Video Games: Ethical Spaces Under The Regime of Images

The video game is a deeply misunderstood medium, one that is often blamed as a root cause of violence, anti-social behaviour and the laziness of youth. In addition to those who judge video games as corrupting, there are those who note the complexity and instructive power of video games and hope to...

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Bibliographic Details
Main Author: Brookwell, Ilya
Other Authors: Boler, Megan
Language:en_ca
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/1807/30079
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spelling ndltd-TORONTO-oai-tspace.library.utoronto.ca-1807-300792013-04-19T20:02:10ZVideo Games: Ethical Spaces Under The Regime of ImagesBrookwell, IlyaVideo GamesLearningEducationRepresentationEthical SpaceRegime of ImagesTechnologytextualintertextualitylinguistic turn099807100631The video game is a deeply misunderstood medium, one that is often blamed as a root cause of violence, anti-social behaviour and the laziness of youth. In addition to those who judge video games as corrupting, there are those who note the complexity and instructive power of video games and hope to harness the technology for educational use. This thesis occupies a middle ground between these two poles. I argue that as a distinct textual form, video games are prime sites for encountering power and difference, as well as productive sites through which gamers come to know themselves. Video games are semiotic playing fields that, when theorized as such, call for pedagogical interventions focused on how we teach about the worlds we inhabit both virtual and actual. I end with an explanation of how video games can constructively be theorized as “ethical spaces” for learning about issues of social justice.Boler, Megan2011-112011-11-29T18:22:35ZNO_RESTRICTION2011-11-29T18:22:35Z2011-11-29Thesishttp://hdl.handle.net/1807/30079en_ca
collection NDLTD
language en_ca
sources NDLTD
topic Video Games
Learning
Education
Representation
Ethical Space
Regime of Images
Technology
textual
intertextuality
linguistic turn
0998
0710
0631
spellingShingle Video Games
Learning
Education
Representation
Ethical Space
Regime of Images
Technology
textual
intertextuality
linguistic turn
0998
0710
0631
Brookwell, Ilya
Video Games: Ethical Spaces Under The Regime of Images
description The video game is a deeply misunderstood medium, one that is often blamed as a root cause of violence, anti-social behaviour and the laziness of youth. In addition to those who judge video games as corrupting, there are those who note the complexity and instructive power of video games and hope to harness the technology for educational use. This thesis occupies a middle ground between these two poles. I argue that as a distinct textual form, video games are prime sites for encountering power and difference, as well as productive sites through which gamers come to know themselves. Video games are semiotic playing fields that, when theorized as such, call for pedagogical interventions focused on how we teach about the worlds we inhabit both virtual and actual. I end with an explanation of how video games can constructively be theorized as “ethical spaces” for learning about issues of social justice.
author2 Boler, Megan
author_facet Boler, Megan
Brookwell, Ilya
author Brookwell, Ilya
author_sort Brookwell, Ilya
title Video Games: Ethical Spaces Under The Regime of Images
title_short Video Games: Ethical Spaces Under The Regime of Images
title_full Video Games: Ethical Spaces Under The Regime of Images
title_fullStr Video Games: Ethical Spaces Under The Regime of Images
title_full_unstemmed Video Games: Ethical Spaces Under The Regime of Images
title_sort video games: ethical spaces under the regime of images
publishDate 2011
url http://hdl.handle.net/1807/30079
work_keys_str_mv AT brookwellilya videogamesethicalspacesundertheregimeofimages
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