Module 08 – Cultural Competence in Video Games Author Note Cultural Competence in Video Games Cultural competence can be a wonderful inclusion when developing video games. It can help bring out the design of the game and make it stronger. The concept of cultural competence within a video game is to make something within the game behave such as something in real life would, and define to the player the cultural differences between different groups of society throughout the world. Including cultural differences and objects within a game usually helps draw consumers toward the game because it is a sense of reality. During this time and age, most people like reality.
Annotated Bibliography Stephanie Lewis Brandman University Author Note This research is being submitted on May 18, 2011 for How Video Games can be Educational. Squirt, Kurt (2003) Video Games in Education International Journal of Intelligent Simulations and Gaming This journal article argues that video games are a very popular and influential medium for a many reasons. However, video games can elicit powerful emotional feelings such as fear, power, aggression, wonder, or joy. It describes how video game designers create these emotions by balancing many components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other game players, Understanding the dynamics behind these design considerations might be useful for instructional technologists who design interactive digital learning environments. Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture.
Most of the time the prices are higher than the rest of the other companies for product, but Zappos offers their customers a different experience. Zappos is able to maximize profits in this market because this company figured out how to dominate with their morals they have created. Zappos focused on how to provide wowing services to online customers. This is a company that knows they have to constantly change and embrace it. Zappos owners wanted his company to be fun and weird, making sure to stay adventurous with an open mind.
Steven Johnson is the author of several books on the intersection of science, technology and personal experience. Johnson knows about the cognitive benefits of video games because he was an avid video game player and has seen firsthand not only the fun in it but its beneficial factors as well. He recalls “I’d wager that I spent somewhere shockingly close to a thousand dollars buying assorted cheat sheets, maps, help books, and phone support to assist my usually futile attempt to complete a video game.”(488) Johnson’s background, and avid video game playing days gives him the credibility he needs to go on to make an
Personally I was in the console camp for many years, but have migrated over to PC gaming and enjoy it so much more. However there is more to this than gaming, PCs are better than consoles in many different areas. For many years I was a proponent for console gaming systems, they provided hours of entertainment, easy plug and play, and simple multiplayer connectivity. It was always fun to get some friends together, load up some multiplayer game, and play the night away. The costs involved were another factor in choosing a gaming console over a PC.
This has been provided a better advantage to the company because it is able to increase its operations as expected. With the use of new current technologies, the operations of the company have been made better and faster. The customers are usually served in a faster manner and this has motivated them to continue purchasing from the company. Again, it has become easy to identify the operational areas of the company and make adjustments where necessary using the new technologies available. The quality of the products is also another greater strength for the company.
It's a great stress reliever because I usually play it with my friends and it takes my mind off everything and makes me happy. Sometimes if I've been in the house too long I'll take my basketball and go to my hoop I in the back yard and do a couple layups. Lasting I love computer games, not many people know my alter ego but I'm a computer nerd. I play games like league of legends, path of exile, minecraft, hammerwatch, and many MANY more. Anyways video games are probably the best stress reliever for me even though basketball may be my favorite because it's like you can be in that alternate reality when you play them.
It's still magic even if you know how it's done” – terry Pratchett, technology is one of the world’s wonders which has never ceased to surprise us with something new every time, It helps the human kind keep an open mind for everything, it helps us grow with knowledge and understanding of the rest of the world. Teens time spent online should not be limited because of the negative impacts it has on teens and because technology and the internet are mediums that is capable and has been of improving their communication, time management skills and raises global awareness to them. According to “10 great things teens learn while playing online” its lines 43- 47 states that “most teens have limited time to spend online. Whether it’s one hour or five , they need to learn to prioritize their online activities” this implies that time spend online by teens can improve their time management skills as they are given a problem for which they must find a solution in order to efficiently finish their tasks . An inadequacy of communication can bring destruction between companies families and even a nation, communication is one of the greatest means of socializing, lines 11-14 from the “10 great things teens learn while playing online” article the foundation of communication for many teens has been linked to chatting online with other, it has notably helped in building social skills for socially isolated young adults.
It enables children to interact and participate in a variety of projects to encourage creativity and independence. This is a good strategy as it encourages children to construct their knowledge through the relationships they build with others and the surrounding environment. ‘’It is an approach where the expressive arts play a central role in learning and where a unique reciprocal learning relationship exists between practitioner and child’’. www.educationscotland.gov.uk/ (21/11/13). It is an important aspect to carry out when allowing children to play, as it encourages children to be independent learners, and allows them to understand and learn about life and the world.
Thanks to these incentives and excitement of new business, new PCC Unit achieved to attract a lot of high-performing people. The new portables structure allowed break the deadlocks created by consensus decision making by establishing ownership of the various steps in the development process. Although consensus was still valued, it didn’t trump everything else. Low profile characteristic of new PCC Unit minimized higher visibility, and unwanted scrutiny and interference which are not desirable things in an organization. Finally general manager of the new PCC Unit was committed to new technology .