Book Groups

A Whole New World: Elizabeth, Brooke, Angelina, Diane

What Video Games Have To Teach Us About Learning And Literacy: John, Heather, Kelly

You Are Not A Gadget: Regina, Denise, Donna, Kevin, Yvette

What Would Google Do?: Laura, Angela, Staci

Thursday, April 22, 2010

VIDEO GAMES Chapter 6

Chapter 6 focuses on how video games allow the players to choose to play the "good" or "bad" character. By doing this, the content in video games either reinforces or challenges the players' taken-for-granted perspectives on the world. One of the downsides of video games is that sometimes the player gets so "caught up" in the different perspectives that they begin to have trouble distinguishing between the real world and the game world, such as the Grand Theft Auto series.

Cultural models are images, story lines, principles, or metaphors that capture what a particular group finds "normal" or "typical". These models only capture a partial view of reality and they must be taken in the context of the situation. People can apply their own cultural model to any and every situation. Cultural models can be applied to video games as well helping the player see different aspects of the "problem". He gave the example of the 2 video games created after 9/11 both with the same "plan" but handled in very different ways.

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