Il Mondo Dei Videogames Verso Il Dialogo Con L'educazione

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Il Mondo Dei Videogames Verso Il Dialogo Con L'educazione B024153- Nuove Tecnologie per l’Educazione e la Formazione Modulo M-Z a.a. 2017-18 VIDEOGIOCHI ED EDUCAZIONE Il mondo dei videogames verso il dialogo con l’educazione Docente: Juliana Raffaghelli Testo base: Felini, D. –a cura di- (2012) Video game education. Studi e percorsi di formazione. Milano: Unicopli. TESTO E SELEZIONE DI CAPITOLI Capitolo 1 – Ragionare di Videogiochi ed Educazione (Felini) Capitolo 2- Parlare per Stereotipi. Luoghi Comuni su Videogiochi ed Educazione (Aglieri & Tosone). Capitolo 3 – Gioco e Videogioco. Riflessioni tra educazione e intrattenimento (Andreoletti). Capitolo 5 – Analizzare i videogiochi nel lavoro didattico (Felini). Capitolo 6 – Rating e Dintorni (Felini). NOI E I VIDEOGIOCHI Tra le seguenti caratteristiche dei videogiochi, quali scegliereste per definirli, secondo la tua opinione ed esperienza personale? Devastanti Per pigri Creano dipendenza Creano isolamento Allontanano dalla realtà Ipercompetitivi Stimolano la fantasia Rilassanti Divertenti Stimolano l’attenzione e l’intelligenza Interazione in gruppi esperti NOI E I VIDEOGIOCHI Quali dei seguenti videogiochi avete giocato/conoscete? Tetris PacMan Super Mario Bros Tomb Raider FIFA soccer Call of Duty The Sims Angry Birds Pokemon GO Candy Crush Saga Wii Sports Assassin’s Creed VIDEOGIOCHI: PREGIUDIZI E LUOGHI COMUNI I videogiochi sono un medium estremamente demonizzato, in particolare dalla retorica giornalistica. “I videogiochi violenti inducono all'aggressività” Fatti di cronaca come il massacro nella Columbine High School (1999) o l'attentato di Breivik in Norvegia (2011). VIDEOGIOCHI: PREGIUDIZI E LUOGHI COMUNI Indagine sulle Teorie ingenue teorie ingenue: cosa succede se Devastante, Sono ben fatti, divertenti, danno Misurarsi con alcune chiedete a un diseducativo, pigrizia, dipendenza, simulano una realtà delle tue capacità, adulto alienazione, non avere solo apparente, pubblicità, un gioco stimola la fantasia, (genitore, più tempo per altro, per chi ne fa uso con giudizio, diverte, aiut alla insegnante, dipendenza, ossessivo e patologico in certi caso, socializzazione, educatore) di ipnotizzato videogioco che ti prende, se ci riesci momento per rilassare il fare non vuoi smettere, relax a volte fisico vincendo, un'associazione troppo lungo, gioco interattivo, videogioco è BELLO. di idee sui Impatto gioco è tempo libero, prontezza, videogiochi? divertimento, ansia, un passatempo, (Aglieri&Tosone -2012- Nintendo è mettersi alla prova cap.1, pp. 25-26) Isolarsi, solitudine, Se usato male, isola Unione, gruppo causa di litigio, li odio perché perdo sempre con le mie figlie VIDEOGIOCHI: COSA DICE LA RICERCA Effetti negativi Effetti positivi Sulla salute fisica: obesità, dolori articolari Sviluppo di aree del cervello legate al e tendinite delle mani, dolori alla schiena. controllo oculare e memoria spaziale (ippocampo), la regolazione Comportamento aggressivo, indifferenza dell’attenzione e della pianificazione dinnanzi alla violenza di genere. (corteccia prefrontale), aree della Diminuzione dei comportamenti motricità (cervelletto). empatici. Miglioramento della vista. Dissociazione dalla realtà. Maggiore consapevolezza di sé e stato Frustrazione nel mondo reale, non d’animo positivo. controllabile Sviluppo dell’autodeterminazione. America Psychologycal Association «Violent Video Game Literature» 2015 Bavelier et al. (2011) Brains on Videogames - Nature Reviews Neuroscience 12, 763– http://www.apa.org/pi/families/review-video-games.pdf 768(2011) doi:10.1038/nrn3135 CHE COSA SONO I VIDEOGIOCHI? L’IMPORTANZA DEL GIOCO ETOLOGIA E PSICOLOGIA DELLO SVILUPPO: Il gioco è pratica di abilità in un contesto simulato, rilassante e soprattutto divertente. La sensazione di divertimento invita i Si da forma all’identità «cuccioli» a continuare un in contesti controllabili allenamento che risulterà vitale nell’adultità. PSICANALISI: gioco come ripetizione di schemi che consentono di assimilare il dolore, il conflitto. CHE COSA SONO I VIDEOGIOCHI? DEFINIZIONE DI GIOCO Attività del gioco come: Categorie/Tipologie di Gioco: Libera: il giocatore non può essere Giochi di competizione (agon): In genere obbligato a partecipare; tutte le competizioni, sia sportive che mentali Separata: entro limiti di spazio e di tempo; Giochi di azzardo (alea) : Tutti i giochi dove il fattore primario è la fortuna Incerta: lo svolgimento e il risultato non possono essere decisi a priori; Giochi di simulacro (mimicry): I cosiddetti "giochi di ruolo" dove si diventa "altro" Improduttiva: non crea né beni, né ricchezze, né altri elementi di novità; Giochi di vertigine (ilinx): Tutti quei giochi in cui si gioca a provocare noi stessi Regolata: con regole che sospendono le leggi ordinarie; Callois, R. (1967[2014]) Il gioco e gli uomini. La Fittizia: consapevole della sua irrealtà. maschera e la vertigine. Milano: Bompiani. CHE COSA SONO I VIDEOGIOCHI? UN PO’ DI STORIA Il Novecento ha visto la nascita e la creazione di molti nuovi giochi e giocattoli, che si fanno specchio, metafora e simbolo della nuova cultura postmoderna. Al centro di questi cambiamenti troviamo anche il videogame, il quale è oggi lo strumento di gioco e il gioco più diffuso, più utilizzato e criticato degli ultimi 50 anni. Il videogame rende esplicito il legame tra gioco e tecnologia. COSA SONO I VIDEOGIOCHI? GLI ORIGINI Due sembrano essere i luoghi di nascita: il Brookhaven National Laboratory di New York dove lavora Willy Higinbotham nel 1958, il quale collega un oscilloscopio ad un monitor... ...riuscendo a sviluppare una forma stilizzata di simulazione del gioco del tennis (tennis for two che diventerà poi Pong); e il MIT dove tre giovani ricercatori studiano e indagano lepotenzialità delle prime macchine informatiche... ..Sviluppano una demo ad ambientazione spaziale (Spacewar). COSA SONO I VIDEOGIOCHI? SVILUPPI: ANNI ‘70 Il tempo dei videogiochi e della loro diffusione saranno gli anni ’70 quando nascono le console e le sale giochi con la presenza dei «cabinati». Nel 1971 nascerà ad esempio il primo videogame a gettoni (Computer space) messo a punto da Bushnell che nel 1972 fonderà l’Atari. CHE COSA SONO I VIDEOGIOCHI? SVILUPPI: ANNI ‘80 Nel 1980 esce Pac-Man; nel 1986 Super Mario Bros; nel 1989 Tetris; nel 1991 Sonic… CHE COSA SONO I VIDEOGIOCHI? GLI SVILUPPI: DAGLI ANNI ‘80 IN POI Dagli anni ottanta in poi il mondo del videogame contamina grazie allo sviluppo grafico e allo sviluppo tecnologico tutta la vita quotidiana di adulti e bambini I personaggi dei videogame diventano eroi che cambiano nel tempo grazie alle innovazioni tecnologiche. CHE COSA SONO I VIDEOGIOCHI? GLI SVILUPPI: DAGLI ANNI ‘80 IN POI Evoluzione 1996-2016 del personaggio principale del gioco «Tomb Raider» (Eidos Interactive): Lara Croft CHE COSA SONO I VIDEOGIOCHI? TIPOLOGIE DI VIDEOGIOCHI Action&Adventure Simulation & Action Role Playing Strategy Sports Altri generi Adventure Vehicle simulator Construction and Grand Theft Auto management clone Immersive Business City sim Metroidvania Government Life Beat 'em up Hack Stealth and slash Fighting simulation Dating 4X Multiplayer Psychological Artillery Breakout Maze Pac-Man sim Digital pet God online battle arena horror Survival clone Eroge clone Platform Social simulation Real-time strategy horror Exergame Shooter First- Action role-playing Sports Tower defense Racing, sports’ Incremental Music person Third- Dungeon crawl Time management games, Rhythm Non-game person Side- Roguelike Tactical Real-time tactics competitive, sport- Party scrolling Top-down role-playing Turn-based based fighting. Programming isometric Light gun Flight simulator strategy Turn- Puzzle Sokoban Shoot 'em up Escape the room Amateur Combat based tactics Tile-matching Tactical Survival Interactive fiction Space Racing Kart Wargame Battle royale Interactive movie racing Sim racing Point n' click Visual Submarine novel simulator Train simulator Adams, Ernest (2013). Fundamentals of Game Design (3rd ed.). San Francisco: New Riders. CHE COSA SONO I VIDEOGIOCHI? TIPOLOGIE DI VIDEOGIOCHI Sports Simulation & Vehicle Action&Adventure Role Playing Strategy (Pong, FIFA Series) Altri generi Action simulator Adventure (Dungeons&Dragons, (Civilization, Master of Frets on Fire, Just (Super Mario Bros, (SimCity, SimLife, Soul Blazer, Persona, Orion; Hogs of War, Dance, Chess) Splatoon, Call of Duty) (Resident Evil, Mass Spore; FlightGear, Mass Effect) Scorched, Worms) Effect) Formula 1) Adams, Ernest (2013). Fundamentals of Game Design (3rd ed.). San Francisco: New Riders. GENERI DI GIOCHI: EVOLUZIONE I generi (le categorie) un tempo ben definiti del videogame oggi si intrecciano continuamente Candy Crush Le nuove tecnologie la rete internet Saga prima e i device mobili (non progettati per giocare) ora divengono il regno del videogioco. Lo sviluppo e la diffusione delle app ludiche hannoampliato ancora di più il regno e il potere del videogame Vainglory Il videogame si fa social! I VIDEOGIOCHI COME MEDIA 1. Il VG come il gioco è un media. 2. Il VG è un giocattolo tutto del nostro tempo (ed è anche una merce!!) McLuhan affermava a proposito del gioco come medium: Possiamo guardare il VG come un new media “Il videogioco è digitale, comunica i “I giochi […]sono situazioni artificiose e suoi contenuti a milioni di persone, ricicla e controllate, estensioni della reinventa i codici e i linguaggi di vari media consapevolezza collettiva, che permettono tradizionali per creare qualcosa di una tregua dagli schemi consueti. Sono un completamente nuovo” (Bittanti, 2004, Per modo attraverso
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