Response to Theory by Design

I can recall many occasions where my learning resulted in memorizing knowledge for later output. In this chapter, the authors focus on a more practical knowledge acquisition and internalization method. Video games could become the key to understanding our world and encouraging new generations to pick up where the last left off. I find this text to be an important introduction to writings about video games. In the first few paragraphs, it becomes clear that any writing about video games can be written from many perspectives. It's written "many academics want to see game theory establish itself as a predominantly academic discipline, while others seek to broaden the conversation between game designers, consumers, journalists, and scholars" (p26). Those who play and those who study forcibly don't theorize in the same way. I believe their opinions should all be considered when researching a topic. 

 

The major difficulty in writing media theory is certainly not gaining experience with the medium but rather finding the language abilities to convey one's thoughts to others with as little degradation in understanding as possible. When reading through media theories, theses authors recommend being aware that there are little or no established guidelines to describe and develop new thoughts about media. I have found in many readings that authors resort to inventing words or giving existing ones new meanings to transmit their newly acquired knowledge. I noticed a particular difficulty present in this chapter embodied through the english language's lack of gender neutral pronouns. In one part of the text, a gamer is discussed as a "she". Although I have no problem with women playing video games, I understand that the authors were using gender to bring about their point about language and about stereotypes in the field. 

 

It is not the sole duty of media theorist to help understand a new medium. Everyone involved in gaming, from theorists to the players help the world understand the medium and its implications. I agree that only the most established sources are able to penetrate the curriculum of our school systems. It would be a mistake to think that these theories are not influenced by the gamers themselves. Once included, games can become part of an ecosystem of learning, catering to many styles and skill levels. 

This article is also helpful for me because of its focus on creating narrative in games. It is argued that this is a means to foster teamwork and new social systems. Leaning is dynamic and group-based. Instead of searching for solutions in stagnent bodies of knowledge, through games, we can find and generate new information to share with each other in the true sense of communication. In a story like environment, participants are hyperaware. This chapter will help me consider narrative elements in the design of my team's final game. Will it materialize through organization, space manipulation, character emotion or a storyline? More research will be the key.

 

Study: Playing action games improves decision making

Holland, Jenkins and Squire. Theory by Design


Sunday, September 19th, 2010. Filed under: Game Design Studio

Add your comment