Some believe that games and gaming simulations this form are not beneficial in real hand to hand combat. Others say US Military gaming stimulates these individuals through simulation. Every one has a different opinion or view on this subject. There's even a website dedicated to Department of Defense game developers. This site Department of Defense Game Developer's Community, which is sponsored by Darwars, allows its members to network within their organization. This community has conferences, game competitions, workshops and they also have links to articles and new information available to it's members. As I said earlier, there are a lot of gamers that support this genre of gaming and just as much that disagree. How do you feel about it?
The US military, army and CIA have invested time and money into developing this new training strategy. This new form of training aids in developing soldiers in leading and organizational skills. These games allow the soldiers to prepare or enhance their leadership skills so when put in actual combat they know how to be an effective leader. These simulations allow them to make critical errors, learn from their mistakes, and improve or master their skills. These game also aid in recruiting. Games such as America's Army, and Guard Force can be downloaded or picked up at recruitment offices. These games give the prospects first hand view of possible scenarios and a glimpse into the career or position they may be seeking. These games are much more then just games! These games are becoming the new recruitment aid, as well as the teachers assistant. According to a review, Military Training is Just A Game on wired.com, the US military games are eliminating old training techniques such as realistic cockpits and hydraulics and saving the country money, while reaching out to a broader audience.
Carrie McLeroy wrote an article in Soldiers Magazine, History of Military Gaming. This article discusses how games for military training has pre-dated back 5,000 years ago. The military began using using grids and stones and have now revolutionized their techniques and created real life simulations that adapt to today's needs. These simulations allow the military to aid in the development of these individuals hand eye coordination, teamwork building, and decision making skills, as well as to be able to recognize a perceived threat. According to Popular Mechanics Wii All You Can Be? Why the Military Needs the Gaming Industry, these games are crucial in the development of coordination. These games and their controllers give the prospects or recruits first hand knowledge in shooting various types of guns, handling different equipment and reoccurring hand movement and coordination. These games expose them to to pre-military training, allow them to work hands on to enhance their skills with the new technology and equipment continuously being released. However, are these games harming our children and preparing them for anarchy & chaos, by producing a new generation of youth pre-disposed to violence and war preparation? Are these games relevant? Gamasutra seems to believe just the opposite in the article Atomic Games' Tamte Defends Six Days Relevance. Gamasutra believes these games are relevant and depict the real life experiences a soldier will and may have had. They also give us an opportunity to walk in a soldier's shoes for a day, and decide if this is who I want to be and if this is what I want to be doing. But the question remains, are these players really playing for this sole purpose or just to experience yet another shooting game?
Now on to the other perspective of military gaming. Some believe that US military games are propaganda used to brainwash youth into dedicating their lives with false hopes. Michael B. Reagan's article US Military Recruits Children: "America's Army" Video Game Violates International Law discusses this issue and how it's affecting the youth in America. These games are selling these children the belief that they can be all they want to be, while risking their lives to make a difference. These children are lead to believe if they are possibly wounded severely or die in combat they will receive the purple heart or great recognition for their service. This is not entirely true or not always factual. There are millions of homeless, disabled, veterans with untreated mental conditions. These veterans are left to function in society alone with very or no help at all from the government. These children should not be spared the gruesome reality that they may face and be given accurate information so they may make an informed decision. The US military games that are being downloaded and given away at recruiting offices are another way to target youth and increase enlistments. I believe US Military games are beneficial to soldiers but such not be improperly marketed to youth or racial groups to aid in the enlistment. These games should be offered as supplemental training tools to soldiers that have already enlisted. For new recruits their should be a real life simulations in a practice war setting that exposes them to a more realistic experience vs. a video game.
Thursday, May 21, 2009
Thursday, May 14, 2009
Gaming, Ethics, and Democracy
Reading the first article made me aware of what "Gold Farming" really is. Richard Heeks
describes "Gold Farming" as the real-world sale of virtual goods and services produced in online
gaming. Throughout his paper, Current Analysis and Future Research Agenda on "Gold Farming" Real-World Production In Developing Countries for the Virtual Economies of Online Games, I was able to see exactly how this impacted me. My family has three Xbox 360's and two Xbox live's subscriptions currently. My husband and son play games online and redeem points which is virtual cash used to purchase movies, games,etc... They also spend money purchasing subscriptions and building their avatars. This is "Gold Farming" right here in my own backyard! Twenty years ago I would've never believed that this was a possibility, let alone thought anyone would spend their money to play games online instead of interacting with a friend from down the street. "Gold Farming" is real and a definite asset for Asian countries. These countries can profit off online distribution and interaction. This new world of gamers depend on "Gold Farming" and are addicted to the virtual interaction, incentive and perks that make this market successful.
Andrew Leonard also discusses the topic of "Gold Farming" in his article How The World Works. Leonard paraphrases Heek's article. They both enlightened me regarding the impact this new form of trading or exporting has on these countries. After reading both articles I do believe that this "Gold Farming" aids in reducing unemployment and poverty. If the citizens of China and these other participating countries are voluntarily seeking these jobs, and are given reasonable pay rates, I don't see any major negative effects. They are virtually exporting goods, receiving revenue, aiding their economy, and globalizing the market. In every aspect of life there will be a positive and negative factor, however if the positive outweigh the negative then go with the greater good.
Cheating, the inevitable subject of gaming. Some believe it's just a game why cheat. Others believe it's a mission, use cheat codes, modified controllers, modded consoles, glitching, and clan vs. individuals. Cheaters: A Special Report by Game Informer Staff, gives examples of the anti-cheating tactics the game manufacturers and developers are using to decrease this problem. Xbox Live has an abuse reporting system manufactured by Microsoft, as well as the ability to detect modified games that are played prior to the release date. Infinity Ward also has an abuse reporting system that allows it's WOW users to report cheating or suspicious activity. As gaming continues to evolve and immerse itself into our culture the gaming industry will continue to develop anti cheating mechanism and identifiers. The real question is do they want to produce a system that is incapable of being cheated and has no glitches, or will this detour gamers from continually purchasing their products? Is this possible idea possible, won't there always be a cheater/hacker?
Social Network gaming is a form of gaming that is continually rising in the world today. I'm a member on facebook and have friends that play games on facebook and send invites for their friends to play. Online social network is increasing rapidly and globalizing the world. It was only natural for the gaming industry to capitalize on this market as well. Sande Chen's article The Social Network Game Boom discusses this topic very well. She she states over 200 million people are registered on facebook, this gives these companies access to over 200 million users as well. Social network gaming allows friends or associates to socialize, network, have fun and never physically interact. In return this allows the gaming industry to market to a mass number individuals, increase revenue, globalize the market, advertise, and host for minimal cost with maximum profit. We will continually see advancements in social network gaming as the demand increases.
Do you know someone that has a modified system? Do you know someone or do you have any backup games? Are you part of a clan? After reading Computer Game Modding, Intermediality, and Participatory Culture I could see how these practices are emerging in the gaming culture. Modified systems and backup games are becoming increasingly popular and are always going to be apart of the gaming industry, just like cheating and hacking. For every honest person you show me I'll show you three dishonest people. In other words there is always going to be someone that is motivated to find the glitch, or obtain games at little or no cost. I believe this in part is due to the economic factor in the gaming industry. Don't get me wrong I'm not saying that I advocate these practices, however I do believe that the cost of gaming is a main contributor. Game consoles, controllers, cords, games, etc.. cost immensely. Majority of gamers can't afford to spend $60 on a new game, or $200-$600 on a game console. Gamers are going to find any means possible to obtain these products at little or no cost to themselves. I believe if the gaming manufactures or distributors made these items more affordable it would decrease the amount of revenue lost from these practices. Again I'm not advocating this behavior but I do see both sides of the picture. What is your perspective on this issue?
In conclusion, your always going to have cheating, glitches, modified games, backup games, and "Gold Farming" in gaming. These same practices are what define the evolution of gaming. Cheating allows gamers to identify the glitches and imperfections in the game and in return make the developer work harder and bring about advanced technology and newer gaming concepts. Modified consoles and backup games may not benefit the developer at all but they definitely allow gamers that may not had the opportunity to experience the game due to financial constraints, to have access to it. "Gold Farming" is going to continue to increase profits and production because it's benefiting these countries economically. It is also globalizing the gaming industry and allowing gamers to network. All of these practices are characteristics of gaming, deal with it!
describes "Gold Farming" as the real-world sale of virtual goods and services produced in online
gaming. Throughout his paper, Current Analysis and Future Research Agenda on "Gold Farming" Real-World Production In Developing Countries for the Virtual Economies of Online Games, I was able to see exactly how this impacted me. My family has three Xbox 360's and two Xbox live's subscriptions currently. My husband and son play games online and redeem points which is virtual cash used to purchase movies, games,etc... They also spend money purchasing subscriptions and building their avatars. This is "Gold Farming" right here in my own backyard! Twenty years ago I would've never believed that this was a possibility, let alone thought anyone would spend their money to play games online instead of interacting with a friend from down the street. "Gold Farming" is real and a definite asset for Asian countries. These countries can profit off online distribution and interaction. This new world of gamers depend on "Gold Farming" and are addicted to the virtual interaction, incentive and perks that make this market successful.
Andrew Leonard also discusses the topic of "Gold Farming" in his article How The World Works. Leonard paraphrases Heek's article. They both enlightened me regarding the impact this new form of trading or exporting has on these countries. After reading both articles I do believe that this "Gold Farming" aids in reducing unemployment and poverty. If the citizens of China and these other participating countries are voluntarily seeking these jobs, and are given reasonable pay rates, I don't see any major negative effects. They are virtually exporting goods, receiving revenue, aiding their economy, and globalizing the market. In every aspect of life there will be a positive and negative factor, however if the positive outweigh the negative then go with the greater good.
Cheating, the inevitable subject of gaming. Some believe it's just a game why cheat. Others believe it's a mission, use cheat codes, modified controllers, modded consoles, glitching, and clan vs. individuals. Cheaters: A Special Report by Game Informer Staff, gives examples of the anti-cheating tactics the game manufacturers and developers are using to decrease this problem. Xbox Live has an abuse reporting system manufactured by Microsoft, as well as the ability to detect modified games that are played prior to the release date. Infinity Ward also has an abuse reporting system that allows it's WOW users to report cheating or suspicious activity. As gaming continues to evolve and immerse itself into our culture the gaming industry will continue to develop anti cheating mechanism and identifiers. The real question is do they want to produce a system that is incapable of being cheated and has no glitches, or will this detour gamers from continually purchasing their products? Is this possible idea possible, won't there always be a cheater/hacker?
Social Network gaming is a form of gaming that is continually rising in the world today. I'm a member on facebook and have friends that play games on facebook and send invites for their friends to play. Online social network is increasing rapidly and globalizing the world. It was only natural for the gaming industry to capitalize on this market as well. Sande Chen's article The Social Network Game Boom discusses this topic very well. She she states over 200 million people are registered on facebook, this gives these companies access to over 200 million users as well. Social network gaming allows friends or associates to socialize, network, have fun and never physically interact. In return this allows the gaming industry to market to a mass number individuals, increase revenue, globalize the market, advertise, and host for minimal cost with maximum profit. We will continually see advancements in social network gaming as the demand increases.
Do you know someone that has a modified system? Do you know someone or do you have any backup games? Are you part of a clan? After reading Computer Game Modding, Intermediality, and Participatory Culture I could see how these practices are emerging in the gaming culture. Modified systems and backup games are becoming increasingly popular and are always going to be apart of the gaming industry, just like cheating and hacking. For every honest person you show me I'll show you three dishonest people. In other words there is always going to be someone that is motivated to find the glitch, or obtain games at little or no cost. I believe this in part is due to the economic factor in the gaming industry. Don't get me wrong I'm not saying that I advocate these practices, however I do believe that the cost of gaming is a main contributor. Game consoles, controllers, cords, games, etc.. cost immensely. Majority of gamers can't afford to spend $60 on a new game, or $200-$600 on a game console. Gamers are going to find any means possible to obtain these products at little or no cost to themselves. I believe if the gaming manufactures or distributors made these items more affordable it would decrease the amount of revenue lost from these practices. Again I'm not advocating this behavior but I do see both sides of the picture. What is your perspective on this issue?
In conclusion, your always going to have cheating, glitches, modified games, backup games, and "Gold Farming" in gaming. These same practices are what define the evolution of gaming. Cheating allows gamers to identify the glitches and imperfections in the game and in return make the developer work harder and bring about advanced technology and newer gaming concepts. Modified consoles and backup games may not benefit the developer at all but they definitely allow gamers that may not had the opportunity to experience the game due to financial constraints, to have access to it. "Gold Farming" is going to continue to increase profits and production because it's benefiting these countries economically. It is also globalizing the gaming industry and allowing gamers to network. All of these practices are characteristics of gaming, deal with it!
Thursday, May 7, 2009
Week 6 Gaming As in Life
Starting of with the first article I read, Introduction: The Digital Revolution, the Informed Citizen, and the Culture of Democracy, by Henry Jenkins & David Thorburn. They discussed how the evolution of technology and computers has not surpassed the impact of movies and television, in regards to speaking to the vast public. The article discussed how the internet has brought evolution to the revolution, as a result has allowed alot of people to become aware or conscious on various subjects. However, these items may not be easily accesible for the variations in generations, or financial contraints, to many of of the public that is computer illiterate, or many other reasons. As a results this information is not being widely dispersed to the public as well as the older forms of communication such as print, media, television, and movies. As an example during the Obama campaign there was alot of products, keepsakes, memorables, etc.. that were available online. Alot my friends and peers had access or knowledge as to where to obtain such things, however my mother, and older relatives that are not computer literate didn't. Their main source for products, info, memorables, etc.. was through the media, newspaper, advertisements and magazines. Another example the "Where the Hell Is Matt" dancer Matt Harding that made his infamous debut via the internet. Matt was not as widely known as he is now since he was reveiled to a broader scale of society. If you asked the majority of americans have they heard of the guy that has danced around the world while being videotaped, they will know or at least what you're talking about. Before he was made publicized by the contemporary media alot of my family, friends and even I didn't know who he was. This goes to support that yes, the evolution of technology has brought about a revolutionary approach to reaching the public. This emerge in technology has not demised or depreciated the effect or massive approach and connection that media, radio, news, movies or television to date. Will this technology ever surpass our contemporary form mass communication and information?
The next article I read The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, Chis Evans discussed the civic gaming experiences or effects in regards to a study done on 17 year olds. The article states that the teens or youths that play video games are just as equally politically and socially engaged as other non-gaming youths. Further more it goes to say that teen gamers do gain some civic outcomes such as becoming aware of moral and ethical issues, organizing groups or klans, socializing, networking and making them socially conscious. So in various aspects these teens have shown that games do have a civic impact on us and our society. Our future is constantly producing a newer generation of gamers that will use these civic outcomes positively or negatively in life. They are able to distinguish reality from fiction, and leave the vicious, mass murdering, psychotic killing, car stealing, cop killing ideas behind, once the game is turned off (majority of the time).
The third article I read Young Adults and Virtual Public Spheres: Builiding A New Political Culture by Alan E. Rycroft contradicts Henry Jenkins & David Thorburn's article. Alan E. Rycroft believes that the internet is paving the way for young adults to become informed, organized and influentual in the world today. He believes that this new technology of texting, emailing, surfing the web, blogging, etc... is a major form of communication and is globalizing the world politically. This new form of mass communication is truly allowing us to become politically conscious as well as interactive. Just as I mentioned earlier about the Obama memorabillia earlier in my blog that was widely publicized via the internet. I also received text from friends with campaign info, jokes, etc.. as well as having friends blog on facebook. Alot of my friends were not as politically involved as they were this presidential election. This contributed alot to the vast amount of information obtainable through the internet via wireless and non-wireless forms. I agree with Rycroft the internet and the ever changing forms of technology has and will continue to greatly impact society not only in regards to politics but every aspect of the world.
My fourth article A Socio-Technical Vision of Democratic Knowledge Exchange by Brian Whitworth and Rob Friedman, discuss how the internet is bringing about the demise of Academic Journals. The authors believe these academic journals should be absorbed into online journals and also have democratic feed back allowed. This will allow the journals to stay in publication as well as evolve with the revolution of media and public interaction. I believe in order for these academic journals to continue publishing succefully they are going to have to evolve as well. The majority of readers are not going to subscribe to a printed journal and wait for delivery, when they can easily access or download a minimal or no cost from the comforts of their own home. In addition we are interactive society just as we were yesterday. We want our opinions heard, we want democracy and equality. We don't want our forms of information governered totally by the creator, or owner of such publication do we? Most of us want to be able to respond, interact, blog about it, post a comment, even have your response posted (as most newspapers such as Seattle Post Intelligencer or magazine Essence)in a article. If these academic journals aren't absorbed into online journals they will have less of an effect on shaping societies ethics and reaching a bigger demographic, as a result they may continue to decline and we'll only have a prominent few that cease to exist.
Overall I believe the internet and games have a vast effect on our life ethically, morally and shape our society. The games and internet allow us to network with other people that have different views and opinions. These forms of technology allow of to make informed decisions based on the information we receive or search for through them. They also aid us in making moral and ethical decisons based on the knowledge gained, lesson learned or mission accomplished. These forms of technology allow us to become globaly connected and infomed. As a result we are becoming advanced in various aspects of our lives, such as socially inept, health conscious, career orientated, politicaly organized, computer literate, obtaining problem solving skills, and hand eye coordination, just to name a few.
The next article I read The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, Chis Evans discussed the civic gaming experiences or effects in regards to a study done on 17 year olds. The article states that the teens or youths that play video games are just as equally politically and socially engaged as other non-gaming youths. Further more it goes to say that teen gamers do gain some civic outcomes such as becoming aware of moral and ethical issues, organizing groups or klans, socializing, networking and making them socially conscious. So in various aspects these teens have shown that games do have a civic impact on us and our society. Our future is constantly producing a newer generation of gamers that will use these civic outcomes positively or negatively in life. They are able to distinguish reality from fiction, and leave the vicious, mass murdering, psychotic killing, car stealing, cop killing ideas behind, once the game is turned off (majority of the time).
The third article I read Young Adults and Virtual Public Spheres: Builiding A New Political Culture by Alan E. Rycroft contradicts Henry Jenkins & David Thorburn's article. Alan E. Rycroft believes that the internet is paving the way for young adults to become informed, organized and influentual in the world today. He believes that this new technology of texting, emailing, surfing the web, blogging, etc... is a major form of communication and is globalizing the world politically. This new form of mass communication is truly allowing us to become politically conscious as well as interactive. Just as I mentioned earlier about the Obama memorabillia earlier in my blog that was widely publicized via the internet. I also received text from friends with campaign info, jokes, etc.. as well as having friends blog on facebook. Alot of my friends were not as politically involved as they were this presidential election. This contributed alot to the vast amount of information obtainable through the internet via wireless and non-wireless forms. I agree with Rycroft the internet and the ever changing forms of technology has and will continue to greatly impact society not only in regards to politics but every aspect of the world.
My fourth article A Socio-Technical Vision of Democratic Knowledge Exchange by Brian Whitworth and Rob Friedman, discuss how the internet is bringing about the demise of Academic Journals. The authors believe these academic journals should be absorbed into online journals and also have democratic feed back allowed. This will allow the journals to stay in publication as well as evolve with the revolution of media and public interaction. I believe in order for these academic journals to continue publishing succefully they are going to have to evolve as well. The majority of readers are not going to subscribe to a printed journal and wait for delivery, when they can easily access or download a minimal or no cost from the comforts of their own home. In addition we are interactive society just as we were yesterday. We want our opinions heard, we want democracy and equality. We don't want our forms of information governered totally by the creator, or owner of such publication do we? Most of us want to be able to respond, interact, blog about it, post a comment, even have your response posted (as most newspapers such as Seattle Post Intelligencer or magazine Essence)in a article. If these academic journals aren't absorbed into online journals they will have less of an effect on shaping societies ethics and reaching a bigger demographic, as a result they may continue to decline and we'll only have a prominent few that cease to exist.
Overall I believe the internet and games have a vast effect on our life ethically, morally and shape our society. The games and internet allow us to network with other people that have different views and opinions. These forms of technology allow of to make informed decisions based on the information we receive or search for through them. They also aid us in making moral and ethical decisons based on the knowledge gained, lesson learned or mission accomplished. These forms of technology allow us to become globaly connected and infomed. As a result we are becoming advanced in various aspects of our lives, such as socially inept, health conscious, career orientated, politicaly organized, computer literate, obtaining problem solving skills, and hand eye coordination, just to name a few.
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