What`s in a game?


Autoria(s): Gough, Noel
Data(s)

03/03/2003

Resumo

Computer games are among the most visible texts of the new information and communication technologies. For many parents, teachers and other adults, computer games have become a focus for their fears about social and technological change, including the changing nature of childhood and the threats to Australia's national and cultural heritage and identity posed by the multinational (and predominantly American) products that saturate the market. However, there are several alternative ways of 'reading' computer games and interpreting their possible effects. These lesson ideas invite students to explore some of these alternatives by examining the storylines and other characteristics of selected games. Through these activities students will:<br />• experiment with alternative ways of 'reading' selected computer games<br />• explore issues of gender, violence and cultural values in selected computer games<br />• discuss and debate the fears held by many adults about the possible effects of computer games on young people<br />• cooperate with others in justifying a position.<br />

Identificador

http://hdl.handle.net/10536/DRO/DU:30015242

Idioma(s)

eng

Publicador

Australian Children's Television Foundation

Relação

http://dro.deakin.edu.au/eserv/DU:30015242/gough-whatsinagame-2003.pdf

Palavras-Chave #reading computer games as stories/texts #gender #violence and cultural values in computer games #adults fears about the effects of computer games
Tipo

Journal Article