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Farzad Parsayi
    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.
    In the study of film, Nöel Carroll (2001) coined the term the “paradox of suspense” to refer to a situation in which rewatching a film continues to invoke suspenseful feelings. According to the paradox, the tension associated with... more
    In the study of film, Nöel Carroll (2001) coined the term the “paradox of suspense” to refer to a situation in which rewatching a film continues to invoke suspenseful feelings. According to the paradox, the tension associated with anticipation and uncertainty persists even though the spectator definitely knows what will happen (Carroll 2001). Many of the articles on the paradox and suspense examine the narrative events shaping spectator or player knowledge (Branigan 1992; Gerrig 1997; Ortony, Clore, and Collins 1988; Prieto-Pablos 1998; Smuts 2008; Yanal 1996), however, this paper takes a slightly different approach by addressing factors that contribute to the feeling of suspense irrespective of the awareness of specific narrative events. By examining videogames, we also shift the frame of reference from narration to gameplay and the way players prepare for suspenseful events. We argue that videogames require a particular attitude manifest in the gameplay that continues to foster suspense even in the replaying of a game.
    Vocabulary is deemed as one of the most integral constituents of a language. It is common knowledge that the more vocabulary one knows, the better one can express oneself. Language learners mostly express their unwillingness to learn... more
    Vocabulary is deemed as one of the most integral constituents of a language. It is common knowledge that the more vocabulary one knows, the better one can express oneself. Language learners mostly express their unwillingness to learn vocabulary because it is deemed a laborious task. However, video games are regarded as one of the tools with which students can expand their repertoires of vocabulary. In the context of meaningful learning the study's focus on video games sought to explore students' perceptions of their vocabulary learning through their experience playing video games as a pass time. Language learners involved in playing video games on a regular basis are typically introduced to contexts and tasks that require them to acquire a bulk of new vocabularies to be successful in the game. Thus, the content and challenge presented in video games can motivate players to learn the vocabulary necessary to be able to accomplish each level of the game and gradually increase the breadth and depth of the language involved. With this in mind this study explored seven Iranian, English as a foreign language, learners' perceptions of whether video games played a crucial role in expanding their repertoire of vocabulary. Being experienced in playing video games as a stimulus for the research they were asked to play the specific game, Hitman Absolution (2012), after which they were interviewed about the experience. The analysis of interview data indicated that the students believed that the experience of playing video games provided a deeper learning experience in terms of acquiring the vocabulary involved and that their learning of the vocabulary was implicit to playing the game. Recommendations are made for extending the research.
    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.