Week 11 - Reading: Amusing Ourselves to Life Flashcards

1
Q

How has media culture shown a significant shift over the last 6 years?

A
  • Towards promoting health and fitness through gaming technologies
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2
Q

What did public health officials previously say about video games?

A
  • Criticized for contributing to physical inactivity and obesity
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3
Q

How has the view of video games shifted in recent times?

A
  • Marketed as solutions to health problems they were once blamed for
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4
Q

What are the factors driving the change in the media’s portrayal of video games?

A
  • Technology advancements
  • Media coverage
  • Consumer interest fueled rise of exergaming
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5
Q

What have exergames received limited amounts of despite their growing popularity?

A
  • Scholarly attention
  • Critical, sociological perspectives
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6
Q

What was the research question of the reading amusing ourselves with life article?

A
  • Their impact on fitness consumerism
  • Promoted Subjectivities
  • Potential benefits/problems
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7
Q

What do exergames represent?

A
  • New era of fitness consumerism
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8
Q

What is the new era of fitness consumerism characterized by?

A
  • “bio-games” & “bio-play”
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9
Q

What do bio-games merge?

A
  • Health and Entertainment
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10
Q

How are Bio-games and Neoliberalism related?

A
  • Bio-games promote self-care through market-driven amusement, aligning with neoliberal governance
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11
Q

What did Wii do for the fitness genre?

A
  • Revolutionized gaming with its motion-sensing technology
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12
Q

How did the success of Wii Fit change the market for fitness-oriented games?

A
  • Expanded it
  • Targeting more diverse demographics
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13
Q

How did companies like Nintendo expand the gaming audience?-

A
  • Targeting women and older adults in fitness games
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14
Q

What common features do exergames have?

A
  • Stylish gameplay
  • Customization
  • Risk Metrics
  • Surveillance
  • Discipline
  • Expertise
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15
Q

Explain Risk Metrics in Exergames

A
  • Assess fitness and cognitive performance using standardized metrics
  • Framing deviations as risks
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16
Q

Explain Surveillance and discipline in Exergames

A
  • Self-monitoring
  • Receive Feedback
  • Contribute to self-discipline and regulation
17
Q

Explain Expertise in Exergames

A
  • Gamified challenges
  • Shaping Perceptions of health and ability
18
Q

How did exergames redefine notions of health and fitness?

A
  • Intertwining self-care with leisure and market dynamics
19
Q

What challenges do exergames face?

A
  • Industry Representations
  • Commodification of Health Raise Critical Questions about impact of bio-games on individuals and society
20
Q

Why do bio-games such as Wii Fit and Brain Age employ measures of biofeedback and training modes?

A
  • To discipline the body and mind
21
Q

What do virtual trainers in exergames do?

A
  • Reinforce fitness imperatives
  • Model ideal bodily aesthetics
22
Q

What do activities in biogames serve?

A
  • Both Fitness and Entertainment
23
Q

How do bio-games utilize surveillance mechanisms?

A
  • To ensure adherence to treatment plans
24
Q

How do users of biogames engage in self-surveillance?

A
  • Monitoring numerical representations of their bodies and brains
25
Q

How does biogame surveillance flow in multiple directions?

A
  • Users Both “watchers” and “watchees”
26
Q

How do biogames deploy expertise?

A
  • To reinforce the value of risk metrics, discipline, and surveillance
27
Q

What does marketing for brain training games often involve?

A
  • References to cognitive experts
28
Q

How do biogames contribute to the production of contemporary biocitizens?

A
  • Emphasizing self-improvement and self-care
29
Q

What does the concept of bio-citizenship reference?

A
  • government techniques focused on individual well-being and health
30
Q

What do biogames reinforce and contribute to?

A

Reinforce
- Bodily Ideals
Contribute to:
- NEoliberal consumer-citizen archetype

31
Q

What do bio-games operate within?

A
  • A neoliberal consumerist framework
32
Q

Where is self-improvement commodified?

A
  • Neoliberal consumerist framework
33
Q

What promotes the idea that well-being is purchasable commodity? What does this do?

A

Biogames
- Reinforces inequities

34
Q

What are some concerns around biogames?

A
  • Narrow ideals of the active body
  • Access influenced by economic factors
  • Ethical concerns regarding labor practices
35
Q

Why might the narrow ideals of the active body in biogames be problematic?

A
  • Exacerbate societal pressures regarding fitness and appearance
36
Q

How do biogames fit into social dynamics?

A
  • Reflect broader social dynamics related to health, technology, and consumer culture
37
Q

What ethical considerations are prevalent in biogames?

A
  • Regarding surveillance, discipline, and labor practices
38
Q

What policy implications are prevalent in biogames?

A
  • Consider impact of health, inequality, and education
39
Q

What educational opportunities might arise from biogames?

A
  • Critical media literacy education to navigate messages and power dynamics embedded in biogame technologies