Citation
Baumgarten, M. (2003). Kids and the internet: a developmental summary. Computers in Entertainment (CIE), 1(1), 11-11.
Summary
Baumgarten’s article aims to help those developing programs on the Internet for children by examining their different psychological developmental stages. His analysis is categorized by age, ranging from preschoolers, to young childhood, up to those in their “tweens”. At each age, the author expounds on all changes children at each age are experiencing, including the physical and how this affects their reaction to certain objects. He then offers a more specific focus on how these processes affect web page and online game design, such as ensuring pre-teens are engaging in a higher level of challenge and that suitable content is selected that they may discuss with their peers.
Comments and Relevance
While not specific to children or adults, this article provides some fascinating insights into the development of human beings and how this affects their ability and susceptibility with regards to technology. The suggested design approaches all map perfectly well to the aforementioned theories, with excellent justification as to why. The only thing lacking is a practical implementation of these theories, which is strange as it sets out with a design intent. While it is a research article, many of its sources are medical books and journals, somewhat lessening its authority.
This article is highly relevant, with many trends able to be seen that may have serious implications for the interaction experience of adults. A key trend across all age groups is that people enjoy games and websites that enable them to learn and grow; a trend worth examining in older game players. While lacking in physical implementation, this article provides a useful approach for determining the full psychological impact of games on adults.
Thursday, September 4, 2008
This week's readings: EUREKA!
Citation
Tavinor, G. (2005). Video games, fiction, and emotion, Proceedings of the second Australasian conference on Interactive entertainment. Sydney, Australia: Creativity & Cognition Studios Press.
Summary
Tavinor offers some fascinating insights into the link between cognition, and fiction and emotional effects derived from playing video games. The author examines a few different proposed theories as to the links between thinking process and fiction, honing in on a particular model, pretence cognition, which he believes to be correct. In this model, the game exists as a box in the player’s mind, with elements of the game present as “representational tokens” in thought, similar to thoughts about real-life objects. He also examines games as interactive fiction, finding that the interaction with the story creates cognitive effects in a person that are similar to thoughts about real world challenges. Moreover, Tavinor examines emotional effects created by specific games, stating that it is simply a result of this representational way of thinking.
Comments and Relevance
Tavinor’s research is one of the few studies which seem to be specifically addressed at understanding the thought processes of adults. While Tavinor does not explicitly state these thought patterns occur in adults, his selection of mature-rated game titles such as Grand Theft Auto and System Shock 2 indicate these cognitive processes occur in adults. The use of personal pronouns initially makes his approach to discrediting other cognitive theories a little weak, although the justification as to each decision far exceeds that of personal bias.
This article is an incredibly useful article in determining the psychological effects of games pertaining to older gamers. The use of commercial games which many adults are fond with in order to gain an understanding of these cognitive theories makes it a foundational paper in this research project.
Tavinor, G. (2005). Video games, fiction, and emotion, Proceedings of the second Australasian conference on Interactive entertainment. Sydney, Australia: Creativity & Cognition Studios Press.
Summary
Tavinor offers some fascinating insights into the link between cognition, and fiction and emotional effects derived from playing video games. The author examines a few different proposed theories as to the links between thinking process and fiction, honing in on a particular model, pretence cognition, which he believes to be correct. In this model, the game exists as a box in the player’s mind, with elements of the game present as “representational tokens” in thought, similar to thoughts about real-life objects. He also examines games as interactive fiction, finding that the interaction with the story creates cognitive effects in a person that are similar to thoughts about real world challenges. Moreover, Tavinor examines emotional effects created by specific games, stating that it is simply a result of this representational way of thinking.
Comments and Relevance
Tavinor’s research is one of the few studies which seem to be specifically addressed at understanding the thought processes of adults. While Tavinor does not explicitly state these thought patterns occur in adults, his selection of mature-rated game titles such as Grand Theft Auto and System Shock 2 indicate these cognitive processes occur in adults. The use of personal pronouns initially makes his approach to discrediting other cognitive theories a little weak, although the justification as to each decision far exceeds that of personal bias.
This article is an incredibly useful article in determining the psychological effects of games pertaining to older gamers. The use of commercial games which many adults are fond with in order to gain an understanding of these cognitive theories makes it a foundational paper in this research project.