Analysing FIFA through participatory media culture

Audio version.

Participatory media culture in direct context to video games, is the idea that play is a much bigger concept than simply what happens inside the game. Play’s involvement in culture is not often looked at critically and is is undermined due to a societal construct that it is unproductive due to it being a passive activity. I believe that this is a very flawed construct.

This play which is often stated as a waste of time, is actually very important as this activity is an essential building block for humans in regards to their cultural and social life. Video games need participation from their audience in order to make meaning, otherwise they are just codes and software. Participation within video games involves four elements which include multimedia, virtuality, interactivity and connectivity. I will be looking at the participation within FIFA through the elements of interactivity and connectivity.

Interactivity and connectivity in FIFA 21

Interactivity is the relationship between the game and the human, the game tells the player what to do and the player decides what they will do within the game. The game is also interacting with the player by responding to their commands and providing challenges. It is this specific element that separates games from other forms of media. This interactivity can be seen through FIFA 21, where the game interacts with the player by responding to the commands that they press, deciding if they want to shoot, pass or tackle within the game. The game also provides challenges to the player’s commands through the use of the oppositions team where it is the games job to react to the commands that the player is using in order to make the match entertaining and challenging. This interaction is essential due the fact that if it was too easy to win and score the player would lose interest.

Connectivity can be also be seen in FIFA 21, where the game connects humans to it via the use of crowd/player audio and soundtracks to get an investment towards the game. The game also holds large cultural connectivity where due to its popularity it as connect humans with other humans to create a large fandom within the game, for example this can be seen through the opportunity to play with or against one and another.

FIFA 21 – Soundtrack cover

Participation within FIFA can also be seen separately through the process of reconfiguration, as mentioned the games large popularity means it as received cultural criticism on YouTube, but uses this feedback from players to improve the games next release.

FIFA cover history.

These brief examples showcase how play is absolutely productive and needed in the video game and game media industry.

I hope you enjoyed, thank you for listening.

References

  • Tran, A., 2020. FIFA More Than Just A Video Game. Soccer Politics/ The Politics of Football. (Accessed 5th September 2022)
  • Our Culture. 2021. The Impact of Video Games on Culture. (Accessed 5th September 2022)
  • Siregar, C., 2022. How FIFA soundtrack become cultural tastemakers: ‘The music you listen to defines your life’ / Goal.com (Accessed 5th September 2022)
  • Game Developer. 2022. Book Excerpt: Understanding video games as culture. (Accessed 5th September 2022)

#FIFA #participationingames #productive #playisculture #blogpost4 #BCM215

Technology’s impact on FIFAs Graphics

Welcome, what you are about to read is the first of a four series blog post that will continue to be released weekly surrounding the progression of video game FIFA’s graphics from the year 20082022. In my initial pitch as stated in the blog post link below, I voiced that this blog series will be looking into the progression of both the FIFAs games graphics and controlling system. I have now decided that moving forward the blog post series will solely be centred around the progression of FIFA’s graphics.

https://highfieldonline.photo.blog/2022/08/19/the-progression-of-fifa-08-fifa-22-in-graphics-and-controlling/

I have updated this in the pursuit of being able to give more of a critical in depth analysis of one component around the game, instead of two components that were only moderately analysed. Another contributing factor in this decision was the believe that the graphics in contrast to controlling have greatly increased between the time period of 2008 – 2022, with this progression also having more of an impact on the game and players then its controlling systems.

Technologies impact on game media

With that now addressed, this first blog post will be exploring the topic of how technology as had a significant impact on the progression of FIFA’s gaming graphics between the years of 2008 – 2022. Game graphics have always been a significant element with the game media culture, with playing preference according to an article released by Deloitte in 2021, states that all players when gaming priorities the games graphic when purchasing or playing. The graphics are held in such high priority as it is what the player see’s and provides them with the key qualities of how it will look and feel

Although graphics themselves do not ensure a successful game, it is due to the benefits experienced from technologies continuous growth video games graphics are gravitating towards hyper-realistic experiences to help immerse the player. It is with this growth from technology that as come an expectations from customers for the graphics to be of a certain standard.

Technologies impact on FIFA’s graphics

Ultimately for video games to remain competitive the graphics must meet a certain standard. It is for these reasons that FIFA has worked hard on improving its graphics yearly by providing consumers with updated version of the game where enhancement and improvements have been made to the gameplay. EA, FIFA’s game developers do this yearly as they recognised that if not updated they could lose consumers, as they might opt for the most recently upgraded game.

For example, this can be seen from the expected release of FIFA 23, where it as unveiled its new upgrade in its graphics that see a massive improvement to the pitch of the field to make the player experience feel more real according to the online article by Mersistation.

But when looking at examples in the progression of its graphics between 2008 and 2022 , the game as worked hard on the following areas:

  • 2008 -2010: Allowed players to play as the goal for the first time & featured a better passing system, players who looked more real, and a new mode called Career Mode, where the player can play as a manager.
  • 2010-2014: the game had changing weather conditions, and smarter artificial intelligence in the opposing players – to be closer to human behaviour. The game also featured new signature goal celebrations from players including Cristiano Ronaldo, Gareth Bale and Lionel Messi.
  • 2016-2019: A new game mode called The Journey was added to FIFA 17 and continues up to FIFA 19
  • 2020: added a new game mode called Fifa Volta – a new version of their Fifa Street series, which allows you to design a character and play in 3v3, 4v4 and 5v5 indoor matches, each with different rules, just like pro futsal games.
FIFA 2008 – graphics
FIFA 2022 – graphics

FIFA’s progression in graphics is a prime example within game media the importance of uploading gaming graphics to meet the standard and current progression in technology in order to provide players with the best playing experience possible. It is through FIFA’s commitment to continuously progress its graphics that has enabled it to be one of the more popular games in the esports genre.

References

  • Deloitte Insights. 2021. The games console: Fitter than ever at 50. (Accessed 28th August 2022)
  • Baerg, Andrew 2014. ‘Sports’, The Routledge Companion to Video Game Studies. Routledge: New York 267 – 274.(Accessed 28th August 2022)
  • Pluraslight.com. 2014. What Makes a Good Video Game?. (Accessed 28th August 2022)
  • Castillo, A., 2022. FIFA improves its graphics to offer “hyper-realistic details” – Merisation USA.
  • Bbc.co.uk. 2021. Fifa 21: From 1994- 2021 how the game has changed over the years – CBBC Newsround. (Accessed 28th August 2022)

#FIFA #FIFAgraphics #blogpostseries #gamemedia #gameculture #videogames

Why Reflection Matters

Reflection is the process of considering or thinking of previous actions. The importance of reflection is the value that it provides us to learn and re-evaluate and apply this knowledge to future actions. This process was recently required to be applied to both my peers and my own academic work.

How I applied this to my own work

It is through this process that I was able to gain a better understanding and knowledge of how to present this information in this style, from accessing the work of my peers it provided me with the knowledge to draw comparisons between their work and my own and I was able to see my strengths and weaknesses when compared. I now understand the importance of audio quality when presenting work in a visual medium as it tends to lead to the audience being disengaged and makes the information difficult to be understood clearly by those listening. It is from this, I have realised that I need to work more on my presentation being at professional standard despite the quality of information as it does make a difference to the ability of the audience trying to interpret the presentation. Despite this weakness, I was also able to find a strength being that I was able to concisely show what my digital artefact is and how it will be done.

Reviewing peers

When evaluating my peers I used the framework of the two principles of being positive and constructive, as I wanted to ensure these comments would be of actual value to my peers. Upon reflection of these comments I feel they could have drawn more from the subject readings and materials but thought all suggestion provided enough value for my peers to be able to take something away from it.

In order to provide better feedback in the future, I would further research the topic areas of my other students to be better able to provide engaging feedback. Below are a few examples of the comments I have provided on other students academic works.

  1. This comment and review was based around a project that is providing game reviews through video essay. https://studying900095815.wordpress.com/2022/08/18/under-review/

2. This comment and review was centred around a project that was looking into the fall of Halo. https://matthewdwarren.wordpress.com/2022/08/19/the-fall-of-halo/

3. This review was surrounding a topic that was to do with the role that gender plays within the gaming industry.

.Overall, it is from this process of reviewing and evaluating my peers I was better able to also evaluate my work and is a tool I will be continuing to use when looking back on other academic work.

Please find the recording below:

#pitch #reviewing #reflection #learning #bcm215 #bcm215

Speculating future Networks through photography & design.

What is a future network ?

What is a future network, a future network in its most simple meaning is that everything human or non-human is a source of potential information. This as a result is producing a range of information from humans to the technology that we create to the world that we live in. Where due to the explosion of information producing technologies and information producing practises through the internet became apparent, the future trajectory of these networks became speculated.

Speculation of future networks

This speculation of the future networks involves looking at how these networks will look in the time to come. This tends to be a very dynamic space where things are constantly evolving and being evaluated. Where due to humans increase in ability to capture, process and store information it is speculated that the future networks of society will be largely technology based, centred around a dystopia of man and machine as a result of technologies ever increasing value and growth rate in current society. An example from the thinking of these future networks can be seen through the popular culture and genre of Cyberpunk, that sees the continuous involvement of future networks centred around technology, where society and people have no choice but to go with it or be left behind as a result.

What is Cyberpunk?

Even despite its growing popularity the genre of Cyberpunk it can be tough to pinpoint a definitive definition. But to generalise it, it is a sub-genre of science fiction that focuses solely on a high technology future, full of artificial intelligence, machine-humanist hybrids, virtual reality and constant internet connection. Where society as a whole lives between the blurry lives of technology and the physical.

Although sounding off a technological utopia, this genre spends more time exploring the critter side of a high technology society. Where it is economically driven, borderless, technology saturated and somewhat lawless.

Cyberpunk photography

A big passion of mine the past few years has been film photography, but this does not rule out photography as a whole. It is due to this passion I found the visual elements of cyberpunk and how it speculates on the future to be very fascinating.

I discovered an article by website designyoutrust, that showcases photographer Teemu Jarvien, spending three weeks in Japan shooting the streets of the city. Where he attempts to photography how he sees the future of society moving forward and how cyberpunk can be captured in society today.

Teemu Jarvien, show on website designyoutrust

A lot of the photographs chosen tend to be at night in busy city streets as it better showcases the relevance and normality of technology in society. The colours at night of the streets signs also gives that futurist feeling and the imagery of that grittier side of the cyberpunk aesthetic that was mentioned before.

I really enjoy speculating future networks through cyberpunk based photography as it captures in the present time how the future may look and where it could be possibly going.

Also as I found this article to be extremely useful, I posted it on my twitter account and it also linked below, as another way for people who enjoy photography to see how these genres are influencing photographers.

Speculative future networks through graphic design

Another keen interest of mine is graphic design and it is something I enjoy doing, studying but also looking at. This is why I found graphic design around cyberpunk to be so interesting as it gave me another visual medium to speculated on future networks through.

According to the website article from 99designs, it believes that cyberpunk and futuristic design is coming back into the design world with the aesthetic making a relevant comeback. With todays contemporary designers using futurism and cyberpunk ideologies to influence their own work. As the unconventional graphic design layouts, enhanced typography and bold colour schemes becoming extremely popular it helps to give an exciting glimpse into the future.

For example this can be seen through Bràulio Amado’s design below, with the poster showing no clear structure, unconventional layout, contrasting neons with a grainy texture is a perfect example of speculated futurisms.

Bràulio Amado’s speculative future
design – 99designs website

Feeling inspired, attached below via the twitter link is my own graphic design work centred around these topics.

Importance of cyberpunk and futurism to speculative future networks

By exploring and analysing these genres it enables us to properly look at how these speculative networks will function but also how they can be highlighted in todays society. Through the mediums of photography and graphic design it provides us with the visual elements not only feel but look at the world we live in but also the opportunity to re-evaluate what is happening and where it is heading, allowing us to monitor the trajectory of future networks.

References

  • Bailey, J., 2020. Everything you’ve ever wanted to know about cyberpunk design – 99 designs (Accessed 22nd August)
  • Design You Trust. 2019. Photographer Spent 3 Weeks in Japan And Noir Film Inspired Photographs (Accessed 22nd August)
  • Albright, D., 2016. What is Cyberpunk? An Introduction to the Sci-Fi Genre. (Accessed 22nd August)

Handling disruption & change within work

Importance of a story

A story is the account of past events in someone’s life or in the development of something. It is through stories that we entertain, provide knowledge and are also able to reflect. This process of stories can be seen specifically through the stories within the history of work and how it is continuing to progress due to the future of work being so dynamic. It is for this reason I will also be providing a brief account of the experience I have had within work, where I have had to respond to disruption or change. It is through this self narrative I am hopeful that I will be able to showcase my personal values and then be able to foresee where they will fit into the current future of work.

Own experience

My disruption and change within the work was brought due to a change within my physical location as a sporting opportunity required me to move from Sydney, NSW to the Gold Coast, QLD. This physical change caused disruption as I had to find a new work place and part ways with my previous situation in Sydney where I was able to land a customer service role with a surfer company. When working you need to combine skills, resources & time, unfortunately with little experience in any prior customer service roles my disruption was caused by the skills element of my new working environment.

The role and skills within customer service require persuasive speaking skills, empathy, patience, ability too prioritise and to know and have a clear understanding of the companies terms and conditions alongside any advertising events. This role specifically also required me to respond to emails, chats and phone calls from customers and handle their concerns.

In this new role, specifically within the timeframe of my first month in the job I struggled to retain the terms and conditions of the company, the required processes to deal with customer complaints and share this knowledge in real time actions with consumers via the mediums of live chat and phones. It is during this starting month, I continue to grasp the positions key principles, when sharing this concerns to another peer I realised I was absent but implicit. This meaning the process of discovering a value that is important to you when discouraged, frustrated or hurt, my case I was able to find this value due to being discouraged by my lack of skills when starting the role. It is through sharing this conversation with that co -worker that I realised I needed to apply the value of open communication with my manager and let them know that I was struggling with the position and felt discouraged in the process. By using this value they ensured me I was doing well for my first month and understood that it would take time to learn the role and become more comfortable within it. After this conversation I was able to ask them more regularly and easily and resulted in the overall improved performance of my work for the company.

As mentioned above that through the principle of story telling I was able to highlight a value that was of importance to myself and help overcome the disruption I was experiencing within the workplace. Thankfully due to my first realisation in the value of open communication, it lead to more communications with my peers in my first month in the role and how I was finding finding the position and environment. It was again, that the method of talking and regularly communicating to co-workers that I had adopted another value at work due to my contribution in outsider witnessing. This process entails noticing what you pick up in the stories of others that to recognise your values and theirs. In these conversations during the early weeks of starting work, these talks with co-workers had common theme in which they used to adjust to the change of starting the same role with the company, this being note talking and organisation. It is from the sharing of these stories and values that I found myself starting to adopt their advice and implement it towards more own work. For example I started note taking on customer complaint steps in which I was having difficulties completing and also started to organise which task where most important for me to complete on the given day.

It is from this self narration practise of my experience in the workplace, that I found it to be a great source of reflection and understand that my experience in this environment was largely influenced by the relationships that I shared within that environment that helped me adjust to this disruption and better shape my future of work.

Reference:

  • Carey, M, Russell, S & Walther S 2009, ‘The Absent but Implicit: A Map to Support Therapeutic Enquiry’, Family Process, vol. 48, pp.319-331. (Accessed 22nd of August 2022)
  • Dulwich Centre Publications 2020c, ‘What is narrative therapy’, The Dulwich Centre (Accessed 22nd of August 2022)
  • White, M 2000, ‘Re-engaging with history: The absent but implicit’, Reflections on Narrative Practice: Essays and interviews, Dulwich Centre Publications, Adelaide, pp (Accessed 22nd of August 2022)

The Progression of FIFA 08 – FIFA 22 in graphic’s and controlling

For my Digital Artefact (DA) I will be looking at the video game FIFA by EA sports in the console format between the time period of 08 to the present release of 22. I have chosen FIFA due to the Esports section giving me the most enjoyable playing moments and also due to the appreciation in watching the genre’s progression in graphics/consoling continuing to grow.

Analysis of Game Media

I plan to critically analyse the progression of the games graphic and controlling system through comparing the games media para-text, where I will be looking at the difference between things such as covers, product, platform, advertising and a textual analysis between the game release of FIFA 08 to 22. It is through these topics I will also be exploring the concepts of technology, fandom & genre.

Media platform

For my DA, I will be using the media format of blogging, I have chosen this format as I believe it will better enable me to analyse FIFA’s progression due to the way the medium allows an easy way to show concrete information to a public audience in a visually pleasing way.

Project Plan

The current plan for my DA is to present a 5 post blog series, where each post will cover a particular section of research (for example blog post 2 maybe centred around the games advertisement between the release of 08 & 22). The blogs will be posted every week from the 22nd of August till the 26th of September.

Background research

The online articles to be of great help and inspiration to my DA, have been attached in the section below.

References

#FIFA #graphics/consoling #ProjectPitchbcm215

Unenjoyable – What makes a video game bad?

Many within the game media industry refer to games as bad when it feels unrewarding to play or does not provide the player with any specific goals or purpose for game play. Another contributing to factor turning a video game bad is poor design relating to factors such as its graphics and controlling system.

I think unfortunately that 50 Cents video game Bulletproof, released in 2003-2005 for console play falls into this category. But in order to get a better understanding of why the game failed a brief game archeology is required.

50 Cent: Bulletproof, cover on PS2

This method of game analysis describes archaeology in accordance to French Philosopher Michel Foucault as, the process of shifting through the background materials in which to help figure out why an object, way of thinking or media technology came to be the way that it is in any cultural situation. Therefore meaning when looking at why Bulletproof failed to be a good game, we must also explore outside the game and consider broader factors such as the cultural and social contexts as well.

The games production by Genuine Games was largely due to 50 Cents cultural significance at the time when the Hip-Hop artist began earning large popularity and fandom from his music. It was published by Vivendi Universal Games and was forecasted to be a big success due to the increase in Hip-Hops greater break through into pop-culture in late 90’s/ early 2000’s where the break out of a similar game Grand Theft Auto (GTA) had seen some amazing success.

Grand Theft Auto original : Cover

The games mission and gameplay followed a similar style of GTA, but sold poorly due to poor game play mechanics and graphics coinsiding with the release of several more GTA game releases which were closely around the time of Bulletproofs release. Meaning the game struggled to fall into favour with players within the genre and was hard to sell and did not meet it forecasted predictions.

You can also listen to the audio version of the blog article below. :))

Audio :))

References

  • Wark, Mckenzie 2007, Digital Allegories (On the Sims), Gamer Theory)
  • Foucalt, Michel 1969, Archaeology of Knowlodge.

#Whatmakesagamebad #gamemediaindustry #gamearchaeology #blogpost2 #bcm215

Coupla

When starting any project it should always be centred around passion, this is why my digital artefact (DA) will be concentrated around film photography and graphic design, both being a large passion of mine for a few years.

Concept

My digital artefact is actually a recreation from my previous DA “Couplablokes” a film photography Instagram page. The page will now include graphic design pieces and more selective film photography (based on analytics pre redesign) and a name change to help the pages shift in theme and utility to its current users.

The digital artefact will also include a collaborative element where some film photography uploaded onto the page will be from a friend whose pictures I also enjoy and believe will add value to the page.

Methodology

Coupla, will work through the continuous posting of film photography and graphic pieces to Instagram. This will still be the pages primary media site as I believe it is a good fit due to its free, interactive and photo sharing applications. The platform will also provide me with the opportunities to find a community within my niche and connect with like minded people.

The project will also entail the content steps of producing, aggregating and curating.

Produced content- Own photography and design

Aggregated content- Selecting which photos and design will be used to contribute to the overall theme of the page.

Curating content- Audience response, media plan & analytics

I plan on monitoring my digital artefacts evolution through Instagram analytical tools, page engagement and plan to progress the page via the process of sharing on other media platforms and accounts within Instagram.

Utility

I am hopefully the page will provide a utility to those following to inspire their own creative works and contribute to both communities online. As my audience persona generally speaking will have interest in film photography, creativity and graphic design I am optimistic it will provide those within these communities with a value.

This project will also provide me with a portfolio for my work and help my future career in design or gain freelance photography work.

Mood board

Give the page a look if you would like. :))

https://www.instagram.com/coupla__/

#digitalartefact #graphicdesign #filmphotographery #creativity #bcm206

Why Transworld Surf got left behind

Transworld Surf is a sports video game that was developed by Angel Studios and published by Infogrames, Inc. The game was released for Xbox and PlayStation2 between November 2001 and March 2003.

The release of this video game was the first big step in the evolution of surfing games breaking into some what mainstream culture. This games rise and break through in popularity was unfortunately short lived.

Cover of Transworld Surf on PlayStation2 in 2002

With surfing’s increase in popularity over the years, I am also going to be looking into contributing factors as to why the game was forgotten (left behind).

Technology

Much like the rest of the modern world, game media also experienced benefits from the continuous growth in the Software layering (Platforms and Programs) but also within the Content layering (Visual and Sound design) helping to make the playing experience more enjoyable for users. It is within this advancement from both leading console gaming Xbox & PlayStation that resulted into the progression of Xboxone and PlayStation4 which contributed to the demise of Transworld Surfings popularity as users opted for the more updated gaming console versions. Transworlds Surfing technology and software could not advice with it, leading players to play surf gaming that have adapted to that level of console software such as Surf World Series.

Playing preference according to an article released by Deloitte in 2021, states that all users using console gaming priorities the games Content and Software layering when it comes to choosing their gaming experience which is why Transworld Surfing lost its popularity to Kelly Slaters Pro Surfer when released and is no longer as relevant due to the creation and evolution of surfing games such as Surf World Series and True Surf.

Surfing Gamings software progression from 2002 -2018.

Genre

Genres are used within game media to provide categories, that make it easier for players to find more of the games that they enjoy playing. When released in 2002/2003 Transworld Surfing fell into the genre of Esports and the subcategory of action sports.

In 2002, Esports genre was the second most popular behind action adventure according to the website article by Screenrant , making the release of Transworld Surfing Timely. Unfortunately due to the relevance of Esports in the early 2000’s the game also had to face large competition from rival publishers along with the saturation and variety in choices of sports from Rugby, Soccer and Cricket made it harder for the game to stand out for a longer period of time within the Esports genre.

Fandom

Refers to the concept of being a fan of something or someone. With Esports having a large amount of fandom alongside surfing cultural break through into the mainstream lead to the creation Transworld Surfing and other surf video games to be released at the time. The fandom still does exist today but struggles to match the larger cultural following of sports such as Basketball and Football.

Hopefully you found this brief analysis of surf video games and the decline of Transworld Surf interesting. Feel free to listen to the audio version of the article below.

Audio

Audio

References

  • Baerg, Andrew 2014. ‘Sports’, The Routledge Companion to Video Game Studies. Routledge: New York 267 – 274.(Accessed 2nd August 2022)
  • Consalvo, Mia 2003 . Zelda 64 and video games fans a walkthrough of games, intertextuality and narrative. (Accessed 2nd August 2022)
  • Deloitte Insights. 2021. The games console: Fitter than ever at 50. (Accessed 2nd August 2022)
  • ScreenRant, 2022. 10 Greatest Video Games of 2002, According To Metacritic.(Accessed 2nd August 2022)

#Videogames #cultural #contentlayers #softwarelayers #Transworldsurf #Esports #BCM215 #blogpost1

What devices students are using for online learning

The internet and technological devices have become increasingly relevant currently for students learning, with universities presently shifted to a more digital environment due to the circumstances of the world. Making devices such as laptops, phones, desktops and tablets essential to how a student may choose to connect, engage and learn content online. Thus why my research explored what devices students are using and prefer when learning online to provide more awareness to what device is most effective, whilst also addressing external factors of how comfort, distraction, value and efficiency lead to the devices chosen by students.

For this project I used the primary research method of an online questionnaire alongside secondary research consisting of academic and websites articles in order to collect meaningful information and data to provide greater clarification regarding:

  • The current devices students are using
  • Factors as to why students use their chosen device
  • Most effective device for students to use for online learning

Findings

It is through my research, involving a survey of current university students that 90% within the sample use a laptop for online learning, this is due to the fact 80% of students prioritise compatibility and efficiency alongside storage. The research highlighting the reason why students predominantly use laptops for online learning is because it provides them with the benefits and capabilities wanted by students when learning online. This research and statement can also be supported by website article “Laptop vs tablets whats the difference and which is better for students” with (Asursion, 2020) stating that for university students a laptop is the most equipped to answer and meet all coursework needs.

It is clear that laptops are the most effective device for learning due to the practicality of the device providing manoeuvrability, storage and its efficiency to write and build presentation, I found 10% of students within my survey still using either a phone, desktop or tablet being due to not their benefits but rather factors such as comforts and value where it was prioritised by 50% and also 30% conveying a key link. That even though students know the benefits of using a laptop while learning online, it did demonstrate a small connection as to why external factors of value and comfort can still lead to students using a different device despite the knowledge of laptops being best equipped for the requirements of online learning.

While my research showcase that all participants believed that their current devices was suitable and of benefit to their online learning. It revealed that 70% of students although happy with their current devices found it to also be of a distraction.

Static from primary research

An online article written by Insight Higher Ed dating back to 2019, announced that this distraction with devices can be due to a non-classroom environment allowing students to slip into poor habits and comforts on these devices that lead to the distraction. This is due to the freedom provided of university learning not being in an class roomed environment making students more susceptible to the device being of a distraction as this environment holds students less accountable.

Research

The research conducted in this project is valid and of value to students, universities and academics interested in exploring this topic. With all research complying with the necessary guidelines ensuring the project was performed in an ethical manner. It is important to clarify that my primary research could only be of a limited size, type and doesn’t reflect or speak for all university students on the topic. It does however provide more intimate data of merit, relevance and should not be discredited, but be aware of restriction in time, finance and research in order to complete this project. Meaning for readers that the evidence of the research is strong but ultimately confined.

Overview

In summary the project discovered that students are mainly using laptops for their online learning, as it is widely acknowledged to be the most suited to cover the requirements of online learning at a university level. Yet, it proved that devices selected by students is more complex than using the device most effective with other contributors being comfort, habit, distractions, value and location also playing roles in the relationship between a student and their chosen device. Demonstrating that even though most students use laptops as it is most effective, students will still use a device in which they believe works best for them and meets their own needs regardless of laptops being best suited to handle the requirement of online learning for university students.

Conclude

This project required a commitment to a high standard of research in order to gain quality and useful information that would be of contribution to this topic. Which is why I have decide to reflect on the project and research in order to evaluate what was done well and things that could be done differently if required to research in the future.

If you feel inclined you can read about this in the link below.

Reflection piece.

Reference

  • Hazelrigg, N., 2019. Survey shows nearly half of students distracted by technology / Insight Higher Ed. 

https://www.insidehighered.com/digital-learning/article/2019/07/10/survey-shows-nearly-half-students-distracted-technology(Accessed 21 May 2021)