everything about this is tentative, much is contained in a separate word file. but this is the project as it develops
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Playpen is an experimental “game” created by Farbs, in which each screen is an interactive landscape in which players can click to access another screen. However, each screen is user generated, and players create the links between worlds. Naturally, much of the game continues infantile humor and homages or parodies of other video games.
The game’s title Playpen may possible allude to a few key concepts of this game. The game is interactive, but each player only has the creation tools and their own imaginations to create worlds, similar to children playing pretend. Also, the graphics are purposefully crude, the game is on a grid in which players fill in the boxes in order to create low resolution images. Finally, the concept of a playpen invokes the idea of children in an arena from which they cannot interact outside of and are forced to interact with the members of their little world.
]]>Gee also explores the relationship between these semiotic domains and other semiotic domains, noting related forms as being precursors, such as roleplaying among children as a precursor to a video game. Gee wonders if video games can be a precursor to learning in an academic environment. Gee believes that the critical thinking reflected in the design of certain games teaches about important topics such as social relationships inside and out of a virtual environment, and even suggests that it may have a positive effect on social justice.
]]>Khine, Myint Swe. Learning to Play: Exploring the Future of Education with Video Games. P. Lang, 2011.
This book acts as a critical analysis of trends in educational gaming, while also informing the reader of examples that one might not already be aware of existing. It approaches the subject matter from various perspectives, exploring the latest innovations while looking toward the future. The articles notes the success of video games as a pedagogical tool in the military, while continuing to have a relatively low rate of use in grades K-12. The article also notes potential challenges, such as off-task behavior in students and overemphasis of technology, while praising the social nature of gaming. The author has also written other books on technology and learning, and very obviously takes his work very seriously.
https://books.google.com/books?id=FlC1w66WFIAC&printsec=frontcover&dq=video+game+education&hl=en&sa=X&ved=0ahUKEwiR4PnSj6nXAhVKfiYKHdarAU4Q6AEIKDAA#v=onepage&q=video%20game%20education&f=false
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https://www.polygon.com/2017/10/30/16577534/super-mario-odyssey-moons-coins-reward
]]>This meta-study reconsiders the idea that exposure to violent video games makes one more prone to aggressive behavior. The analysis of the studies exposes a lack of cohesive information confirming this, and uses restrictive measures to identify the relevant information. The document also features a cross-cultural examination, which is missing from many other studies. This feature reveals slight differences in the effects of video games on the participants depending on factors such as age.
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This article addresses video game addiction and treatment. It notes that video game addiction is defined similarly to gambling addiction, although emphasizes that certain skills translate online and offline. What is interesting is the emphasis the article puts on mental health professionals not to dismiss video games as having value. This is an interesting departure from the popular view that video games are time wasters, but this idea may be fading. The article suggests narrative therapy as a way to recover from video game addiction, which is a type of therapy in which the patient identifies their value and skills to help externalize the problem.
https://link-springer-com.proxy-wcupa.klnpa.org/article/10.1007%2Fs11469-014-9491-4#citeas
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https://sshelco-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_proquest921600826&context=PC&vid=WCHESTER&lang=en_US&search_scope=default_scope&adaptor=primo_central_multiple_fe&tab=default_tab&query=any,contains,video%20games%20drugs&sortby=rank&facet=tlevel,include,peer_reviewed&mode=Basic&offset=0
Fallout 4, Bioshock
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