My mother played an important role by being present and helping me understand and create 200 cultures with toy soldiers between age 3 and 11.
When I was just 8-years old, we had collected 3000 green toy soldiers. At the time, the soldiers only came in green and grey, the grey soldiers were considered a luxury at the time, although, I acquired some in the 80s.
As a result, I felt that it was crucial, and a matter of common sense to include parents and women in my longitudinal Game Studies. Before I impart with the motivation and perceived benefits, a brief overview of the study sets the scene below.
A Brief Overview of My Study
A longitudinal, virtual-ethnography in gaming realms through an investigatory focus on war genre and social media use. The study observed the players in all environments of gaming communications.
Why I Included parents
- Spaces of data collection: Cloud platforms and social media networks. Console (PS4), PC, Mobile, Smart phones, Tablets, BATTLELOG and Facebook
- Hypothesis: The bottom up and iterative approach to capture the complete picture must include investigations of, and in, the users’ immediate spaces.
- Age and culture: Preliminary study exposed different national attitudes and behaviors towards video games. For instance. games considered for adults in Europe are not necessarily considered to be for an adult in Iraq. The pre-study findings also suggested that there may be lots of children playing war games than we once believed.
- Ethics, uncertainty, and security: To manifest due-diligence, to protect me, my research and the research participants.
Perceived Benefits To My Study
Here are the perceived benefits of including parents in my longitudinal, and virtual ethnography study.
Evidence: Primarily because of evidence and protection as the method required frequent contact in cyber realms.
Supports Hypothesis: The introduction of social media shed new light on the ambiguity of play and connectivity. It was once impractical to uncover the mysteries behind play and gaming, this was due to legislature, parenting, and connectivity. This has since changed since the proliferation of social media, and CMC has opened new avenues for both the players, policy and research communities.
Friendship and Connection Formations: Social continuance and in gaming realms remain corporate and academic voids. There is the following realization that traditional research method will not suffice to decipher the complex interactions between man and machine on the Web.
Was able to chart friendship connections from the formation, bridge, and bond, deterioration, and reconciliation. Also met new friends and have proceeded to add and introduce them to my traditional connection lists.
Missed cues: Observed and captured the extent of personalization, reconfiguration and disruption enabled through the spaces of opportunities exposed by technology maturity.
Advice For Parents: FIAT Framework
Participation in, just like with any other household activity, is of paramount importance. Following, I’ve condensed my lens into 4 distinct, yet, inter-related areas.
Fun: No matter the possibilities and capabilities of video games, the fundamental motive remains, to have fun and be creative.
Intentional: Be intentional in awareness of the context; content; connections and communication (My 4Cs) which children play.
Active: Physical activities are important for mental, physical and social development in both adults and children. Players perform a lot of physical activities in game realms. Parents and guardians can facilitate the transfer of game thinking by being present and participating.
Transfer: Video game users are exposed to techniques, tools, and processes that organisations pay large sums to acquire. This is somewhat epitomised in the use of game design elements and thinking in real world context. If Gamification can manifest changing results in the real world, surely, it will affect the users exposed to it for relaxation, networking, entertainment, and for fun.
Research shows that when we spend time with children, on the activities that they love, it fosters inexplicable bonds. It is pivotal to guide and ensure that the skills diffused are useful and used in real-world scenarios, especially with helping at home.
3 Tenents of Gaming (Dr. Rachel Kowert)
Digital 5 A Day (Children’s Commissioner England)
Are toys becoming more violent … And should we be worried? (Dr. Tara Woodyer)