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Kids Keeping Up in the Digital World

Page 2 of 3

A first step would be to look at the medium, video games, and what it represents. Well, first of all, video games represent a new medium, and is reflective of how information technology is changing the forms and uses of media. Video games are interactive. This interactivity allows users to not only to be consumers (the recipients of the media message - the purpose of mass media), but to also create it. This new ability to create is now being called "personal media" vs mass media.

Video games are an example of "personal media" They give a sense that you can control the content - the more you are able to do, the more successful you are. You get more points and get bumped up to a more challenging level. The user has a say in what happens.

Video games are expected to be a $31 billion industry by the end of this year, several times as big as the world's film industry. Video games are changing the way our children are growing up, the way they see themselves, and, ultimately, after years of interactive entertainment, the way they think and the society they're going to create.

It has been suggested that games can provide a low-risk avenue for learning high-quality life lessons. An example is "Seaman" by Sega. This console game uses voice-recognition technology to enable a cyber-creature to "hear" and respond to players. The goal is to create and raise a creature that is half man, half fish. By the time players produce an adult cyber-pet, they feel like they have created a new life and written a story in which they are the characters. They also begin to understand what it means to be responsible for someone else - as a parent or owner of a pet.

SIMS is another example, sometimes called the "God'game" because participants playing on their computers, can create and control the cyber-universes of small towns, discotheques, birthday parties, or whatever else appeals to them. This is a game where the player has to make lots of decisions, each taking the story in a new direction. By writing their own story, the player becomes the author. This game is scheduled to go online in the fall, and the author, Will Wright, expects 80 percent of the content to be invented by participants.

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