Here are some of the notes I took for our presentation of Video Games as tools for Media Education.
History
Video games have been around for years but their conception goes all the way back to the late 1940s when several patents for interactive media began to spring up. However, I would argue that this generations collective video game history begins with Intellivision and is succeeded by Nintendo, who with their console and Mario Bros., brought the industry back from the brink of extinction. To date there have been eight generations of video game consoles.
Cultural Impact
Up until recently (I'd say with the advent of better graphics) video games fell into their own demographic, first emerging as a children's toy and eventually evolving into a culture of "gaming." While some negative connotations do exist (children's toys) the average gamer is now between 18-35 and ranges from children to both adult men and woman. In addition, there have been multiple movie based on games, and South Park even did an entire episode, watched by millions, that place in the World of Warcarft video game. Warcraft itself was (and can be argued) and still is a juggernaut of digital entertainment, once having as many as 12-13 million players that ranged between teenagers, to professionals (doctors and lawyers for instance) and people to work from home.
Benefits of Gaming
While the negative aspects of consistently on display in the Media, it is often the benefits of gaming that are consistently and sadly overlooked. From an article from "The Week" magazine, there are seven distinct benefits that are excelusively derived from video games.
Therapeutic: They are often used to help sick children cope with their illness.
Mental improvements such as increased Motor Skills: stronger decision making skills, and increased vision and hand-eye coordination. It was also found that surgeons who played video games prior to surgery would perform better as well.
Better Mood: Video games have also been shown to distract people from pain (soldiers needed less pain medication while playing games), and they have also show signs of reducing symptoms of depression and stress. In addition, they have also led to an increased rate of happiness among the elderly, meaning those that played games regularly were noticeably happier than those who didn't.
Monday, November 25, 2013
Areca Tree Myth
Here are some of the notes I took for our presentation on the Areca Tree Myth, or, Sacred Place myths:
Sacred places serve to teach and remind people who they are
and how we should behave on a daily basis.
“Such sites are of
course, actual places…Yet at the same time, these actual places are mythic
because they embody meanings far beyond the scope of the events that happened
and even beyond the limits of the physical locations themselves” (321).
- “Whether they are the repositories of national or ethnic identity or the site of supernatural revelation or visitation, whether they are actual places where we can stand…or imaginary places shaped by…mythic vision, sacred places serve to teach and remind us of who we are and how we ought to behave in our day-to-day lives” (320).
- The Bethel leaves and the areca nut juice symbolize love, brotherhood, family, loyalty, and happiness. Bethel leaves and the areca nut are are traditionally used for starting conversations and marital exchanges, or acting as an act or gift of faith
- Sacred places embody the identity of a nation and influence/effect the people who live in it.
In the U.S. for instance,
some of our historic battlefields such as Gettysburg, and places of rest for soldiers such as the National Cemetery, are examples of Sacred Places (320).
While some sacred places are
physically myth, they still exist as a symbol for meanings beyond the surface of a story.
We like to think of
ourselves as “down-to-earth” but how down-to-earth are we when we live our lives
in cyberspace? Sacred Myths, in particular to “the various senses” that Native
Americans use the term, call out to us to become down to earth, to
remember and honor and revitalize our essential connections to the earth and
the natural world, to the sacred all around us” rather than what’s on a screen
in our hands (320).
Sacred Myths also “…invite us to
associate the spiritual with such natural phenomena as mountains, rivers,
lakes, trees, and caves” (320).
As for our places of reverance, "...Vine Deloria points
out, Gettysburg, Pennsylvania, with its battlefield and national cemetery,
serves as a sacred place in our creation of national identity” (320).
However, beyond a location, there does exist “…something deeper that
makes such sites sacred. What makes them important is that they embody and provide
a location that dramatizes complex notions about nationhood and individual
identity as well as the various contradictions that constitute the human
condition such as bravery, fear, aggression and altruism” (321).
Andrew Gulliford completed an analysis of Native American sites which he then broke down into his Nine Categories of Sacred Places:
- Sites associated with emergence and migration tales
- Sites of trails and pilgrimage routes
- Places essential to cultural survival
- Altars
- Vision quest sites
- Ceremonial dance sites
- Ancestral ruins
- Petroglyphs and pictographs
- Burial or massacre site
Of these Nine, I believe that the following pertain
most closely to the Areca Tree Myth:
1. Sites associated
to emergence and migration
The Areca Tree myth brought about the emergence of the new
marriage tradition, and the migration to reach the river, represents a journey to their final
resting place and ultimately, love (love shared between the brothers and the
wife).
2. Places essential
to cultural survival
Chewing betel leaves
and the name of the plant itself can also be derived from this myth. The abundance of the trees throughout the land is
explained as well. And as such, any place with this tree would thus be a sacred site by
association; this I feel can be related to our culture as how people won’t curse in front of a church or a picture
of Jesus.
3. Altar
Although there are no
sacrifices, people do go to the site of Tan, Lang and Thao to light incense and
honor their memory.
4. Ancestral Ruins
Maybe, and this may be a kind of
stretch but if we consider that Tan, Lang and Thao really “died” at the site of the first Area Tree, then
the shrine would eventually constitute a ruin.
5. Burial Site
Although there is no tomb or grave, there is an altar and it was the last place the trio spent on earth before they transcended from life to death.
Gulliford’s categories
refer to actual iden-
-tifiable locations that have mythological dimension. These final quotes sum up his ideas and the idea of sacred places rather well.
“These real world
locations were made sacred by events that happened in the mythic, rather than
the historical past. Therefore, what is needed is a typology of sacred places
that describes all the possible associations that make a place holy” (322).
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