David Gauntlett’s Making is Connecting video informed us that our culture places a heavy emphasis on television and the time spent on it on a daily basis (Gauntlett, 2010). I also agree with his point about the majority of video games being very linear; however there are a few exceptions such as Minecraft, the SimCity series, RollerCoaster Tycoon, and the Sims series. These games may not be as action-packed as other popular titles but they allow for the user to create their own world while still experiencing unpredictable events. Another similar example is Second Life One, which is not really considered a game, but is a virtual world that works on the same principles of being powered by multiple users’ creativity to make the world allowing individuals to express their own unique creativity by building a custom avatar, home, and store. There was also an interesting game study showing that there is no right way to play the game and that many people made their world or their sims a version of what they were or actually experienced in real life (Griebel, 2006). One of the wonderful things that I have learned about MOOCs is that there a lot creative elements throughout the entire experience. This particular MOOC demonstrated how we can connect across the world in many different ways through social media, blogs, YouTube, e-mail, and video chats. Blogging, linking, and using Web 2.0 tools are all methods of expressing an individual’s creativity while having the ability to increase their connectivism (Gauntlett, n.d.).
Gauntlett, David (2010). David Gauntlett: Making is Connecting, January 2010. Referenced from https://www.youtube.com/watch?v=nF4OBfVQmCI&feature=youtu.be
Griebel, Thaddeus (2006). Self-Portrayal in a Simulated Life: Projecting Personality and Values in The Sims 2. Referenced from http://gamestudies.org/0601/articles/griebel
Gauntlett, David (n.d.). Making is Connecting. Referenced from http://makingisconnecting.com/