Ce diaporama a bien été signalé.
Le téléchargement de votre SlideShare est en cours. ×

Leisure project

Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Prochain SlideShare
Gaming and Gender
Gaming and Gender
Chargement dans…3
×

Consultez-les par la suite

1 sur 15 Publicité

Plus De Contenu Connexe

Diaporamas pour vous (19)

Publicité

Similaire à Leisure project (20)

Leisure project

  1. 1. WORLD OF WARCRAFT LEISURE PROJECT ANH VAN NGUYEN REC 3202- 2 WINTER 2013
  2. 2. WORLD OF WARCRAFT • First version of world of Warcraft named Warcraft were introduced in 1994. • World of Warcraft is the four version of Warcraft universe. • In 2007, this is a popular massively multiplayer online playing game (Corneliussen, Hilde, and Jill Walker Rettberg, 1) • Players play twenty four hours a week in 2006.
  3. 3. BENEFITS OF VIDEO GAMES? • Hours of Intense Play Change the Adult Brain • Better Multitasking • Better Decision-Making • Creativity • Enhance vision at night.
  4. 4. WHY ARE TRADITIONAL MEN PREDOMINANT IN VIDEO GAMES? • Men play it because: -Interesting storyline. -Provide speed, violence, and sport which are activities associated with men’s preference. -Explore fantasy -Communicate with other players like a real society.
  5. 5. WHY ARE NOT TRADITIONAL WOMEN? • “Girls do not really like computer game”. • In the 1980 and early 1990, early computer games were dominated by male heroes and passive female victims. (Jenkins 1998; Salen and Zimmerman 2004, 524) • Girls like character-centered plots, issues of friendship, and social relationships’’, romance, role play, or strategy game (Cassell and Jenkin 1998, 10).
  6. 6. WHY DO WOMEN PLAY WORLD OF WARCRAFT? • Create a storyline which is more appropriate for both men and women. • Emphasize the importance of making women become visible in the “history”. • Gender is not a subject of fantasy. • There are some activities associated with femininity like cooking, tailoring, or healing.
  7. 7. • Research found that the percentage of women playing game is still a small number more than men. • Female participants played on average 7.5 hours more than males per week in 2007 and 11.4 hours more per week in 2011
  8. 8. WHY NOT ME? • Lack of interest, prefer more feminine game. • Waste of time. • Lack of skills. • Waste of money.
  9. 9. MY ACTIVITY This is my character named Veleria which is a girl
  10. 10. MY ACTIVITY Killing the objects which is required.
  11. 11. MY ACTIVITY • HOW TO DO THE QUESTS.
  12. 12. MY ACTIVITY My character when it is level 5
  13. 13. MY ACTIVITY My character upgrades to level 10
  14. 14. MY ACTIVITY • Feeling Frustrated whenever I have to do the difficult tasks. • Feeling Bored since the game is just repeated. • Being tired because I have to use multiple keys and both hands. • There are some interesting actions which I have never seen it before. • Can communicate with the other players. • Have the same hobby with my boyfriend.
  15. 15. WORKS CITED • Cassel, Justine, and Henry Jenkins. “Chess for girls: feminism and computer game." In Ed. Justine, Cassel, and Hengry Jenkins. Barbie to Mortal Kombat, 2-45. Cambridge, Ma: Mit Press, 1998. Print. • Jenkins, Henry. “Complete Freedom of Movement: Video Games As Gendered Play Space.” Henry and Justine Cassell. From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, Ma: Mit Press. • Cuddy, Luke, and John Nordlinger. World of Warcraft and Philosophy. New York: Open Court, 2009. Print. • Corneliussen, Hilde, and Jill Walker Rettberg. Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge: MIT, 2008. Print. • Hotz, Robert Lee. "when Gaming Is Good for You." online.wsj.com. Dow Jones & Company, 13 Mar. 2012. Web. 28 Feb. 2013.<http://online.wsj.com/article/SB1000142405297020345860457726327394 3183932.html>. • www.wow-europe.com/en/info/history.

×