Tuesday, March 9, 2010

On my Brother's Addiction to Ran Online

I strongly detest my brother’s playing of Ran Online. I have already confronted him about it a number of times but he just shrugged his shoulders and told me, “It is engaging. Maybe you ought to try yourself.”

I peeped on it one day and I was fascinated by the captivating images. I witnessed the intricate battles between characters and realised that various techniques should be employed in order to survive and win. The game is no ordinary. It challenges players to strategise in ways I am not familiar with. It also engages the players through its visual images and artefacts. I was impressed but I felt that it was not my liking and it seems to be beyond my level of comprehension... Or, maybe I am not endowed with the skills to play such kind of game.

Having just read a news days ago about a Korean couple whose baby died due to negligence of parents who were addicted to an online game, Gee’s article( 2003) makes me view online games in a different light. With an assumption that online gamers practise self-regulation, online games can be very useful tools to enhance spatial and visual intelligence and interpersonal intelligence, two (2) of the seven (7) types of intelligences theorised by Howard Gardner. I wonder if players see the world in a new light as they immerse in the virtuality of online games, seeing, feeling, hearing, manipulating, experiencing an active interaction and learning through it. It also seems to me that the players enact new meaning of social skills when they work with their online teammates as they may not know them personally.

And of course, as educators aim for multiliteracy, online games can serve as a good resource.

Last night, I saw Apple’s s iPad promotional video. Another fascinating innovation, huh. But that’s a topic for another blog.

4 comments:

  1. Hi Eulalia! Yes, certainly 'playing' such games requires the player to be a strategist, have an excellent eye hand co-ordination and speed (in some cases). It does in a way make the players think out of the box...with more time spent on the online games, the players become innovative and are able to 'beat' the system... As for the korean couple, it is a real pity that they rather 'look after' their virtual baby girl than their own flesh and blood. As you mentioned, I wonder too if players see the world in a different light. In the case of teh Korean couple, it cost the life of their innocent baby.

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  2. The problem is that most gamers are not able to practise self regulation. I recall times when my sis-in-law used to plan and organise family outings on weekends. These days she spends her time playing on online through her laptop or iPhone. Well, there are always two sides to a coin as we discussed previously that there will always be benefits and drawbacks to any innovation and any mode.

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  3. Well-said, Rachael! I realised how short my description of an online player is. (: Truly it takes a number of skills combined to catch up and 'beat the system.' Actually, I have been thinking about how players really perceive the act of playing online games. In my mind, they play for a number of reasons except for the enhancement of skills I mentioned.

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  4. Hi Chiayen,
    Thanks for your comments. I strongly agree with you. Addiction is difficult to beat. My brother is still hooked to Ran ONline. I just wish he still lives a well-balanced life.

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