Thursday, 19 March 2009
Violence in Video Games
Monday, 9 March 2009
The Impact of Video games as virtual worlds for positive learning and development.
Here is a brief abstract of the topic I will be researching this semester.
Video games have for many years been researched as activities that promote the learning of an individual as they can allow for personal, meaningful experiences and developmental growth. Virtual worlds are increasingly having a more significant impact upon society as an effective method of aiding in human development and learning through the participation in an activity that many class as fun and entertaining. The real world value of video game play cannot be underestimated as further study into the theory and practice of creating a game allows for increasingly more accurate representations of important aspects intrinsic to positive human development. This does not even take into consideration the abundance of games intentionally designed to promote learning that are now being crafted for specific purposes, allowing individuals to have a truly interactive and experiential method from which to learn skills. While there are certainly stories of people allowing video games to impact their lives to their own detriment, in general and with regards to the vast majority, video game play promotes the development of the individual. It is through participation in video gaming as a voluntary activity, that a person becomes challenged to overcome obstacles and in many cases is not only developing personal skills but is also learning what can be classed as the virtual embodiment of cultural and social practices.
Alex Wallace - Product Placement and Marketing within Video Games
The topic that I am going to be studying is on product placement and marketing within video games. In recent years product placement has grown exponentially due to rising costs in the making of a video game. These can either be seen as just subtle advertisements in the game world or as something more integral to a game such as a gadget representative of a real product.
I am going to looking at how this aspect of games has come about and grown into something that is now considered commonplace amongst big budget video games. I am also going to be looking at how this affects the game and how the player is expected to react when exposed to such marketing techniques.
To do this I am going to be using the internet to research specific games that express product placement frequently throughout games. I will be looking at other articles that are on the topic and I will also be drawing a comparison between product placement in movies and in video games to see how they are becoming similar and the reasons why.Friday, 6 March 2009
Student Research Tagging
As you post, type the name into the tag section, if the name already exists in the tag library it will appear and you can click on it to add it.What is the role of video games within education?
Thursday, 5 March 2009
Presentation Abstract - Resi Evil and Bio Terrorism
Title of Presentation/Essay:
Resident Evil: Code Veronica X and the Portrayal of Bio Terrorism in Video Games.
Presentation Synopsis
Terrorism is a subject that been put into widespread discussion over the last 30 years and has become the main focus point for many forms of media ranging from films such as World Trade Centre; telling the story of two police officers trapped in the rubble of the World Trade Centre wreckage after the 9/11 attacks to TV Series such as 24.
But no form of media has more coverage of the terrorism subject than Video Games which over the last few years, has basically covered all areas of terrorism ranging from the Hunt for Osama Bin Laden in America’s Top 10 Most Wanted to Bio Terrorism in games like Resident Evil
For this assignment, I have chosen to focus on the title, Resident Evil: Code Veronica X and its portrayal of Bio Terrorism within the game; this is because I feel that it’s storyline and the use of the series characters creates a realistic scenario of what could happen if Bio-Hazards such as the T-Veronica virus were created in real life and what could happen if an organisation such as The Agency or the games main antagonists; The Ashford Family wanted to use them for their own personal gains.

