Learning Assessment Task 1 #4


Since Isabelle was talking about a game that meant much to her while she was growing up, I quoted Bell’s article about nostalgia in games. About how gamers want to try and recreate that feeling they felt growing up and how companies try to use nostalgia to sell their products. I also mentioned the research of Shinichi, Kotaro, Hirohide and Tatsuo on companies like Nintendo putting their efforts into mobile games in recent years. Mario Kart Tour is a mobile game created recently because of their change in philosophy in thinking people do not have time to play games in this day and age. They came up with the conclusion that mobile games will not replace console games, but they will continue to coexist in the coming years. I could learn about quoting people from my references from Isabelle and will do that in future works. I pointed out a typo Isabelle had made. Even though it was something minor, it was noticeable. I could see her moving towards a more marketing point of view. So the resources I shared with her also came from a more marketing background: how companies use nostalgia in their marketing, and how companies like Nintendo look at mobile gaming as they advance forward.

  1. Ibrar

I found Ibrar’s topic interesting as the debate of whether video game violence caused people to become violence has gone around for a long time. I shared with him some quotes from articles I found on this topic. Ivory, Kalyanaraman, Ferguson, Williams and Skoric all come to the point that video games and violence have no correlation. Keynes states that video games are often used as scapegoats by politicians for unfortunate events. However, I did agree with Ibrar on video game addiction causing depression and other possible mental illnesses. I would like to point out that it is “video game ADDICTION” and not just “video games”. Like with anything, addiction is bad. This goes further than just games as having an addiction to something will cause people to put less time on other things that matter, as well as their own well-being. I recommended a book to Ibrar called: “Death by Video Game: Tales of Obsession from the virtual frontline” written by Simon Parkin. This could help Ibrar find more information about how people shift the blame on video game companies and not on individuals for not taking care of themselves.

I gave a suggestion to Ibrar to figure out why pubg had a large percentage of female players compared to other first person shooter games (Lemmens 2016) as that was a very interesting phenomenon. I could see Ibrar concentrating in the Indian market and suggested he look at the behaviours and patterns internationally as that could help him get a better picture of the whole pubg environment. Since his DA is about pubg and not pubg in India. I gave him some ideas on the approaches he could take for his DA. He could talk about how video game addiction compares with other addictions or how governments put blame on video game companies for deaths of individuals and unfortunate events.

  1. Ellix

I loved seeing Ellix’s passion for the Five Nights at Freddy’s(FNAF) franchise. Ellix only talks about how the game works and about it’s fanbase. So I urged him to scope out something that stands out for him. I noticed Ellix mentioning the story and game theories creating a lore of FNAF. So I tried to persuade him to move in that direction because he seemed knowledgeable about that aspect of FNAF. Lore is a type of mythos that consists of any element of the game such as: text, visuals, or other design elements that contextualizes a game’s world (Anderson 2019). It is a good worldbuilding tool. Ellix also mentions there being lots of YouTube videos on FNAF theories and lore. So there seems to be a lot of content for it already available online.


Anderson, S.L. (2019). The interactive museum: Video games as history lessons through lore and affective design. E-Learning and Digital Media, 16(3), pp.177–195.

Brunborg, G.S., Mentzoni, R.A. and Frøyland, L.R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addictions, 3(1), pp.27–32.

Griffiths, M. (1997). Video games and clinical practice: Issues, uses and treatments. British Journal of Clinical Psychology, 36(4), pp.639–641.

Ivory, J.D. and Kalyanaraman, S. (2009). Video Games Make People Violent—Well, Maybe NotThatGame: Effects of Content and Person Abstraction on Perceptions of Violent Video Games’ Effects and Support of Censorship. Communication Reports, 22(1), pp.1–12.

Lemmens, J.S. and Hendriks, S.J.F. (2016). Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder. Cyberpsychology, behavior and social networking, [online] 19(4), pp.270–6. Available at: https://www.ncbi.nlm.nih.gov/pubmed/26959285

Parkin, S. (2017). DEATH BY VIDEO GAME : tales of obsession from the virtual frontline..

Wulf, T., Bowman, N.D., Rieger, D., Velez, J.A. and Breuer, J. (2018). Running Head: Video Game Nostalgia and Retro Gaming. Media and Communication, 6(2), p.60.

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