Farzad Parsayi
Monash University, School of Media, Film and Journalism, Graduate Student
- Film Aesthetics, Aesthetics, Continental Philosophy, Video Games, Game studies, Film Studies, and 22 moreMedia Studies, Social Media, Suspense, Paradox of Suspense, Psychology, Cult Cinema, Fan Studies, Fandom Studies, Psychology of Video Games, Contemporary Art, Visual Arts, Videogames and Philosophy, Emotions in videogames, Cinema Videogames Design Art Aesthetics Virtual New Technologies Philosophy, Videogames, Popular Music, Ludology, Aesthetics, Videogames, Videogames as Art, Music Aesthetics, Video Games and Emotion, Models of Suspense, Audience Experience of Suspense, and suspense timeedit
- Farzad Parsayi is a PhD candidate in Film, Media & Communications at Monash University. His current research focuses on video games and video game fandom. Farzad holds an M.A. in English literature from Shiraz University where he conducted research on digital adaptations of Edgar Allan Poe. He has lectured on Persian cinema, Persian creative writing, and ... moreFarzad Parsayi is a PhD candidate in Film, Media & Communications at Monash University. His current research focuses on video games and video game fandom. Farzad holds an M.A. in English literature from Shiraz University where he conducted research on digital adaptations of Edgar Allan Poe. He has lectured on Persian cinema, Persian creative writing, and video games industry and culture. He has been a teaching assistant at Monash University since 2018. His interests include Psychology, Film Studies, Persian Cinema, Fandom Studies, and Continental Philosophy.edit
Videogames present incredibly rich visual environments that can be studied from a variety of perspectives including those germane to the visual arts. The medium has evolved to such a degree that evaluation should not rest on whether an... more
Videogames present incredibly rich visual environments that can be studied from a variety of perspectives including those germane to the visual arts. The medium has evolved to such a degree that evaluation should not rest on whether an individual game can be considered art, but what types of aesthetic engagement the medium affords. A key figure in the study of the visual arts is aesthetic contemplation, in which extended attention reveals aesthetic differences. Although the videogame presents many sites and scenes worthy of such contemplation, this mode of spectatorship requires sufficient time and space to attend to a visual object. In order to open up a space for aesthetic engagement, many of the ludological and narrative demands of the game must recede. In this paper, we will investigate the degree to which players have choice in how, or how long, they attend to a game's visual environment.
Research Interests: Aesthetics, Contemporary Art, Music Aesthetics, Visual Arts, Videogames and Philosophy, and 6 moreEmotions in videogames, Cinema Videogames Design Art Aesthetics Virtual New Technologies Philosophy, Videogames, Popular Music, Ludology, Video Game Aesthetics, Aesthetics, Videogames, and Videogames as Art
Among the ever-increasing number of media, video games have enjoyed an ever-rising popularity among different generations of players. In a parallel fashion, researchers have continued to investigate their educational merit. The annual... more
Among the ever-increasing number of media, video games have enjoyed an ever-rising popularity among different generations of players. In a parallel fashion, researchers have continued to investigate their educational merit. The annual revenue of video games now exceeds the most lucrative film industry worldwide of Hollywood (Gee, 2012). Video games have been found to be an asset in learning in various educational contexts, and especially in teaching a new language, including the genre of story/narrative. It would therefore seem that a reciprocal relationship might be possible in their usefulness for teaching English literature as well the language involved in using video games. Thus, probing the former and latter area simultaneously may provide a relatively new vantage point in relation to ESL/EFL learners. To this end, this research sought to put the spotlight on video games as an educational tool for both storytelling and teaching English. A total of ten ESL/EFL language learners from the three different countries of Iran, Brazil and Italy were participated in semi-structured interview to explore their experience in playing video games and their views on the usefulness of the experience for their ability to grasp the narrative of the story and the extent to which they thought the experience assisted their learning of English. The findings of the study underpin the veracity of the argument that video games are highly influential in not only narrating new stories but also in facilitating the learning of a new language, but as small, exploratory study these results encourage further research that is designed to reveal the detail and depth of learning.