You will create a proposal for something you would like to have included in the museum gift shop catalog which accompanies a museum display on the topic of Gender and Children’s Video/Computer Gaming.
Again, to create your proposal, you make take on one of three roles:
- Game or website designer.
- Video game or website reviewer.
- Children’s Video//Computer Culture Research
As for your exhibits, it is fine to create a new blog post on this Site to present your proposal, or you can post your Google Doc link (Penn State Google Workspace account) as a comment to this page. If you create a new page on this Site, please also post the link as a comment here.
My entry for the Museum Gift Shop Catalog is a market research report available here:
https://pennstateoffice365-my.sharepoint.com/personal/dpb5933_psu_edu/_layouts/15/doc.aspx?sourcedoc={bc362fdc-9095-4d4f-ad3c-e7b1b1373163}&action=edit
Deanna, thanks for getting us off to such a great start! Your interview with this respondent is illuminating. She has a clear sense of what she enjoys in a game. In your analysis, I’m especially intrigued by your insight about this “sense of easy, immediate satisfaction.” It really speaks to how her experiences playing Adventure Academy, Prodigy, and Pokémon Let’s Go Eevee are emotionally satisfying.
Btw, I copied and pasted your entire link to access your Video Game Market Research.
Thank you, Lisa.
Here’s the link to the file, I’m not sure why the whole thing didn’t hyperlink in my original comment:
https://pennstateoffice365-my.sharepoint.com/personal/dpb5933_psu_edu/_layouts/15/doc.aspx?sourcedoc={bc362fdc-9095-4d4f-ad3c-e7b1b1373163}&action=edit
hmm, okay so it made the same error again with just the first half of the link being hyperlinked. I’m not sure how that happened!
If anyone wants to see the file, please copy and then paste the full text:
https://pennstateoffice365-my.sharepoint.com/personal/dpb5933_psu_edu/_layouts/15/doc.aspx?sourcedoc={bc362fdc-9095-4d4f-ad3c-e7b1b1373163}&action=edit
Deanna, I tried it, too, and the same thing happened for me!
Children’s video/computer culture researcher
Marylynne Buford
In the spirit of full disclosure, I have never played a computer game. Computer games, however, allow a person to assume a new identity and explore different ways of being. “The possibility of assuming different identities is part of the adult appeal of the Internet, and must appeal to children as well” (Mitchell & Reid-Walsh, 2002). Children can assume an identity and explore new worlds in computer games.
In trying to understand the types of gaming worlds that appeal to both boys and girls, I interviewed Alex D. and learned about the games he and his friends like to play. Alex often gathers (both physically in the same room or online) with his friends to play computer games. They work together as they play. His friends include three other males and one female. The types of computer games they each like are a nice representation of a variety of kinds of computer games.
— Alex (male) loves games with engaging mechanics, and how the game works to do unique things. He likes to find and discover unique ways to succeed and do interesting things in a game. He likes developing characters and stories. His favorite game is Apex Legions. This game might appeal to both males and females as it has a wide variety of character types from which to choose.
–Friend #1 (male) loves shooter games. His focus is on movement, shooting, and competition. He cares about how easy it is to use the game mechanics to beat other online players.
–Friend #2 (male) loves games that give “the God Feeling” of power. He likes his game to do cool things and unlock interesting puzzles. He likes the feeling of power and success. He likes to compete with AI.
–Friend #3 (male) will play whatever everyone else wants to play. He just loves the community of playing together. He doesn’t have a strong preference.
–Friend #4 (female) likes “Cozy Games”, where you “bundle up on a rainy day” and explore an environment. Alex called it “free-ranging”. This friend (female) likes games like Animal Crossing and Stardew Valley. These games are not combat-oriented. They are more about exploring, creating, meeting people, developing relationships, and unlocking or solving puzzles. There is no time limit–just wandering, discovering, and doing.
Based on this research, a computer game that would appeal to both boys and girls would be a world that includes engaging mechanics for exploration, opportunities to build relationships, and interesting puzzles to solve within a time limit. This game would also include a wide variety of character types to appeal to different preferences. “Boys may need to play in secret gardens or toy towns just as much as girls need to explore adventure islands” (Jenkins, 1998). I recommend a game that allows boys to experience some of the free-range aspects and relationship aspects that girls often like and that also allows girls to experience some of the adventure aspects that boys often like. A gaming world that appealed to both boys and girls would include “both a traditionally masculine interest in plot action and a traditionally feminine interest in character relations” (Jenkins, 1998). Combining these elements could be a potential draw for both boys and girls. However, this type of game is not overtly competitive (and so might not appeal to boys looking for serious competition) nor is it wandering/exploring with no specific purpose (and so might not appeal to girls who like to free-range). Still, I recommend including in the catalog a computer game that allows children to assume interesting identities in a gaming world that includes both adventure (exploration and puzzles to solve) and relationships.
Bibliography:
Jenkins, H. (1998). Complete Freedom of Movement: Video Games as Gendered Play Spaces. In Barbie to Mortal Kombat: Gender and Computer Games. MIT Press.
Mitchell, C., & Reid-Walsh, J. (2002). Researching Children’s Popular Culture. Routledge.
Hi Marylynne,
Games that appealed to both boys and girls are inclusive and community oriented. Such games are designed to engage all ages and display gender equality where they can establish friendships, experience adventures, and discover new things. It is important that inclusive games promote educational elements and ensure a safe and welcoming environment.
I find it interesting how you look at gender in relation to gaming. I can completely agree that females enjoy more natural game play which mimic that of daily life, building relationships, solving puzzles, and other daily interactions. Growing up with three brothers there was a lot of violent, shooting style, fast car video games present. It wasn’t until Sims came out that I started to dabble in video games. I then found myself playing games like Bratz, Wii Sports, and Just Dance. When I think more about it, look at the television shows boys tend to watch over girls. There seem to be different expectations for different genders still today.
Hey there Marylynne! I like how you included an interview from both genders. This really allowed everyone to see the differing perspectives and accompanying interests. Although the two interviewees had different game interests, the idea you created to combine the two was really clever. I could definitely see a game that has both mechanics and exploration to be more appealing to both genders.
Hello Marylynne,
I really enjoyed your proposal for a game that allows both gils and boys to experience things outside of their automatic appeal. I think this is something that is incredibly important to ex meant to stay in the home, then that is likely how they will treat them in the future. Wen exposing children to the opposite of what they are used to experiencing they may find joy or at the very least an understanding, which in turn leads to growth.
Hi Marylynne,
I love that you got input from several gamers, both male and female. How old were they when you interviewed them? How long have they been playing? What platforms do they prefer playing on?
I think it’s worth noting that there are lots of guys that play Animal Crossing. Because it has things to accomplish, it appeals. And some guys enjoy the decorating, I’m sure. My oldest (24) and second (21) are both guys who enjoy the game. Kid 2 really likes terraforming (decorating/changing) the island. Just thought it was an interesting note for you!
Hi all,
I chose option 3- here is a google doc with my interview(s) and my thoughts.
https://docs.google.com/document/d/1tpPcFrI9OsnqlTaBIIJ_c3Gh1GgPiH4Ko20gPnTOrQo/edit?usp=sharing
-Lizzie
Great job, Lizzie! I really enjoyed reading through your students statements and the connections you made to the weekly readings. Honestly, I was a little surprised to see the difference in the games your girl and boy students mentioned. I don’t know much about video games but it shocked me to see so many more listed for the boys compared to the girls. Also, the lack of overlap among the games in each section because the students in my classroom (boys and girls) are very into Roblox as it is almost the only video game I hear them talk about.
Hi Lizzie,
Your observation about the students’ inability to conceptualize content that would appeal across genders is fascinating!
It’s a revealing example of the distance between males and females in our society, that even though there is close contact in co-ed learning spaces, there is still a broad gap of understanding across gender differences.
Please find my submission for Option 2 as a blog post on the site here: https://sites.psu.edu/cl560sp24/2024/03/22/weinstein-lesson-10-blog-post/
Hi Akiva,
This is an excellent choice of video games which assist children in understanding the world around them. The exploration and beautification of the outdoors is essential for children to reflect on. Virtually exploring outdoor spaces on video games offer a rich narrative of what is expected outside, how children should conduct themselves, stay out of trouble, and observe their surroundings. I am sure such outdoor games provides the appreciation of nature and the importance of preserving our planet.
Hi Akiva. Great job. Thank you for the great examples. You caught my attention when you said that every good video game should have “a sense of adventure and a purpose”. I am learning that these two characteristics can be accomplished in a wide variety of creative ways. When I did my interview, everything was new to me. I didn’t know that there was such a variety of types of video games–each with its own type of purpose (shooting and competition, free-ranging and exploring a world, solving puzzles, etc.) I also think that people define “adventure” in many ways.
Wonderful job, Akiva! I really enjoyed your blog post and reviews of several different video games (most of which are brand new to me). I love that you took the approach of finding video games that work to highlight the outdoors and create opportunities for the player to engage in ‘nature’. When I think of video games the first thing that usually comes to my mind is violence, guns and fighting but your review allowed me to see a different more positive (and colorful vibrant) side of video games!
Woohoo! You talked about Pokemon. Pokemon was such a staple of my childhood. From watching the tv show and when the video games came out, my siblings and I were fascinated by all things Pokemon. My brothers were far more interested in the battle scenes, whereas I just liked to see the pokemon. I would watch them play for hours on hours and draw the pokemon characters in my sketch books. I think when people generally think about video games their minds shift to the act of gaming itself, but it is so much more than just that, it is a culture. Vidoe games offer opportunities for relationships to be built, for connections to be made, and for imaginations to be widened.
Liliyanna, thanks for your comment! I too, grew up on Pokemon (mostly the games and cards, not the show) and loved the battle aspects of it. It’s not until I was a young adult that I noticed how intentionally peaceful the games are, which is why I included the games in my post :). I couldn’t even pick one!
Hey Akiva,
Your approach to this assignment (to focus on outdoor spaces in videogames) is so unique.I love it! When I was reading the piece by Henry Jenkins, I too dwelled on his take on kids playing video games in urban environments. I teach at an urban school, so it was a welcome idea and one that I agree with! I hear Minecraft talked about in my school building, but I honestly know almost nothing about it, so it was interesting to see that highighlighted in your work and see that connection to the outdoors.
And When looking at the Animal Crossing stills, it reminds me of my time playing Club Penguin in middle school, lol. It’s a primarily outdoor world!
Great job Akiva.
Hi Akiva,
I love your project! I chose this option as well but approached it differently. I like that you focused on outdoorsy games. What’s interesting for me is that you have some of the same games that I included on my list. That means that many of the games are versatile and can serve a lot of different purposes, which is cool.
I’m hoping this link works okay for everyone as I made my project using a Word Document. Here’s the link: https://www.dropbox.com/scl/fi/lws0pumcuulp72mvq6usm/Video-Games-for-Everyone.docx?rlkey=d4rb06efzaj6s1adxn08rxadz&dl=0
Hi Kristi,
It is awesome that children can have the opportunity to access large physical spaces, to explore and interact with their environments. For children that don’t have access to outdoor activities, such a game can provide adventures of their physical surroundings and provide freedom of movement through digital means. Moreover, the children can have the opportunity to move their characters or avatar in a game environment and include actions such as walking, running, jumping, flying, or swimming, depending on the game’s design.
Hi Kristi, Great job in giving the pros and cons for the games Minecraft, The Sims4, and Animal Crossing: New Horizons. In my interview, Animal Crossing was discussed as a favorite game of his friend. Now I feel like I have a better understanding of things he was saying in passing. These games are examples of the many creative ways to interact in computer games.
Hi Marylynne,
I’m so glad to read that my reviews helped clarify things for you!
Hi Kristi. Wonderful job on your video game reviews! I really enjoyed reading your work and learning more about games (Minecraft and Animal Crossing) that I am unfamiliar with. I especially enjoyed your section on Sims as it brought me back to my childhood and was something I had forgotten about until now. Growing up, my sister and I were briefly into playing Sims with our neighbors, but we all truly played it so differently. It was amazing to think back on how I played the game being focused on the people / family creating whereas my sister was more focused on the building and designing aspect of the game. It just goes to really strive your point home that the game has something for everyone and there isn’t just one set way to play it.
Hi Megan,
The Sims is an obsession of mine that I have often hyperfixated on for months at a time. I’ve thought about doing a research project around the game.. we shall see. But I love that you and your sister played it together as kids. I’m guessing that was 2 or 3? So much has changed since then (though I would argue that 2 will always be the BEST version of this game). Thanks for your thoughts!
Kristi, I love that we both explored ‘Minicraft’ and ‘Animal Crossing: New Horizons’ in our post. I also like the inclusion of ‘The Sims 4’ as it is another fully-immersive game that focuses on physical virtual spaces that may not be accessible to children & young adults otherwise.
Hi Akiva,
I just saw this after commenting on your post as well. So funny that we had the same thoughts here!
Dear Museum Gift Shop Board,
Title: Proposal for Inclusion in Museum Gift Shop Catalog: “Gender and Children’s Video/Computer Gaming”
Introduction:
I am writing to offer the inclusion of an exceptional and educational product in your gift shop catalog, which aligns perfectly with the museum’s display on the topic of Gender and Children’s Video/Computer Gaming. The product is “Game Design for Gender Equality.”
Description of the Product:
The Game Design for Gender Equality is a collaborative; informative tool constructed to stimulate and coach children about the significance of gender equality in video and computer gaming. The kit includes a handbook, design guides, and a selection of resources to help children construct their own video or computer game perception that promotes gender equality. Most importantly, the game has a default timer device included to prompt children to take one (1) hour break. The game will not turn back on until one (1) hour has elapse. Notwithstanding, parents and educators have the opportunity to set their own appropriate break times.
Significance to the Museum:
This product relates to the museum’s exhibit on Gender and Children’s Video/Computer Gaming. It does not only teach children about the importance of gender equality in gaming but also assists them to think significantly about the representation of gender in the games they play. By inventing their own game, children can actively participate in progressing gender equality in the gaming industry.
Educational Advantage:
The Game Design for Gender Equality is an educational tool that teaches children about game design, gender representation, and equality. It encourages creativity, critical thinking, and problem-solving skills, while encouraging inclusiveness and equality.
Target Audience:
The game interests an expansive collection of audiences, from children who love gaming to parents and educators looking for educational and engaging activities. It’s a perfect gift for museum visitors who want to continue the learning experience at home.
Pricing and Availability:
The average launch price for the video game will range from $15.99 to $49.99. The games are available for ages 8-15 years.
Conclusion:
In conclusion, the “Game Design for Gender Equality” is a beneficial addition to your gift shop catalog. It associates with the museum’s mission, matches the exhibit, and provides a connecting, educational experience for children.
Thank you for considering this proposal. I look forward to the opportunity of seeing the “Game Design for Gender Equality” in your museum gift shop.
Sincerely,
Yassah Fello
Children’s Video/Computer Culture Research
Reference:
Educational Video Games are Revolutionizing Inclusion and Equality in Education
https://kidmons.com/blog/educational-video-games-are-revolutionizing-inclusion-and-equality-in-education/
This college student and video game designer is bringing diversity to gaming.
https://www.bing.com/videos/riverview/relatedvideo?q=names+of+Children%27s+Video%2fComputer+Gaming+that+represent+equality&mid=AE998DDDD69B2B927458AE998DDDD69B2B927458&FORM=VIRE
Yassah,
You did such a great job! I LOVE the pictures to help us get a visual of what you have in mind. In order to appeal to both genders, I like that you have characters for males and females. Do you think this game would be multiplayer as a team effort to revert themselves back to regular fruit on planet Pluto or would it be more a solo effort?
Thank you for sharing your work!
Hello Yassah,
I think your idea of a gender inclusivity oriented video game is incredible! I think this is something that ought to become readily available to children today as our current society is consistently bending the standards for gender to the point where actions, clothing, and activities are no longer isolated to a singular gender. A video game on inclusivity will only heighten that mentality and educate children on the importance of inclusion.
Yassah. I loved this feature of your game–” Most importantly, the game has a default timer device included to prompt children to take one (1) hour break. The game will not turn back on until one (1) hour has elapse.” What a terrific idea! This made me smile.
Thank you, Marylynne. I have been thinking about proposing that idea to game programmers, but I really don’t know the process and whether someone has already design it. The idea will really be helpful for the children.
Yassah. I also really liked how you formatted your entire proposal to the “Museum Gift Shop Board”. Great job!
https://acrobat.adobe.com/id/urn:aaid:sc:VA6C2:17afee08-5f62-4e51-9eb9-87711e3e0704
Hi Julia!
I just reviewed your proposal and I am amazed by the work you produced! Did you create all the characters? I really like how your broke everything down and thoroughly explained your game along with its characters. In addition, your game is educationally enriched (learning about planets in the solar system) for students without using any specified gender and allows for students to use their imagination for getting through each level. Great job!
Thank you for the kind words, and yes, I did.
Julia, I love your creativity in the images and the names of the various creatures! I could see it being fun for young children and humorous for those slightly older. It made me smile.
Thank you so much Diane and I am glad it made you smile!
Wow Julia! I loved your creativity in developing all of the characters. Good job in creating this game!
Thank you!
Wow! Nice job Julia! You obviously put a lot of work into this. I appreciate your creativity with this assignment!
I appreciate that, thank you Karen!
Hey Julia-
wow awesome job!! I love how creative this is. I was intimidated by this option to create our own game- and you really did a wonderful job. I think making the setting in space is super cool and really speaks to the fantasy/imaginative nature of some video games that calls many kids.
I think it was also very helpful and smart to have the B bot be non gendered- both boys and girls can see themselves as the main character!
really great job.
-Lizzie
Title: My Enchanted World
By Melissa Kyc
Audience: Males and Females of All Ages
Objectives:
1. Mix social realities with collaborative gameplay.
2. Incorporate elements for user creativity and imagination.
3. Offer various elements of gameplay for diverse users.
Description:
While maintaining elements of action and adventure and incorporating elements of real life scenarios, this game will be an immersive experience for all ages. Unlike most games that submerge the user into a specific virtual world, ‘My Enchanted World’ allows users to be the creator and narrator of their own world and character storyline.
This game will allow players to control and modify their environments (Jenkins 337) in a virtual world that resembles their real world. Using satellite imagery, players can choose land layouts that resemble their current environment, and they can choose avatars that best represent themselves. Players can determine their gender, physical appearance, clothes, and name.
In order for players to progress to the next level, players must help their avatar achieve lifetime milestones. With the ability to choose these lifetime milestones, players will create a personal experience. Avatar milestones include: choosing a career, building a house, starting a garden, learning to drive, earning money, investing money, etc. For our action and adventure seekers, players can use remote features to drive in everyday traffic, race cars, fly planes, ride horses, or hike up a mountain and mountain bike down it. Throughout the ‘My Enchanted World’ experience, players will be offered challenges, which are a series of games or competitions that can help advance them to the next level. For our less adventurous players, ‘My Enchanted World’ offers an imaginative environment for dreamers of all kinds. Similar to elements of the game ‘SIMS’, players can create their own world, avatar, and home. All players can use their creativity to create their own version of a perfect world, while also being provided with challenges as the real world often gives us.
My Enchanted World’ is not gender specific, allowing males and females to engage in their preferred game play without gender stereotypes. Each player has the opportunity to be the hero of their own story, incorporating elements of their imagination in game play with the imagination of their peers.
Character Strategy:
Players having control over characterization helps combat a lack of diverse characterization in video games.
Safety:
As a multiplayer game, ‘My Enchanted World’ encourages socialization with friends when they share their gaming identification code. The gaming identification code allows players to stay connected without allowing outside predators the access to connect. Parents can also take control of this feature by downloading the app and accepting or denying the players that are allowed to connect with the game’s current user.
Skills that correlate to the real world:
Collaboration
Socialization
Teamwork
Gaming Strategy
Competition Etiquette
Problem Solving (Unexpected Challenges)
Hand Eye Coordination
Art and Design
Gardening
Mathematics
Science
Reading
Racing
Pricing:
$45 base fee with the opportunity to advance with add ons.
Project Insight:
I chose to propose a game that appeals to both males and females of various ages in order to address Jenkins’ concerns about gameplay options for both genders. Since game play has varied by gender, ‘My Enchanted World’ allows males and females to be creators of their own virtual reality. Girls can have strong female characters in their storyline just like the boys. As Jenkins mentions, “Girls need to experience the ‘complete freedom of movement’ promised by the boys games, if not all the time, then at least some of the time, if they are going to develop the self confidence and competitiveness demanded of contemporary professional women. Girls need to learn how to, in the words of a contemporary best-seller, ‘run with the wolves’ and not just follow the butterflies along the Secret Paths.Girls need to be able to play games where Barbie gets to kick some butt” (Jenkins 358).This game also allows each gender to choose the roles and milestones of their character (avatar) which helps combat the traditional gender roles presented in child play. This encourages a more realistic portrayal of genders in the game.
Going hand-in-hand with the incorporation of diverse characters comes the ability to create diverse environments. Taking into consideration the genders, races, ethnicities, socio-economic statuses, and geographic locations of the users, this game allows players to create a world different to their own or replicate one similar to the one they know. This game allows user control in creating their virtual world, which is a narrative design that isn’t present in all gaming worlds.
Jenkins also encourages safe gaming. This proposal takes into consideration safety in terms of outside predators and internal content. With precautionary efforts to prevent inappropriate content, ‘My Enchanted World’ still allows children to be creative in creating their own virtual world. Elements of competition and adventure remain without the need to incorporate gory/violent scenes.
Bibliography:
Jenkins, H. (1998). Complete freedom of movement: Video games as gendered play spaces. In J. Cassell and H. Jenkins, (Eds.), From Barbie to Mortal Kombat: Gender and computer games. Cambridge: MIT Press.
Mitchell, C., & Reid-Walsh, J. (2002). Researching Children’s Popular Culture.
Melissa,
I love the idea behind this game. Children can use their own geographic areas as a location to collaboratively play games with their friends. If there is adventure and quests, then it will appeal to everyone. My son also said that having avatars for both genders is a good way to appeal to everyone. What age group do you think you game will appeal to and why? I love games with collaborative play and adventures–creativity in gaming is super important to kids. It goes back to our reading, where children need to have their own spaces to explore and make mistakes. Thank you for sharing!
Carrie
Carrie,
Thank you for your feedback! I was aiming for adolescents as the main audience, but also available for other age groups as well. I used to love SIMS when I was younger because I loved being creative and building houses and styling the characters. I had that in mind when thinking about this video game, but also making sure there is adventure in quests.
Melissa,
“My Enchanted World” sounds like a game that all kids would enjoy playing! I like that you not only included educational features but also included social aspects as well to help encourage kids to collaborate and problem-solve together. These are important skills that children need to develop. I also like that your game is thoughtful in considering how to meet the diverse needs of its players by letting them create their own virtual world so it can either represent their current world or another world they’d like to explore. Great job!
Here is my proposal link !
https://docs.google.com/document/d/1e75WY-6TN21rlxZ6ayeSrEl3agVPX5gEIm41aA4vibQ/edit?usp=sharing
I was completely unfamiliar with the games you reviewed for this week’s assignment. Honestly, when I think of video games my mind goes to stationary consoles, so I found it interesting that you explored video games that can be accessed through phones. I think with the change of times allowing video games to go into the real world and travel with children isn’t the best for kids. I remember my brother being very much addicted to video games as a kid. He would play 24/7 when home and the only time he would not be playing was when he was outside the house. It forced him into reality. If video games were accessible outside the home back then I think he would be even more anti-social than he is today.
Megan, I too was unfamiliar with these games, but I appreciate that you interviewed an 11-year-old for the recommendations! The games on my post and others in this group include some that pop up several times, namely ‘animal crossing’ and ‘minecraft’ (for good reason I believe!), but these were all suggestions from adults; I particularly appreciate the ability we have as adults to use kids’ knowledge when not only developing projects like this one, but in our curricula and instruction, too. Your project was a good reminder of that.
Hi Megan!
I saw the games you chose and I did not recognize any. Are these games relatively new? Anyway as I was reading, I like how these games appear more enticing to younger children. The vibrant colors, animals, creativity of each of the games really are what young children need. Although these games can be played on a phone, iPad, tablet etc., I definitely feel the games you chose are what I call ‘age appropriate’ for young children. Great work!
Hi Megan,
I loved your proposal. These games seemed really interesting! Thank you for sharing!
Hi Megan,
Your proposal focusing on the vibrant colors used in these creative play spaces feels important as a reminder that many children need access to play options that are bright and cheerful. Not everyone has this in their physical environment and the digital play space can offer a kind of cheerfulness that they may not have around them otherwise.
Here is my submission for option 2: blog post for video game reviews: https://sites.psu.edu/cl560sp24/lesson-10-museum-gift-shop-assignment/
Lilyanna, thank you for including games appropriate for older children and adults. It made me smile because just last week I downloaded Harry Potter: Magic Awakened on my iPhone. I will look into the one you mention as I am a huge Harry Potter fan.
Lilyanna,
Great job!! I really liked reading your descriptions of these games. I especially enjoyed reading about Harry Potter Legacy- I’ve seen my younger brother play that game before! But I couldn’t really tell what all the tasks of the game were. I am a huge Harry Potter fan myself so I enjoyed reading about that game it sounds awesome!
-Lizzie
Lilyanna –
I enjoyed reading your post. I think you did an excellent job choosing video games that support your angle of the point you are trying to make with our reading material this week. Each of the video games you chose, allows players to explore the video game and the complexity of its features. Each video game you chose also has an extensive “journey” for the player to go on. Great job!
Title: Community, Community
Kelcey Sokol
Overview: In reference to children, Jenkins states, “Video game technologies expand the space of their imagination.” (Jenkins, 334.) So how can video games promote the imagination of children and their surroundings? Although adults may be under the assumption that children do not want to play outside, it may be the opposite. In the article Complete Freedom of Movement: Video Games as Gendered Play Spaces, Jenkins says “Video games did not make backyard play spaces disappear; rather, they offer children some way to respond to domestic confinement” (Jenkins, 334.) Could the murder of Jamie Bulger in 1993 (Mitchell and Reid-Walsh, 150) have caused parents to want their children inside more? Could this possibly lead to “domestic confinement” of children? Could this have been a cause of helicopter parents?
The gaming culture has changed to more of a competitive nature rather than fun. While fun is still incorporated, the competitive nature of gaming is what drives players to keep playing video games. Jenkins states “In nineteenth-century video game culture, children gain recognition for their daring as demonstrated in the virtual worlds of the game, overcoming obstacles, beating bosses, and mastering levels” (Jenkins, 339). With that being said, could the competitive nature of gaming lead to children looking at life as a competition?
Audience: Anyone over the age of 6-years-old, accessed via a phone or computer.
Description: In Community, Community, children will be able to build their own community. In the beginning, children will be encouraged to think about what materials could be used to build a sturdy home or building. They can have buildings they see in their community (homes, stores, malls, shops, etc.) and will work on making sure that everything runs smoothly. They will be encouraged to have conversations with their family, friends, teachers, or any adult they trust. Afterwards, children will work on building a functioning community. Once the buildings are added, they will run on their own. One factor that will come into play will be different types of weather (thunderstorm, snow, tornado, hurricane). Here, children will potentially have to repair or rebuild one or several buildings in the community to make the community run as a whole again. Players can add foliage, fountains, parks to make their community look more lively.
In order to level up, the community needs to maintain its money. For example, in order to move from level 1 to level 2, the player needs to have at least $5,000 saved in their bank with $1,000 left after the money is pulled. The player can add buildings to bring in more money or friends can pay to rent a building in the community. Another way the player can level up is if other community owners leave and tip buildings or leave reviews on buildings. These ratings will add stars to level up. When moving from one level to another, players will receive 5 add-ons provided by the game. These add-ons can range from stores, decor, and points.
Pricing: The game is free. However, additional add-ons such as more money, will cost money. The pricing will range from $5.00 to $60.00. Payments can be made with a debit or credit card. Whoever is paying, will receive a text message containing a confirmation number that they type in to confirm they are making the purchase and not the child.
Internet Safety: In order to provide safety for minors, they have to use their parent’s email. When receiving a message on the game, the parents will receive an email that a message was sent to their child’s game. Here, the parent can view and potentially delete the message (if inappropriate for the child to see) without the child knowing. In addition, parents can sign-up for their child to have either a QR code or verification code as an extra layer of security for their child to play with friends. In addition, providing a verification code when making purchases for the game also gives safety for the parents/guardians that their child is not racking up charges without their knowledge. Parents will also receive an email including what they want their child exposed to. Things such as inappropriate language, cussing, and gory images are boxes parents can check off to make sure that these are censored for their child.
Skills:
Skills used and applied in this game include:
Reading
Understanding
Gaming Etiquette
Problem Solving
Mathematics
Creativity
Hand-Eye Coordination
Socialization
Critical Thinking
Reasoning for Game:
When thinking about what game I wanted to propose, I remembered a game that I played growing up. It’s called Restaurant Story and I was obsessed with it. Here, you had to make your own restaurant run, keep it up to date and keep the customers happy. This game allowed you, as the owner, to run the restaurant as you pleased and all the creativity was left up to you. What was nice about this game was that it was gender neutral and had decor for anyone and their preferences. The real-world skills listed are skills that players will not only use in school but in real life when they are adults in the workplace. These skills are important to be an abiding citizen to not only your employer, but when out in public.
While the internet is great, when it comes to children and gaming, the nature of predators was taken into consideration for the safety of children. The proposal incorporating parent access allows the parent to monitor their child without having the child know or be exposed/communicate with predators. In a society where predators disguise themselves as children, safety was a main concern when creating this proposal. Allowing the parent to mark the content they do not want their child exposed to allows an extra layer of security for the child.
Since video games were more marketed towards boys, girls were at a disadvantage when it came to playing video games. Although video game situations and real life situations are drastically different, girls need to know how to navigate their way. As stated by Jenkins, “Girls need to learn how to explore “unsafe” and “unfriendly” spaces” (Jenkins, 358.) Regarding the video game industry, “The push in the video game industry for more than a decade has been toward the development of more graphically complex, more visually engaging, more three-dimensionally rendered spaces, and towards quicker, more sophisticated, more flexible interactions with those spaces” (Jenkins, 332.) Why only gear that towards boys? Can’t girls do the same as boys? This ties in with Jenkins talking about how girls need to explore “unsafe” and “unfriendly” areas; since there are unsafe and unfriendly places in the world.
Work Cited:
Jenkins, H. (1998). Complete freedom of movement: Video games as gendered play spaces. In J. Cassell and H. Jenkins, (Eds.), From Barbie to Mortal Kombat: Gender and computer games. Cambridge: MIT Press.
Mitchell, C., & Reid-Walsh, J. (2002). Researching Children’s Popular Culture.
Kelcey,
I like your game proposal-it reminds me of Sim City. I played this growing up, and you had to design the city, the parks, pay for everything, make money for the city, build parks and spaces for the arts. It was super addicting. I would play it for hours and had multiple versions of the game. I like that you added in a collaboration piece. I always think collaborative games with friends offer a great opportunity to negotiate and communicate to create something better. I will say that I’ve played video games since I was a kid. All my cousins and neighbors were boys, so I played the things they liked to play, which included video games. Now, I play video games with my son and daughter, and games where we can build and collaborate are the most fun. I think women just have to create a space for themselves in gaming. It’s just like the workforce. We can’t wait for those spaces to become more friendly. We need to force ourselves into them and show others we are just as good. It’s the only way to let females know they belong too. Thank you for sharing!
Carrie
Kelcey,
This sounds like something I would play as a kid! I love that it allows for creativity and is educational. If video games are going to be part of a child’s life, this sounds like a fun way to expand their video game world. As we read, sometimes creativity can seem limited, but I love that it allows for kids to have control and be creative within the safe space of the game. Thank you for sharing!
Kelcey –
Hats off to you, I think you did a great job proposing the creation of this video game. There are similar concepts out there as video games and I think that this would really do well in today’s age. You provided a concept that would expand across genders as well as provide a plethora of skills that are very important regardless if you are playing a video game or not. I wouldn’t mind playing this myself as an adult. I think this would be a fun game for all ages.
Antonina Tozzi
Children’s Video/Computer Culture Researcher
While engaging in the readings and the story articles, I was able to expand my knowledge on internet/computer and video games. I enjoyed reading about the correlation between violent video games and people committing violent acts/showing aggression. This interested me because the statistics that were shown and studies were discussed that addressed these concepts that have been on my mind for years regarding this topic. When I interviewed an adolescent about video games, his responses reminded me of a line in Jenkins’ work, “Video game culture depends heavily on fantasyrole-playing, with different genres of games allowing children to imagine themselves in alternate social roles or situations” (Jenkins 1998). Throughout the interview this concept came up many times of the games simulating and taking the role of imagination, which makes these enjoyable. The interview helped me to understand what to include in the catalog because it is real and personal reflections on what “gamers” may be thinking and enjoying. This offers insight into the target market for video game programers and the elements that hook the gamers to the game.
The video gamer that kindly offered some personal insight into the enjoyment of these computer games is named Mikey. He is a male that is currently 15 years old. Mikey has played video games since the age of seven. His preferred mode of game playing is through a PlayStation with a controller, which is hooked up to a television.
Favorite Games:
Mikey has shared his favorite games on the PlayStation include: Assassin’s Creed, FIFA Soccer, Rocket League, and Call of Duty.
Least Favorite Games:
Mikey mentioned his absolute least favorite game is Fortnite. He also does not prefer NBA 2K, but he thinks that is mainly because he does not like basketball that much.
Demographic Appeal:
The interviewee mentioned the demographic is typically males from the age range of 12 to 30 years old. Within the participants of these games, there are a few girls that will occasionally join. They typically are between the ages of 12 to 17 years old. Mikey thinks that kids like video games because they are fun and entertaining. He thinks older people like them because they stimulate a certain situation or environment they are interested in. For the particular games he listed, people may like sports, guns, cars, etc. Lastly, Mikey said he personally has a high interest in history (wars) and the game of soccer. Picking and playing games that are of high interest seems to be the reason people select different games. He thinks it is because they simulate real historical events or real activities in life.
Games that Appeal Across Genders:
The two games that came to mind when this question was asked were FIFA for any girl or boy that enjoys soccer. This could also apply to other sporting games (like NBA, MLB, Madden, NHL, etc.) if the individual is interested in that particular sport. He also thought of the SIMS game as being seen for both genders. He mentioned it is like playing house and living in a community.
Another point Mikey made while this topic was discussed was the reasoning why people may choose to play video games. He said the base of video games is in replacement of watching movies. It is more stimulating to be in control of the scenarios that are happening in the game. He likes the games because they are an aesthetic for something he already likes, like soccer. The other games, like Assassin’s Creed is exciting for him because he can see the old historical elements, like the pirate-era and the Age of Exploration, which are both scenes in the game.
Game Creation:
If Mikey had to create a game that was for the opposite gender (in this case females), he would think of something with more down-to-earth elements. The game would have to have more realistic elements. The example he provided was to create a traveling game, like being a tourist in different locations.
A game Mikey would create for all/across many demographics would be to create a multiplayer game for couples. This could be a trivia-type of back and forth responses. He thinks it would be fun to go on a game show and “win money”. The different things the game could include would be for the participants to run through an obstacle course or more of a jeopardy-type where you have to think and come up with an answer.
References:
Jenkins, H. (1998). Complete Freedom of Movement: Video Games as Gendered Play Spaces. In Barbie to Mortal Kombat: Gender and Computer Games. MIT Press.
Antonina,
I never really thought about loving history and playing games with a historical story line (it’s one of the reasons I like Assassin’s Creed, Red Dead Redemption, and Call of Duty). The Call of Duty games based on past wars are the most interesting and fun to play. There is one level where you are on a team pushing through the lines during WWI. It’s super hard, but it reminds you of how hard it would have been to actually fight in those wars. It’s an interesting motivation that my son didn’t bring up when we talked about video game play.
I do like that boys always say puzzle, trivia, and maze games are what girls want to play. My son said the same thing. I wonder why there is an assumption that girls like these types of games. Thank you for sharing!
Carrie
Hi Antonina. I enjoyed reading about your interview and found myself comparing the concepts discussed to my own interview. I also interviewed a boy. I also found it interesting that Mikey talked about “why people may choose to play video games. He said the base of video games is in replacement of watching movies. It is more stimulating to be in control of the scenarios that are happening in the game.” This was a new perspective that I had not considered.
Hey Antonina!
I think your interviewee had some great insight into the world of video game culture. I know that the student who I work with are student-athletes who are in college, so many of the games they enjoy are in fact games that involve sports such as 2K (basketball) and Madden (football). What is interesting about Mikey’s response was that there is a historical appeal to video games like assassin’s creed that older generations are able to connect to. I know that assassins creed is popular, but I also never hear my students discussing it, so what Mikey had said makes a lot of sense.
(3) Children’s video/computer culture researcher
I interviewed my 13-year-old son. His favorite video games are Call of Duty (COD), Fortnite, & Minecraft. The three games he does not like are Coffin of Andy and LayLay, Black Ops 3, and Roblox (which is a lot of different games under one platform).
Ask her or him to help you understand who the game or website appeals to and why.
He stated Call of Duty and Fortnite always have new seasons and an ability to unlock new achievements, weapons, and skins, which makes the player want to continue. They also never get boring because they are constantly changing. There are new challenges all the time, and you get new things for completing the challenges and getting more experience points or XP. He believes these games are played by mostly males, but individual females might play both games. He believes voice chat deters females from playing because of the toxic, male culture in video games. He also stated Fortnite appeals to kids of all ages because it’s colorful and not graphically violent. He believes it’s more like tag, where you tag people with different weapons and build forts to stay safe from other players. He believes Call of Duty is for older kids because it is graphically violent, and people who talk online are very toxic.
He believes Minecraft is fun because every task leads to another, better thing. This game is fun for everyone because it has skins for everyone, and the players can do whatever they want. He likes playing Minecraft with his family and friends, and he likes that he can create worlds. He and I built a Minecraft world based off Greek myths he was reading for class. He thinks Minecraft can be for any age or gender because of its open world concept.
Ask about games or websites that appeal across genders and why.
Roblox – Because there are a lot of different games, it appeals to all genders. There are games that are about building a Barbie Dreamhouse, or you can play games like Arsenal that boys play. Roblox has a ton of games for anyone to play.
Minecraft – it is fun because every task leads to another, better thing. This game is fun for everyone because it has skins for everyone, and the players can do whatever they want. There is an open world concept, and there is no voice chat. He usually plays while talking to his friends on the phone or in person with his sister.
Deadcells – It is a game where you have to unlock different mazes and puzzles. Both boys and girls play this game, and the fastest runner is a girl.
Legend of Zelda – It is a quest game where you have to solve a lot of puzzles and go on adventures to save the Kingdom. It has battles and fights, and you have to go on side quests to unlock new gear and make potions and food.
Ask how he or she would create a game or website that would appeal to someone of another gender, and how to create a game or website that would appeal across genders and interests.
If my son had to create a game for girls, he would create a horror/comedy game for a female, where a bunch of possessed toys are trying to get the girl. The girl must save the souls in the toys to win the game and save everyone (to include herself). He stated the toys would look really silly, and the main character would “laugh her socks off” when confronted by the silly, demonic toys.
Another video game for everyone would be a child (you choose boy or girl character) who is locked in the house by their parents. The child must solve puzzles and find clues left behind by the parents when they set up the traps. Everyone would like it because it would be a puzzle game. Puzzle games are liked by all genders, and it is better if they have chapters. Once you solve one puzzle, you move on to the next puzzle until you get out of the house. If the parents catch you trying to escape, you lose.
In your analysis of the interview, draw from our readings for this week and make recommendations regarding how this helps us to understand what to include in our catalog.
According to our reading this week, “Video game culture displaces this physical violence into a symbolic realm. Rather than beating each other up behind the school, boys combat imaginary characters, finding a potentially safer outlet for their aggressive feelings” (Jenkins, 2018). This is certainly true when it comes to Call of Duty games. When my son plays this game, he is often yelling into his headphones, bragging about how many people he beat in the game, and talking about how he wants to get better equipment so he can perform better in the game. It’s all aggressive competition. If boys are used to playing violent games and bullying one another, then it is no wonder girls aren’t welcome in this realm. No boy wants to be beat by a girl, and I think this continues to hold true in video game spaces as well.
In the games my son feels are gender neutral, as well as the games he believes would appeal to both genders, he talks about puzzle games. In our reading, it states, “Producer Brenda Laurel has emphasized girls fascination with secrets, a fascination that readily translates into a puzzle game structure, though Secret Paths pushes further than existing games to give these ‘secrets’ social and psychological resonance” (Jenkins, 2018). The games my son would make for females include games in the horror genre and puzzle games. He probably thinks girls like the horror genre because his sister loves scary stories, shows, and games. I told him I didn’t think this was for all females, but he was adamant that if you made the lead character females, then girls would play it most.
Present this as market research that helps us to understand potentials and pitfalls for thinking about what to include in our catalog.
When asking my son, he did not think there was a large distinction between girls and boy games. He thought girls like adventure games, puzzle games, and fighting games; however, he did agree that some games did not create safe spaces for girls to play, like Call of Duty. According to our reading this week, “Girls, no less than boys, need to develop an exploratory mindset, a habit of seeking unknown spaces as opposed to settling placidly into the domestic sphere” (Jenkins, 2018). My son agreed with the sentiment since he felt the Zelda games were good for all genders. In the Zelda games, there are adventures, fights, quests, battles, puzzles, and good vs evil. He thought the Zelda games were the best games for everyone because it is fun for everyone. When creating a gender-neutral game, the Zelda games would be a good game to mirror because there are adventures, exploration, battles, puzzles, secret spaces, cooking, potion creating, finding clothes in side quests or through purchases in stores. There are all female societies made up of warriors, and there are knights and kings. Everyone belongs in the story line, and it has something for everyone. Perhaps more games should emulate the Zelda games, especially if you could play collaboratively online.
Source:
Jenkins, H.. Complete Freedom of Movement: Video games as gendered play spaces. From Barbie to Mortal Kombat: Gender and Computer Games. Cassell, J. and H. Jenkins. eds. Cambridge. MIT Pess. 1998. 0262032589. pp. 330-363.
Carrie. I was surprised (and had to laugh) at the suggestion that a good game for girls would be a horror/comedy game. Who knows–it may have a female audience it would appeal to. I loved reading about your interview. These interviews can have surprising unexpected elements. Good job!
Hi Carrie, I love the idea of a horror/comedy game for girls. I find that some little girls can be very macabre and really enjoy horror. Also, lots of women love true crime stories, which echoes the idea that horror is not just for boys. Your son is very insightful!
I love your post and such a great suggestion for a game idea, I can just see the marketing strategy now.
Hi, Carrie!
I enjoyed reading your son’s thoughts on video games! The element that interested me the most was the appeal. I have never been interested in or played video games, so I never truly understood what made them so interesting for people to play for hours. Now reading the appeal could stem from evolving settings, new challenges, new events, etc., helps keep the games interesting for the player. Thank you!
I chose option 3! Here is my findings and thoughts! Enjoy!
https://sites.psu.edu/cl560sp24/childrens-video-computer-culture-researcher/
Hi Gabrielle. Good job on your interview. I had to smile at some of his answers you quoted (“duh, that’s a given”, etc.). I am not very knowledgeable about the computer game industry. Thank you for bringing up that many games would appeal across genders. I have the sense that some of our readings are dated, the ideas are relevant but they do not know about the latest games and internet/social media uses. It is an industry that moves quickly.
Hi Gabrielle, great post! You were very thorough and I appreciate your perspective!
Gabrielle,
I enjoyed reading your interview! I agree with your analysis that video games today do try to reach a broader range of children by appealing to both boys and girls as well as interest levels. From the interview I conducted with my student, those games tend to be the more middle-of-the-road types of games – not too violent, but not too calm either. The games allow kids to be able to explore and create, something that seems to appeal to all genders and interests.
Please find my blog post for Option #2 – Video game reviewer here:
https://sites.psu.edu/cl560sp24/2024/03/25/option-2-video-game-reviewer/
Hey there Diane! I found your review to be insightful and interesting. I also enjoyed how you shared that playing LOTR with your niece was very special time due to the living distance. I appreciated the pictures that you included because it made it simple to follow along with your review.
Diane –
You did a great job reviewing this game. I also think you did a great job at making connections between the material that we read this week in support of this video game. I am not a Lord of the Rings fan, however, the game itself, based upon your review sounds like it requires more than enough important skills that are needed for the real world.
This week I would like to propose a video game to be marketed towards children of all ages. Games marketed toward boys frequently have external goals and activities, such as boss fights and quests. On the other hand, games marketed toward girls are focused on more personal tasks.
Game title: My Animal Trainer
Connection to text:
“Video games did not make backyard play spaces disappear; rather, they offer children some way to respond to domestic confinement” (Jenkins, 334.) My game appeals to children who may or may not have access to animals they would like to have as pets in their home life. It helps them expand on what they already have and learn new things about their interest in animals.
Description and objectives:
In this game, I will offer activities that appeal to inner and external tasks. Many children, regardless of gender, love animals, so my game revolves around raising virtual animals. Gamers can pick from dogs, cats, or birds to start. As they progress through the game, they unlock more animals to interact with, such as reptiles and amphibians. Tasks range from training sessions, to bonding via cuddles and going for walks, to learning more about each animal. In this way, I combine parts of games that are traditionally aimed at girls or boys. The objectives are to gain knowledge about the animals and their behavior as well as building a personal connection with each animal.
Specific skills used:
Reading decoding and comprehension
Maintaining focus on tasks
Keyboard and mouse skills / hand-eye coordination
Learning about animal science
Problem-solving
Internet safety: this game is a single-player game only. It does not connect to any sort of internet socialization.
Price: this game is free.
Reasoning: my niece is an avid gamer. She likes games such as Minecraft and DND. Her family has two cats and a dog, whom she loves. But she has also expressed interest in birds. My idea for this game would give her opportunities to learn about birds and other animals she doesn’t have access to in real life.
Rahel, I think your animal idea is wonderful! My nieces and nephew range 8n age from 10-19 and they have a dog, cats, a snake, and a gecko that they are responsible for. I could see them all being interested in this type of game. Nice job!
Hi Rahel!
I love the concept of your game! It really brings a way for children to respond to domestic confinement like you stated from Jenkins quote. I found that quote to be particularly interesting when I was reading this week. I love how your game does not require internet socialization at all. I feel that the internet and video games has definitely taken over childhoods. So, it is nice for children to play without this and see how their brain truly processes information and how creative they can be! Great work!
Rahel,
This is a great concept for a video game! I can definitely see some of the kids in my class, both boys and girls, wanting to play this game. I also appreciate that you have included skills that will help kids increase their ability to decode and comprehend while learning about animals. This game concept is well thought out!
Hey there Rahel! I love the concept of your game and think it sounds both educational and fun! I could see how this may teach children a certain level of responsibility while also learning about various creatures. Such a creative idea!
I love this game concept! It reminds me of the DOGS and CATS game that was available on Nintendo DS.
Hi, Rahel! I really like your idea for the animal trainer game! I think this would be successful, as I am sure the audience for this would be vast! Something that I like in your idea and description was that a lot of people could find this entertaining. Not only is it inclusive to genders, and not only marketed to boys or just girls, but it also would open the doors to the purpose why people find it enjoyable. It would be educational to someone trying to train animals in a “mock” forum. It also could be used for younger children that want a positive game to play, not focused on violence. And the game could also help to bond others in a community in the animal training game. This is such a great game idea!
For my video game design, I will be choosing the second option: Design a game to be marketed primarily to boys that is likely to have adequate commercial success, and that addresses Jenkins’ concerns for including elements traditionally found in girls’ games.
I will be using Jenkin’s observation that “Historically, girl culture formed under closer maternal supervision and girls’ toys were designed to foster female-specific skills and competencies and prepare for their future domestic responsibilities as wives and mothers. The doll’s central place in girlhood reflected maternal desires to encourage daughters to sew; the doll’s china heads and hands fostered delicate gestures and movements. However, these skills were not acquired without some resistance. Nineteenth century girls were apparently as willing as today’s girls to mistreat their dolls, cutting their hair, driving nails into their bodies” (336-337).
My game takes place within the fictional world of Elirium, a magical continent that I have created. The main character is a male Exensoul, a race of knight-wizards who live on the mysterious island of Glastenvel. This Exensoul, name Apageon, is in possession of a rare artifact called the Xenolith, which is being sought after by the Dark Lord Goregast, who is trying to locate the object in order to free his master, Eskaton, from his underworld prison in order to wage war against the Gods, both old and new, in order to take their positions as Lords of the World. To do so, however, they need the Xenolith. As a result, Apageon has sheltered himself inside of his castle-fortress on Glastenvel. His dwelling has thus become a prison and a sanctuary. However, he is in charge of all domestic duties. The player of the game will be in charge of secretly gathering items to cook food, as well as the crucial element of modifying the house so that it becomes a labyrinth to hide the Xenolith from Goregast’s forces. Along the way, the user obtains weapons and magic spells that allow them to fight strange creatures both inside and outside of the domestic sphere.
HI Jack! The high-fantasy nature of your video game definitely corresponds with a traditionally masculine literary genre. However your twist that Apageon is responsible for domestic duties in the castle-fortress and exploring secret spaces within the castle correspond more with feminine traditions of literature. I think your video game idea could introduce some young boys to aspects of care-taking they may not have been exposed to in other areas of their lives. How did you come up with all the names?? I am impressed with your creativity!
Museum Curator,
To gain insight into the types of video games that interest children, the interview below was conducted with a fourth-grade student in my class who claims to be a “video gamer.” As the interview was being conducted, many points made by the student regarding the reasons why he enjoys playing the games reflected arguments made by Henry Jenkins (1998) and Mitchell and Reid-Walsh (2006). To begin with, the student discussed feeling as though he was a part of the game. He liked the violence and blood in a couple of the games that he played (Fortnite and Call of Duty). Jenkins (1998) suggests that boys enjoy these types of games because the games “allow them to imagine themselves in alternative social roles or situations.” The settings and character roles bring a new level of excitement to the games and to the boys’ experience with the game. Jenkins also points out that the lure of “scatological humor” found in the games appeals to boys because they enjoy seeing the things that many girls would find gross: sweat, blood, and gore. The social aspect of playing video games was also important for this young video gamer, as he mentioned it as being an important reason why he likes to play the games and included it as a feature that should be included in all games for all genders and interests levels. Mitchell and Reid-Walsh (2006) contend that children use the internet (or video games) to “become involved in different types of community building.” For children, they build their communities and bonds with friends around their shared interests in video games. Jenkins (1998) agrees, stating that the video game culture provides “social networking” opportunities for boys because their “social interactions occur at home, school, and the video arcades,” or video games, for the present-day gamer.
When the student was asked about games for the opposite gender, he was quick to point out that the games that he and his friends played together would not interests girls. The types of games he suggested for girls were a lot tamer and did not involve the gore and violence that he and his friends enjoy in games. Instead, games like Minecraft and Palworld were suggested because they involved creating and building. Interestingly, the student’s views of the types of games girls would like to play, agree with Jenkins’ view of girl play in that “play spaces for girls adopt a slower pace, are less filled with dangers, [and] invite gradual investigation and discovery” (Jenkins, 1998). The student’s suggestion for the creation of games that appeal to everyone was interesting because, while the student seemed to like the blood and gore of the games he plays, he recognized that allowing kids to create and have options is important for all children to be able to enjoy the game and to be inclusive of everyone. His response was reminiscent of the observations Rosin made about the adventure playgrounds in the U.K. that were structured to allow children to “move around and manipulate, to create their own makeshift structures” and provide a place where kids could face “really difficult tasks and conquer them.” One important aspect that became evident throughout the interview was that children do not want to play video games that are too easy. They want the challenge of the games, but they also want the opportunities to explore new places, and to engage with others while they do so.
Interview with a fourth-grade male student, West Virginia:
Q: What are some of you favorite video games or interactive websites?
A: Some of my favorite games are Madden Football, Fortnite, and Call of Duty
Q: Can you be specific and explain why the games or website appeals to you?
A: I like playing Madden Football because I like to play football (in real life), and it makes me feel like I am part of the game. I also like it because I think I learn a lot about the game of football when I am playing it. I also like playing the games Fortnite and Call of Duty because there is a lot of violence (like fighting) and shooting in them. They are fun because they have high-tech graphics. The games teach you about teamwork and kindness (if you are on a team with someone). I like playing games that I can play with my friends, especially when we get home after school. The games also challenge you and can be difficult. I also like that you get to look through the eyes of the characters and see what they see.
Q: Do you think the games that you listed appeal to both boys and girls? Why or why not?
A: I don’t think these games I like appeal to both boys and girls. Madden Football might because there are some girls that like to play football, but I think most of them would not want to play it. I don’t think that girls would want to play Fortnite or Call of Duty either because there is a lot of violence, some bad language, and some blood. I don’t think girls would like those things.
Q: What might be some games that appeal to both boys and girls? Why do you think so?
A: I think Minecraft is a game that can appeal to both boys and girls because everyone can be adventurous by exploring the biomes like birch forests and deserts. You can attack mobs, and no one bleeds. Or you can farm by planting seeds, tilling the land, or even adding bonemeal to the planted seeds. Both boys and girls could just build and expand their houses by chopping down trees. This game enables you to do anything. There’s even a creative mode where you can get infinite resources, and you can just build.
Palworld can also be a game that would appeal to both boys and girls. One reason it might appeal to both boys and girls is that it is an exploring game and lets many kids play at one time so they can learn to work together.
Animal Crossing might also appeal to both boys and girls because in it, you get to build houses, ramps, and bridges. You have residents, so it is very fun. I think since both boys and girls like to be leaders, they would like to play Animal Crossing because you get to be a leader of an island. Another game called Sky can be appealing because it is an open world, and you get to fly into different regions of the open world. I think it is appealing because it is another game where you get to explore.
Q: How would you create a game or website that would appeal to someone of the other gender? How about a game for all genders and all interests levels?
A: I think if you added a lot of options to the games, it would appeal to more kids. There needs to be different levels of difficulties in the game so that kids who don’t have a lot of experience can also play the game. Then, as they get more experience playing the game, they can go to a new level. The games also need to be customizable, so kids can create their own characters and dress them how they want to. That way, kids can pick the colors they want their players to wear and what they want their hair to look like to make the character match their personality. I think it would be good if the game had customizable settings – like adventure mode, if you would want to explore -or calm mode where you would spawn near a house and just play near the house. I think that it is also important to make the games so that they are multiplayer games and to have games that allow you to see from multiple perspectives, like going into the future, into the past, or even into battles to see what it was like.
Works Cited:
Jenkins, H.. Complete Freedom of Movement: Video games as gendered play spaces. From Barbie to Mortal Kombat: Gender and Computer Games. Cassell, J. and H. Jenkins. eds. Cambridge. MIT Press. 1998. 0262032589. pp. 330-363.
Mitchell, Claudia, and Jacqueline Reid-Walsh. Researching Children’s Popular Culture: The Cultural Spaces of Childhood. Routledge, 2006.
Rosin, H. The Overprotected Kid. The Atlantic. April 2014. pp. 1-31.
I really enjoyed this proposal and interview. Being a classroom teacher I take note to the type of video games my students are playing, and I notice the boys are the only ones playing with gore and excessive violence, while the girls play games such at Monopoly GO! The closest violence video game I witnessed my female students playing is “Stumble Guys”
Hi Beth! This was SO fascinating to read what your student had to say about the intersection of video games and gender. I will admit I am a little shocked that the fourth grader is playing Call of Duty – I remember that coming out when I was in middle school and it was a hot topic for my brothers whether my parents would allow them to play it. Fourth grade just feels so young to be witnessing violence, even if it is just digital. However, I have to remind myself of Holland’s article last week “Boys Will Be Boys and Girls Will Sit Nicely” where they made thought-provoking points about allowing children to work through their understanding of aggressive play. If our society shows our boys that violence is masculine but then denies them the ability to play (physically and/or in video games) aggressively, we are basically denying their self-exploration. I do think it’s sweet that your fourth grader had plenty of ideas about games which include all genders and ability levels – he seems quite self-aware! Thanks for sharing!
Cara, I was shocked too! But, this hasn’t been the first 4th grader to tell me that. I will say that this kid is terrific and such a wonderful role model for his classmates. So, it does make you wonder about how much violence in games impacts the mind of a child. His parents may monitor his play time – I don’t know for sure. That would have been a great question to ask him. I would say that he seems to be a very well-balanced kid.
Hi, Beth! I enjoyed reading the answers to the questions you asked the student. Towards the end of the interview, the line that stood out to me was, “I think if you added a lot of options to the games, it would appeal to more kids. There needs to be different levels of difficulties in the game so that kids who don’t have a lot of experience can also play the game. Then, as they get more experience playing the game, they can go to a new level”. This is an interesting perspective to me because I typically hear how to advance games to make them more difficult. But I liked that this pointed out the lower levels that players can enjoy and play in. Thank you!
Please see link for my Proposal.
https://docs.google.com/document/d/1Ty7PKpdErtUZod6z6Lv2w3DF4m_q_mL6HV_J6cGlKF0/edit?usp=sharing
Thank you.
Karen
Hi Karen, Just a heads up that I think the link is still set to private or for only certain people to view.
Thanks Cara! It should be fixed now. 🙂
Funky Frontiers Google Doc Link: https://docs.google.com/document/d/1uBUPqNAeceDcDCBF1TshCc5WlvZoCjTxZlQN1fhorwk/edit?usp=sharing
Introduction
Title: Funky Frontiers
Game Background: The primary purpose of the “Funky Frontiers” video game is to offer a variety of adventures, quests, puzzles, and challenges tailored for both a female and male audience based.
Objectives
Main Objective: To design a video game that effectively introduces players to various career possibilities through a series of quests, appropriately challenging puzzles, and interactive games themed around different professions.
Supported Objectives:
Leverage the art of aesthetics to appeal to an inclusive audience.
Utilize the appeal of virtual worlds for educational purposes.
Incorporate aspects of color theory into the game design to set the appropriate mood and atmosphere for both the characters in the game and the player.
Literature Review to Support Video Game Creation
Colors and Emotions in video games:
People experience emotions when playing videogames, and these emotions are a main reason for playing. In our research, we examine whether colors can be used in videogames to elicit specific emotions. In an experiment we used a videogame in which four different colors, associated with four specific emotions, were used in four different conditions. After each condition we measured the players’ emotional responses by means of a Self-Assessment Manikin questionnaire. We found that the color red evoked a highly-aroused, negative emotional response, while the color yellow evoked a positive emotional response. These results were significantly different from the emotional responses measured for other colors. Furthermore, we found that inexperienced players showed much more explicit reactions to colors than experienced players. We conclude that the use of colors is a suitable method for game designers to elicit specific emotional responses from the players.
Citation: Joosten, E. & van Lankveld, Giel & Spronck, Pieter. (2010). Colors and Emotions in Video Games. 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010.
The Role of Theory in Aesthetics:
In the research produced by Morris Weitz, he states “Theory has been central in aesthetics and is still the preoccupation of the philosophy of art. Its main avowed concern remains the determination of the nature of art which can be formulated into a definition of it. It construes definition as the statement of the necessary and sufficient properties of what is being defined, where the statement purports to be a true or false claim about the essence of art, what characterizes and distinguishes it from everything else. Each of the great theories of art—Formalism, Voluntarism, Emotionalism, Intellectualism, Intuitionism, Organicism—converges on the attempt to state the defining properties of art”
Article Link https://www2.hawaii.edu/~freeman/courses/phil330/24.%20The%20Role%20of%20Theory%20in%20Aesthetics.pdf
The impact of digital education on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment:
“This study seeks to illuminate the relationship between digital educational games and students’ motivation for learning. In doing so, it offers valuable insights and theoretical underpinnings for a fresh approach to understanding student development and advancing scholarly research. Our findings are rooted in the tenets of two central academic theories—the behaviorist learning theory and the contextual cognitive theory. These theories act as the pillars supporting our research framework. A significant point of emphasis in our findings underscore digital educational games can stimulate students’ motivation for learning, which is mediated by student learning engagement.”
Citation: Li Y, Chen D, Deng X. The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLoS One. 2024 Jan 11;19(1):e0294350. doi: 10.1371/journal.pone.0294350. PMID: 38206923; PMCID: PMC10783726.
Research Methodology
Design Element: (1) Worlds and Levels: Each world or level in “Funky Frontiers” represents a unique career field, offering players the opportunity to explore quests in fields such as science, arts, engineering, medicine, and more. (2) Quests and Puzzles: Quests draw inspiration from real-life challenges encouraging players to think critically and solve problems. Puzzles vary in complexity, requiring players to apply knowledge gained throughout the game to advance. (3) Character Customization: Players can create and customize their avatars, allowing for personal expression and a deeper connection to the game world. Character development goes hand in hand with career exploration, enabling players to evolve their skills and interests. (4) Educational Integration: “Funky Frontiers” incorporates educational content seamlessly into the gameplay, making learning both fun and impactful for all genders and school aged children.
Addressing Jenkins’ Concerns About Gendered Play:
By analyzing and leveraging color and creativity, virtual game spaces can be made inclusive for all players. The phrase “the power of imagination” truly takes precedence in this context, granting players the freedom to explore quests and challenges without subliminally enforcing narratives like “this is for boys, and this is for girls.” The development of this game, and others like it, challenges developers to move beyond their personal biases and beliefs.
Conclusion
Funky Frontiers aims to be more than just a game; it is a gateway to discovery and learning. By blending entertainment with education, and leveraging design principles such as aesthetics and color theory, “Funky Frontiers” offers a unique platform for players of all demographics to explore their potential, discover new interests, and consider a wide range of career possibilities outside of their norm.
Design References and Inspiration Photos:
(1) Poptropica
(2) Animal Crossing
(3) Monopoly GO!
Hi Khadyajah! Great job on your proposal. Funky Frontiers sounds like a really cool game. I love the idea of making the levels reflect different careers. This is the kind of game I think I would have been really into as a kid. Your in-depth color analysis was fascinating, as well, and reminded me of the Pixar movie Inside Out. I was also reminded of these 1980’s Lego ads which show girls and boys enjoying playing with Legos: https://thesocietypages.org/socimages/2012/01/27/two-more-inspiring-gender-neutral-lego-ads-from-1981/
The colors of Legos are gender neutral, and yet the video games are more boy-coded than girl-coded. Thanks again!
Hi all! My link for my proposal is attached below! Thank you.
https://pennstateoffice365-my.sharepoint.com/:w:/r/personal/kkr5272_psu_edu/Documents/This%20project%20will%20have%20to%20be%20done%20individually%20as%20it%20does%20no.docx?d=waf5d84e59c27465bae939c34d9eff2a2&csf=1&web=1&e=lyo0E1
Hello, all! I chose Option 2 (Video Game Reviewer) and had a lot of fun with it… so much so that it is easier to post as a link than a post in and of itself.
Thanks in advance for your thoughts!
Cara Dore
https://pennstateoffice365-my.sharepoint.com/:w:/g/personal/cyd5201_psu_edu/ETsIIOm9mM5Fi3d_x4FCIO8BFsXy1XBo7Jq8gLaKGwtcEw?e=zYC2bT
Hi Cara! I can tell that you really enjoyed option 2! I loved reading your work. I also really like how you connected Jenkins concerns and connected your games to the work of Mitchell and Reid-Walsh. Great work!