21 Matching Annotations
  1. Apr 2018
    1. Much can be said about issues of discrimination and abuse in the gaming world. As an educator I think listening is a good approach. Can you please share your experiences with discrimination related to games?

  2. Mar 2018
    1. Stock up on resources

      While I do not think I would use a shooter game in an educational setting (especially these days), I see much learning potential in Fortnite: the strategizing, collecting, and building all practice valuable skills. And I have seen students, much like in the Hunger Games movies, team up to help a group survive instead of playing as individuals. That kind of collaboration extends benefits into the real world.

      What kinds of benefits do you see from gaming?

    2. Take your time

      I love the idea that in action game players are encouraged to "take your time." So much in digital culture is about instant gratification, games can be a way to actually get people to slow down, learn a new process, and connect with others in a new way.

      Where else do you see examples of digital culture encouraging us to slow down and experience life?

    3. Fortnite was already popular

      I am a high school teacher and noticed that this game seemed to come out of nowhere and gain popularity very quickly. My students report that they like the "Hunger Games" style survival aspects of Fortnite. What have you heard about it?

    4. survival means staying away from areas where lots of players will likely congregate

      As I read these tips (having never played Fortnite before) I am reminded of the strategies of a similar, yet extremely simplified, version of this game - Slither.io, which has very much the same objective and actions, but in a flat world of dots and snakes.

    5. tips

      This article lures readers in with promises for tips, but if you play the video first, what you get is a history and critique of the game. Around 2:34, the speaker brings up an interesting point about a friend only allowing her son to play the game if he speaks to other players in Spanish; what a great connection to learning, and a good bartering tool for parents (as a parent of a 13-year-old-video-game-loving-kid I am always on the lookout for kid collateral). The speaker goes on to say that video games are a "waste of time" (2:39), proving that she has not done her homework. Research scientists like Daphne Bavelier have done extensive work to prove the benefits of video games, including improvements in vision and tracking, spatial awareness, and switching tasks efficiently (to name a few).

    1. "video game ratings, our industry's commitment to parents, and the tools we provide to make informed entertainment choices."

      Does is sound like the ESA is trying to skirt the issue though?

    2. help promote school safety

      As an educator, I have to say that video games should be low on the list of priorities for school safety. What about actually making school buildings more secure and eliminating access to assault weapons? Those seem like more pressing concerns.

    3. meet with video game industry representatives as he considers responses to gun violence

      Why is this an immediate focus of the responses? Did the shooter have a history of video game use? A Google search does not find any solid connections, just opinions. And further research does not directly link video game play to violent actions.

    4. "violent video-game exposure and the correlation to aggression and desensitization in children."

      I wonder what research will be looked at, or will public opinion be the only data analyzed?