 BY WARREN DAVIS FEATURE Intruder Alert...Intruder Alert! 26 BY KEVIN BUTLER PRATT AT THE ARCADE Publisher Design Assistant Con Staff Leader Ryan Burger Marc Burger Paige Burger The Wonderful World of Arcade Simulators Editorial Board BY ADAM PRATT Editor Art Director 32 Brian Szarek Thor Thorvaldson Dan Loosen Doc Mack PEOPLE AND PLACES Business Manager Editorial Consultant Billy Mitchell Aaron Burger Dan Walsh Dan Kitchen: 2600 to Modern and Back Walter Day 35 BY OLD SCHOOL GAMER PEOPLE AND PLACES HOW TO REACH Postmaster – Send address changes to: OSG • 222 SE Main St • Grimes IA 50111 OLD SCHOOL GAMER: Dr.
    [Show full text]
  • Christine Liao Dissertation
    The Pennsylvania State University The Graduate School College of Arts and Architecture AVATAR RE/ASSEMBLING AS ART-MAKING, KNOWLEDGE-MAKING, AND SELF-MAKING A Dissertation in Art Education by Christine Ling-Yin Liao 2011 Christine Ling-Yin Liao Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2011 The dissertation of Christine Liao was reviewed and approved* by the following: Karen T. Keifer-Boyd Professor of Art Education and Women’s Studies Dissertation Advisor Chair of Committee In Charge of the Graduate Program in Art Education Patricia M. Amburgy Associate Professor of Art Education Charles R. Garoian Professor of Art Education Bettina Mathes Associate Professor of German; Science, Technology, and Society; and Women’s Studies *Signatures are on file in the Graduate School iii ABSTRACT An avatar is a representation of an identity in an online virtual world. Most virtual environments provide options for avatar customization. This means that a person can either create an avatar from an existing selection of body parts and apparel or design an even more personalized image. Second Life, the investigative site for this study, is a popular online virtual world that provides almost endless possibilities for avatar assembling to anyone with the vision, skills, and patience to realize them. The process of creating an avatar usually involves negotiating with identity and body image, as it is necessary to select the avatar’s gender, race, body type, features, and clothing style. These elements are all identity markers in the physical world. Even when a person creates a non-human avatar, the avatar is still likely to reflect something about that person’s identity choices.
    [Show full text]
  • 1 Japanese Video Game Industry Japanese Economy Division
    Industrial Reports (c) JETRO, 2007 Japanese Video Game Industry Japanese Economy Division Summary In 2005, shipments of home video games increased for the first time in four years, bolstered by launches of the Nintendo DS and Sony PlayStation Portable. Next-generation game consoles, such as the Nintendo Wii and Sony PlayStation 3 to be marketed from the end of 2006, are expected to further expand the home video game market into 2007. Since the release of Nintendo’s Family Computer (Famicon) in 1983, Japan’s electronic game industry has come to depend on home video games to such an extent that it can be interchangeably called the game console industry. In recent years, the spread of broadband, flat-rate telecommunications services has enabled new platforms for games, such as online and mobile, further broadening the industry’s base. This report, however, covers only the home video game industry, which still accounts for a significant portion of the industry. 1. History of video game industry Japanese video game companies have been overwhelmingly competitive in the international market, but competition in the hardware sector has intensified in recent years, following the entry of Microsoft. A. Desktop game consoles The industry dawned with the runaway success of the Atari 2600, a home game device with a plug-in ROM cartridge, which was launched by Atari in the U.S. market in 1977. Third-party software could be developed freely, because Atari made the programming specifications openly available. As a result, numerous software packages appeared and were well received by users. Over time, however, user support steadily weakened as inferior software also began to circulate.
    [Show full text]
  • Miami1281125116.Pdf (1.02
    ABSTRACT PLAYING/WRITING: CONNECTING VIDEO GAMES, LEARNING, AND COMPOSITION by Kevin Rutherford This thesis examines the connection between video games and composition pedagogy. Video games are defined generally, and then specifically outlined in relation to writing classrooms. The remainder of the thesis outlines three distinct examples of ways composition pedagogy might connect with the interdisciplinary field of game studies. Chapter 2 outlines a heuristic of interrelated approaches – contextual, narrative, and procedural – to analyze video games as rhetorical objects. Chapter 3 introduces “serious games” as an enactment of the heuristic and as a type of video game that fits with composition’s goals of citizenship education. Chapter 4 discusses a class unit wherein students programmed/wrote text-based video games, arguing that writing and programming overlap and suggesting this overlap is a fruitful space to explore in writing classrooms. PLAYING/WRITING: CONNECTING VIDEO GAMES, LEARNING, AND COMPOSITION A Thesis Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Master of Arts Department of English by Kevin Rutherford Miami University Oxford, Ohio 2010 Advisor Heidi McKee___ Reader Jason Palmeri___ Reader Timothy Melley_ © Kevin Rutherford 2010 Table of Contents Chapter 1: The Potential of Video Games….……………………………………………………… 1 Definitions and Terminology...…………………………………………………….……… 3 Defining Digital Games…………………………………………………………… 5 Interactive Fiction, Text-based Games, and Video Games………………..……… 7 Games and Educational Value…………………………………………………………….. 9 Games in Composition…………………………………………………………………….. 11 Some Approaches to Games in Composition Classrooms………………………………… 13 Chapter 2: Metal Gear Solid and Video Game “Textual” Analysis……………………………….. 17 New Media, New Rhetoric………………………………………………………………… 18 Creating a Heuristic……………………………………………………………….............. 20 Analyzing Metal Gear Solid 4…………………………………………………….............
    [Show full text]
  • UNIVERSITY of CALIFORNIA RIVERSIDE Gamic Race: Logics Of
    UNIVERSITY OF CALIFORNIA RIVERSIDE Gamic Race: Logics of Difference in Videogame Culture A Dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in English by Tanner Matthew Higgin September 2012 Dissertation Committee: Dr. James Tobias, Chairperson Dr. Keith Harris Dr. Toby Miller Dr. Lisa Nakamura Copyright by Tanner Matthew Higgin 2012 The Dissertation of Tanner Matthew Higgin is approved: ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ Committee Chairperson University of California, Riverside ACKNOWLEDGMENTS Scott Juengel inspired my career. James Tobias is the smartest person I know. Lisa Nakamura made it all possible, and has shown me extraordinary grace and generosity. Toby Miller taught me to do something that mattered, and Lindon Barrett clarified for me what that was. Keith Harris gave me confidence, showed me how to run a seminar, and gifted me part of my critical framework. Carol Anne Tyler taught me how to really write. Zach Whalen and Laurie N. Taylor ushered me into the game. My #transformDH crew (Anne Cong-Huyen, Anna Everett, Melanie Kohnen, Alexis Lothian, Amanda Phillips, Martina Rivera Monclova, and all who bear the flag) has helped me stay in the game. David Theo Goldberg and the University of California Humanities Research Institute has awarded me extraordinary opportunities on two occasions. Anne Balsamo organized one of those and Heather Horst the other. The introduction to this project and the concept of displaced racialization was productively shaped by my colleagues, especially Tom Boellstorff, at the Digital Media and Learning Summer Institute 2011. Irene Chien's dissertation work has pushed me along, and so has Edmund Chang's.
    [Show full text]
  • Camera Ludica: Reflections on Photography in Video Games." Intermedia Games—Games Inter Media: Video Games and Intermediality
    Möring, Sebastian, and Marco de Mutiis. "Camera Ludica: Reflections on Photography in Video Games." Intermedia Games—Games Inter Media: Video Games and Intermediality. Ed. Michael Fuchs and Jeff Thoss. New York: Bloomsbury Academic, 2019. 69–94. Bloomsbury Collections. Web. 25 Sep. 2021. <http://dx.doi.org/10.5040/9781501330520.ch-003>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 25 September 2021, 17:38 UTC. Copyright © Michael Fuchs, Jeff Thoss and Contributors 2019. You may share this work for non- commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 3 Camera Ludica: Reflections on Photography in Video Games Sebastian M ö ring and Marco de Mutiis uncan Harris may be one of the most popular in- game photographers on D the globe. His work is collected and presented on the weblog Deadendthrills , where Harris presents photos of characters and landscapes from many blockbuster games, including The Elder Scrolls V: Skyrim (Bethesda, 2011), Grand Theft Auto V ( Rockstar North, 2013 ), and Fallout 4 (Bethesda, 2015). In addition to his artistic endeavors, Harris works as a professional game photographer. As such, he produces dramatic and compelling screenshots which are used in promotional paratexts. This production of advertising material has so far been game photography’s most apparent function. Historically, labeling advertising material for video games as produced purely from in- game graphics was used to indicate the graphic quality of a given game. In recent years, different agents have grown increasingly interested in photographic practices with and within video games that all participate in the phenomenon of what we include under the umbrella term “in- game photography”: The video game industry has expanded the space of possibilities by implementing features like so- called photo- modes (e.g.
    [Show full text]
  • A Feminist Analysis of Governance in Super Smash Bros. (Under the Direction of Dr
    ABSTRACT STOUT, BRYCE THOMAS. Smashing Some Bros: A Feminist Analysis of Governance in Super Smash Bros. (Under the direction of Dr. Nicholas Thiel Taylor). The modern esports landscape is dominated by platform-driven titles like Activision-Blizzard's Overwatch, Riot’s League of Legends, and Valve’s CounterStrike: Global Offensive and Dota 2. In contrast, the grassroots scenes that have risen up around Super Smash Bros. offer a unique glimpse of organized competitive gaming carried out without the level of active, “platformized” involvement and infrastructural support typical of other developers. This thesis includes three chapters exploring symbiotic angles of approach to the intersecting socio-technical conditions constituting governance of competitive Super Smash Bros. scenes. Past feminist ethnographic fieldwork at public gaming events helped to inform my recruitment process for 18 semi- structured interviews conducted at Super Smash Bros. Ultimate tournaments near Raleigh, NC. Particularly salient aspects of this include attempted reflexivity and consciousness of how my subject position influences my work both in the field and the academy; ethnographically and citationally. This work is mediated by my close involvement in competitive Smash, although active effort is made to transform my own investment in Smash into an opportunity for reflexivity, rather than a constraint. Although the third chapter involves the use of conventional ethnographic fieldwork, the paper as a whole is to be understood as a connective ethnography examining
    [Show full text]