Game studies... pt 001
From the desktop of Arvin Nathanael Chandra
In my first post in this humble blogspot of mine, I mentioned my study regarding computer games.
For those who don't know my current field of study is Psychology, which is basically the study of human (and animal) behavior. I'm in my final year (read: I only need to finish this thesis so I can graduate) and I've seen many of my friends who were once fellow students are now beginning to experience work... a full time job, the harsh and matter-of-fact realities of life.
It is funny that many people... significant people in my life has told me about how much potential I actually have. I know that. But I think it's a sad truth to say that my academic records doesn't seem to reflect so. I'm not sure I could be categorized as underachievers (read Halim, 2004) but I can state I'm not too proud of what I've been achieving these past 16 years of my life.
I've never achieved a high rank, nor a straight A's in my report card... and I thought university life would be better. So far I've been scoring above average which isn't much to say for a guy with a GPA of 2.56.
Although my performance isn't a huge success, I wanted to give my best for my final work... my coup de grace.
A study regarding computer (and video) games from a psychological standpoint that can be significantly useful for my country Indonesia.
Here's an issue:
Electronic games have been a rather new form of art and entertainment. When I say new I say it has been around for about three decades and the form haven't been firmly established compared to other media like books and films.
Now, the thing is a lot people been playing games. To some their lives revolves around these game playing. Well, perhaps the word revolves is a word too strong, but I can say that many kids, teenagers and adults have been willing to spend a lot of time (and money) to seek entertainment from this medium.
The market has made a huge profit numbering to billions of dollars around the world.
One of the problem regarding the young age of game studies and media is, 'how do we make out of this?'
huh... I'm a bit tired tonight so I'll continue this some other time.
In my first post in this humble blogspot of mine, I mentioned my study regarding computer games.
For those who don't know my current field of study is Psychology, which is basically the study of human (and animal) behavior. I'm in my final year (read: I only need to finish this thesis so I can graduate) and I've seen many of my friends who were once fellow students are now beginning to experience work... a full time job, the harsh and matter-of-fact realities of life.
It is funny that many people... significant people in my life has told me about how much potential I actually have. I know that. But I think it's a sad truth to say that my academic records doesn't seem to reflect so. I'm not sure I could be categorized as underachievers (read Halim, 2004) but I can state I'm not too proud of what I've been achieving these past 16 years of my life.
I've never achieved a high rank, nor a straight A's in my report card... and I thought university life would be better. So far I've been scoring above average which isn't much to say for a guy with a GPA of 2.56.
Although my performance isn't a huge success, I wanted to give my best for my final work... my coup de grace.
A study regarding computer (and video) games from a psychological standpoint that can be significantly useful for my country Indonesia.
Here's an issue:
Electronic games have been a rather new form of art and entertainment. When I say new I say it has been around for about three decades and the form haven't been firmly established compared to other media like books and films.
Now, the thing is a lot people been playing games. To some their lives revolves around these game playing. Well, perhaps the word revolves is a word too strong, but I can say that many kids, teenagers and adults have been willing to spend a lot of time (and money) to seek entertainment from this medium.
The market has made a huge profit numbering to billions of dollars around the world.
One of the problem regarding the young age of game studies and media is, 'how do we make out of this?'
huh... I'm a bit tired tonight so I'll continue this some other time.
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