Tuesday, June 2, 2009

Popular Culture

I attended an invited panel session at CRPP today entitled: Popular Culture and Education is Asia. Panel included Peter Demerath (University of Minnesota), Zawawi Ibrahim (University Malaya) and Yoshitaka Mori (Tokyo University of the Arts).

What I take away for my research are these questions:

From Demerath

1. MMOG is a playground that attracts players from all nooks and corners of the world. Various culture and practices emerge when people of all background meet and interact. Players become "cultural innovators" whose identities emerge from the negotiation and "orchestration" of competing discourses and social structures.

Beyond MMOG, what are the multiple networks that have "educational effects" on players' identity development?

How is the mass culture associated with globalising era, consumerism and individual freedom mediate players' identity development?

What kind of cultural resources players draw on to make powerful moral judgment about appropriate selves?

How players' identities impact how they "read" and what they take away from playing?

How to establish players' critical media and digital literacy? How do they learn these? And how they impact how players "read" and what they take away from playing?

From Zawawi

2. Cosplay is one of the emerging popular culture associated with media and videogames that transcend beyond game environment into the real world. Granado Espada too is a big hit with players for its baroque period costumes. I wonder what motivate players to engage in cosplay and how immersing in this culture (whether they are participants or just observers) impact how they "read" and what they take away from playing.

From Mori

3. When popular icon in television or videogame crosses into the realm of players' everyday life (Mori used the example of Doremon who makes an appearance in textbooks and other print materials), how would players read this development?

Do they see it to mean that the television programme or videogame associated with the popular icon is accepted by society as safe and good?

How would this perception impact how they "read" and what they take away from playing?

Granado Espada is the first and so far the only MMOG recommended to be used in Singapore Schools. While it has yet to make an appearance in the curriculum hours, only find solace in after-school activities, still what does it mean to players when they can play GE in school.

Another day to go for the conference tomorrow. I hope to take away as many probing questions for my research as possible.

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