I have taken a couple courses in gaming culture and it is really interesting how gaming and virtual reality worlds are perceived by academics and writers alike. To me it seems, that everyone has an opinion about the benefits or downfalls of game play in a virtual world. In de Castell's article she talks about that a lot of people perceive the virtual world as a spot where people can be themselves, but in reality these selves are created from already existing pre-made identities and I do agree that this is true. I don't think is unique to the virtual world, which helps to support another one of her arguments about the virtual world spilling over to who and what one is in the "real world". This argument reminded me very much of a Ted Talk that I saw about the benefits of game play and the virtual world. She talks about the positive feedback that we get in the virtual worlds that we don't really get in reality. I thought this applies so well not only to the classroom, but the work place. One of the biggest issues, is that we often get feedback on what to improve than what we do well. We are so addicted to the virtual world because we do get that positive reinforcement. Perhaps there are lessons to be learned from the virtual world.
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AuthorHigher Education professional, with a passion for student affairs and educational events. Currently working towards my M.Ed. Archives
November 2016
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