  {"id":238042,"date":"2017-04-25T11:42:50","date_gmt":"2017-04-25T15:42:50","guid":{"rendered":"http:\/\/www.rochester.edu\/newscenter\/?p=238042"},"modified":"2018-04-17T09:57:26","modified_gmt":"2018-04-17T13:57:26","slug":"breaking-boundaries-with-video-games-238042","status":"publish","type":"post","link":"https:\/\/www.rochester.edu\/newscenter\/breaking-boundaries-with-video-games-238042\/","title":{"rendered":"Video games and online games breaking boundaries"},"content":{"rendered":"<p>Video games and online games \u2014 played on computers, mobile devices, and consoles\u2014generate more <strong><a href=\"http:\/\/www.nasdaq.com\/article\/investing-in-video-games-this-industry-pulls-in-more-revenue-than-movies-music-cm634585\">global revenue<\/a><\/strong> than the film or recorded music industries. But <strong><a href=\"https:\/\/www.rochester.edu\/pr\/Review\/V78N3\/0503_gaming.html\">gaming has evolved<\/a><\/strong> beyond simple entertainment.<\/p>\n<p>Recently, the Ä¢¹½´«Ã½ hosted &#8220;Breaking Boundaries: Video Games in Teaching, Learning, Research, and Design,&#8221; a conference initiated by Stephanie Frontz, head of the Art and Music Library. The daylong event in the Humanities Center connected researchers, educators, scholars, and students from across the University, including the Warner School of Education, Arts, Sciences &amp; Engineering, and the Medical Center, as well as Rochester Institute of Technology and The Strong museum.<\/p>\n<p>Joseph Loporcaro, instructor in the <strong><a href=\"http:\/\/www.sas.rochester.edu\/dms\/\">undergraduate program in digital media studies<\/a><\/strong>, presented on the academic pursuit and merits of video games. He teaches DMS 110: From Pong to Pok\u00e9mon Go: The Past, Present, and Future of Video Games, as well as DMS 120: Video Game Design. This summer, he is introducing a new course on journalistic writing about video games.<\/p>\n<p>Loporcaro says he asks his students to examine the history and cultural contexts of video games. For example, what is it about Pac Man\u2014\u201ca circle with a wedge cut out of it\u201d\u2014that resonated with consumers in the 1980s? An assignment for his students, meanwhile, is to design a video game mascot that would appeal to an audience in the 1990s, the heyday of mascots like Nintendo\u2019s Mario, Sega\u2019s Sonic the Hedgehog, and Sony\u2019s Crash Bandicoot.<\/p>\n<figure id=\"attachment_239542\" aria-describedby=\"caption-attachment-239542\" style=\"width: 800px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-239542 size-full\" src=\"https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2017\/04\/Breaking-Boundaries1.jpg\" alt=\"Student playing online games and video games while wearing a virtual reality headset\" width=\"800\" height=\"530\" srcset=\"https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2017\/04\/Breaking-Boundaries1.jpg 800w, https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2017\/04\/Breaking-Boundaries1-630x417.jpg 630w, https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2017\/04\/Breaking-Boundaries1-768x509.jpg 768w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><figcaption id=\"caption-attachment-239542\" class=\"wp-caption-text\">Students try out virtual reality hardware and online games in Rettner Hall. (University photo \/ Sofia Tokar)<\/figcaption><\/figure>\n<p>Aside from their cultural significance, do video games or online games aid or promote learning?<\/p>\n<p>That\u2019s a question researchers at the University\u2019s Warner School of Education are exploring. Jayne Lammers, assistant professor of teaching and curriculum at the Warner School, and two Warner graduate students, Yu Jung Han and Kristana Textor, shared insights on informal learning in and around video games. In short, \u201cThere is more to learning than what is coded into a game,\u201d Textor said. The act of \u201cco-construction brings deep meaning to games\u201d\u2014and deep meaning can (although does not necessarily) translate into learning.<\/p>\n<p>It wasn\u2019t only University experts sharing their perspectives at the event. Eloise Oyzon, associate professor of interactive games and media at RIT, gave a TED Talk\u2013style presentation on the future of gaming, noting that the use of consoles is expected to decrease as smartphones become increasingly ubiquitous and sophisticated.<\/p>\n<p>In terms of breaking boundaries, Oyzon said, \u201cWhat I\u2019m seeing is that [students\u2019] definition of games is changing. It used to be video games were just those things produced for consoles, usually first-person shooting games. But students today have expanded their notion of what games are to include casual games, mobile games, games deployed on the PC. It\u2019s opening quite a bit.\u201d<\/p>\n<p>Also opening up is the definition of a gamer. Oyzon is seeing more inclusion of characters that are not the typical white males, an encouraging step toward diverse representation in video games. But her main lesson was about collaboration: \u201cCome play with us! Or if not at RIT, then play with each other.\u201d<\/p>\n<p>And play they did. In addition to hearing presentations and panel discussions, participants got to play video games, including online games, in the Humanities Center and try out virtual reality technology in Rettner Hall.<\/p>\n<p>Missed the event but want to learn more about using digital technology, including video or online games, for teaching and learning? Attend an upcoming <strong><a href=\"https:\/\/www.warner.rochester.edu\/online\/LiDAseries\">Learning in the Digital Age<\/a><\/strong> (LiDA) Series discussion or join <strong><a href=\"https:\/\/www.facebook.com\/groups\/554961058004313\">LiDA on Facebook<\/a><\/strong>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>At the &#8220;Breaking Boundaries: Video Games in Teaching, Learning, Research, and Design&#8221; event, students and scholars discussed the impact of video games and online games on learning and culture, while getting a chance to play.<\/p>\n","protected":false},"author":372,"featured_media":238092,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[456],"tags":[4626,16072,14692,34062,12692],"class_list":["post-238042","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-society-culture","tag-featured-post","tag-school-of-arts-and-sciences","tag-video-games","tag-virtual-reality","tag-warner-school-of-education"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Video games and online games breaking boundaries<\/title>\n<meta name=\"description\" content=\"Students and scholars discuss the impact of video games and online games on learning and culture, while getting a chance to play at the &quot;Breaking Boundaries: Video Games in Teaching, Learning, Research, and Design&quot; 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