Thursday, February 24, 2011

BLOG post #5- Paper Content: Henry Jenkins and Working Thesis

     For examining my game, “Romeo,” I will be using Henry Jenkins insights. I chose to focus on Jenkins’s concepts in his essay because he grounds his analysis of video games based on an extensive amount of research; therefore, he is credible and knowledgeable when considering my topic for my paper. Jenkins’s goes in depth about the goods and bads of digital culture and how it often falls short of what is possible. In reference to the game I have chosen, there is a great deal of reasons behind the fact the creator of this game has left out many alternatives, or has fallen short of what is possible, that could perhaps make this game of interest to both girls and boys. Although his explanation of video games should not be the blame for why children no longer play outdoors as they used to back in the nineteenth century does not really tie in with my analysis of my paper, I do think he is correct when making this statement and it helped me realize that video games really are not that bad. In addition, before reading this essay, I did not have an interest in video games whatsoever, but Jenkins’s really changed my outlook as he explained his ideas of why the games are not bad throughout his essay. Another reason Jenkins will be my lens for my paper is that he thoroughly explains how video games and computer culture has became yet one more gendered space, or in other words, they create stereotypes about the things boys like to do as to what girls like to do. This also is easily understood and will be great to add to my paper because I have already learned much about gendered stereotypes from both Kilbourne and Selfe’s essays.
     A possible working thesis I have came up with is: Because video games create virtual spaces that are aimed specifically towards either boys are girl, which idolizes gender, cultural stereotypes, game creators should be required to include specific interests of both genders into their virtual spaces so that all game players can equally enjoy them.

Wednesday, February 23, 2011

bLoG PoSt #4- Video Game for Paper 2

        For our Applying a Critical Eye to the Web Paper, I chose to examine a video game called “Romeo.” I found this online game from a free arcade website called FreeArcade.com. You may have a look at the game yourself at: http://www.freearcade.com/Romeo.flash/Romeo.html.
       The website posts the description of the game as follows: Help Romeo find his beloved Juliet in this fun Shakespeare-themed adventure game! Collect all the roses in each act to move on to the next! I chose to examine this online video game because it can be related to Henry Jenkins’ essay in multiple ways. Also, in reference to Jenkins’ essay, this game suggests many aspects considering gender distinctions, or in other words, “boy culture” and “girl pace.” This online video game also suggests and can bring about different point of views, or arguments. The aspect that caught my eye the most from this game is that it is quite obvious the creator of this game is trying to reach out to both boys and girls, which is hardly the case when playing video games because they seem to be known to have a target audience of boys only. The game is based on Romeo and Juliet and the idea of the game is to help Romeo get through “Shakespeare Country” to find his one and only love, Juliet. During the game you are required to get through ten levels having only five lives. Each level has obstacles allowing you to collect graphics, which look like novels and they stand for Shakespeare’s chapters from his plays, and retrieving roses that are hidden throughout each level. The way you move Romeo through these obstacles is with the four arrow-keys found on your keyboard.
       Deciding what claim I want to argue mainly about this online game is not easy. Some ideas that came to mind were to argue about the just “boy culture” aspects, or simply just “girl Space” aspects. I then came to realize that this game offers a great deal of stereotypes, which is what I decided to aim my approach of analysis towards. So here is what I came up with: While video games are understood as making up virtual play spaces that allow boys and girls to extend their reach, explore, manipulate, and interact with a more diverse range of imaginary places, the virtual space that these games suggests are portrayed as a more gendered space, they create stereotypes of boys and girls which, in reality, means that as the player of the game, you are really not being taken away from anything much different than the life you are already living in.