I have been thinking a lot about how video games can influence a student's consciousness.
It is my belief that all things around us influence who we are. This happens on
many levels of our lives. Think of any way you can be influenced: radio,
television, movies, social media, internet, video games, books, newspapers,
news stations, podcasts, education, and the list goes on and on. Let us focus on
education and video games for now. These are both some of the most influential
contexts, especially for learners.
When I think of the word influence, I think of people and
history. I wanted to share an example of a recent trend in video games with
something found in many history classes where students investigate all different
types of propaganda from various media. Reading events and making meaning from
them is like comprehending a text, which is to say, we make connections and
meaning from whatever we take in from the world through our senses. This can be
done in video games too.
“The dissolution of the Soviet Union has forced Herman and Chomsky
to revise their ideas, but the principles of their propaganda model remain
relevant. Since 1991, Islamic terrorism has replaced communism as our dominant anti-ideology, reflected in video games even more conspicuously than in the
news. In the wake of the invasions of Afghanistan and Iraq, anti-terrorism games
have flourished. Red storm has defined the genre with their Tom Clancy franchises, Splinter Cell, Rainbow Six, and Ghost
Recon” (p.72).
“Although these games have superficially distinct narratives
and pit us against a colorful range of real and imagined rogue states and
terrorist organizations, their essential drama is the same: Some barbarian,
bent on toppling a friendly government or wrecking anarchic genocide, compels
quick, covert action from a U.S. –led multinational force. Inserting behind
enemy lines, a small, highly trained team uses their discipline, cooperation,
and the most advanced military technology to defeat a larger though undisciplined
enemy force. Covert operations rule out any public recognition of the team’s
heroism, but they are not in it for glory – it’s all in day’s work.” (p.73).
Getting practical here with this is easy. Teachers can use
trends in video games as stated above to teach a specific concept or point. This is much
like teaching theme or motifs to students. It is a matter of reading connections
between different things. In the example of above, making connections to
propaganda and the themes behind many best-selling video games will teach
students to question their environment for deeper meaning and understanding. This is
reading the situation at its finest. Now, that is reading using video games in the
classroom. Remember, you don’t always have to play a video game to use it in the
classroom.
On that note, I am going to play some Call of Duty 4 on my
PS4. My gamer tag is Thebull450 if you ever want to play. This conversation has
me thinking about Call of Duty 4, which can be played in “paintball mode” so there is no blood or gore while still getting the benefits
from playing the game.
The one thing i want to comment on is your ending statement! There is a small point that you brought up that you may not have realized but it is a good thing. You said your call of duty game can be switched to paintball mode so there is no blood or gore. This brings up modifications for students. Some students may have a hard time with a specific assignment so we have to modify some things for that student to understand the assignment.
ReplyDeleteI really appreciate your comments about how things around us affect us. I have seen it often and I didn't think about it in context of the video games we are playing. Thanks for the post!
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