Friday, 29 May 2015

ISP Blog Post #5

     For this post I will be viewing Douglas Coupland's JPod through the lens of the reader response theory. In order to grasp a clear concept of what is going on the book, I had to learn about certain aspects of the video game industry. I learned some while I read and through additional research I found information to help my understanding.

     The video game industry is a rapid paced environment filled with excitement and deadlines. Many diverse people with different backgrounds, skills, and personality traits work together to reach a common goal. In JPod, Coupland showcases 6 individuals working together to make a video game. They are all very different and unique. In fact, they should not even be working together. But Coupland puts them together through words to showcase the idealism of working together. When I was first reading I was concerned because the book appeared to have no concrete plot or any kind of chronological events. There were times when the book was focused on the game they were designing, then the book would move to the protagonist's mother suddenly having homosexual tendencies. At the time it was a big deal, but the very next page we're back to the game, as if it never happened. The group known as "JPod" also play games in the book. One in particular was them looking for a certain number in the first ten thousand digits of pie. Coupland included all ten thousand digits in the book, taking up over 50 pages. Although this seems completely random at first, it is clear the Coupland is doing this to make a reference to the ever changing and adaptive game industry. Just like the industry, the employees have to be just as malleable, and the constant change of plot and topic reflects this.

     JPod in many ways, reflects life. Life is not plotted out. Life does not have a predetermined beginning middle and end. Life changes, life can change at the drop of hat, much like how JPod does. When something major happens and people act like it never happened, is accurately representing how humans move on from changes in their life. Whether it is death or other significant changes, we persevere. This is exactly what JPod is depicting. From the view of reader response, I believe that having a basic understanding of the human life you are currently living is enough to understant the ever changing and adaptive environment that JPod so relentlessly depicts.

Monday, 11 May 2015

Blog Post #4

ISP Blog Post #4: Feminism
            Jpod is a book the analyzes and exposes the employees and people involved in the ever growing video game industry. Although Coupland does not create a story that necessarily moves in chronological order, he does use his writing to develop characters in an intimate and thorough way that many writers may not have the ability to do. With that said, Coupland does show uniqueness among characters, but also creates a hierarchy of people. From a feminist perspective, it is clear that women are not represented in the same way that men are. For starters, the amount of male characters highly exceeds the amount of female characters. However, it should be noted that the video game industry contains mostly male employees. So I believe that Coupland is making an accurate representation of the industry in his novel.

            JPod, although it has frantic descriptions and off beat storylines, has a clear message when it comes to discussing women. The two women in the actual “JPod” crew are Kaitlyn and Bree. Both are very unique in their own way, but share a similar personality characteristic. They both are presumed to be promiscuous and sexual beings who use femininity to perhaps obtain certain goals. Bree is known as being one who is constantly trying to impress men. Coupland wrote this character in a way that exhibits her need of an opposite sex partner for emotional validation. “My co-worker Bree was trying to impress this snobby French guy, and she wore a stinky Parisian floral fart perfume to work.” (Coupland, 286) This characteristic portrayed by Bee suggests that it is the responsibility of women to seek out mates. It also suggests that women must have to change certain aspects of themselves solely for the admiration and validation of the opposite sex.

            Coupland does make observations about the lack of women in the video game industry in Jpod. However, I believe he does this in a way that is somewhat biased. “"So this is where you work." She glowered at the pod. "I see just one woman here. What's your name?" "Kaitlin." "Kaitlin, how can you possibly work in a space where there's not even one other woman and the possibility of synchronizing ovulation cycles?" "Legally,” (Coupland, 288) In this quote, John Doe’s mother is making a remark in regards to the lack of females working in the game company. But in the sentence where she makes the remark of syncing ovulation cycles, I believe she is inferring that it be necessary for women to be around other women. It takes away from Kaitlin’s independence as a woman, and makes it seem as though she cannot handle working with primarily men.

            This book also briefly examines the need for masculinity in a man’s life. This does not exactly resonate with feminism, but should be mentioned because it is a subtle examination of gender roles in our society. “I said, "John never told us his family called him crow." "It is his name. But I respect his right and need as a male to generate a name that supports his masculinity in the cheerless environment of technology." (Coupland, 290) In essence, this quote is making a commentary of how as men, we are born somewhat neutral in how masculinity affects us as individuals. But as the quote explains, society pressures us by social norms that force certain aspects of psyche onto us.
            It was interesting dissecting feminism within JPod. Although it is not a key theme within the book, Coupland does use his book to make subtle observations of gender roles in our society.
           

            

Friday, 1 May 2015

Issues in JPod and the Video Game Industry- Addiction

     Video games, something that has dominated the kid and teen culture for decades, and is a key part of today's entertainment industry. The largest demographic of people who access this form of entertainment are teens and young adults. Most are able to balance video games along with school, work, family, and friends. However, some are not able to do so. If teens are spending too much time playing video games, or downplaying/lying about how long they are in front of a screen, chances are they may be addicted.
     But what is an addiction? When we play video games, certain parts of our brain are being exercised. Obviously hand-eye coordination is present, but it can go deeper than that. Something as simple as beating a high score can access the reward centers of our brain and release a chemical called dopamine, this is the same chemical that makes humans feel high when they consume drugs. This is a good feeling for humans as a species. The work of psychologists such as Sigmund Freud show that humans have a drive to feel pleasure and avoid pain. Because of this, some individuals may become obsessed with the mental reward that comes with beating a high score or beating the game in whole.
     Another key aspect of video game addiction is the role play. We make these characters unique, we use them as an extension or mirror of ourselves in a made up, fictional world. For a young person who has an anti-social personality, or has unstable relationships with peers or parents may turn to their online lives as an escape from reality. The relationships they form on the internet are as real to them as the ones in real life. But unlike reality, they offer positive reinforcement that keeps the gamer invested in a virtual world. The notion of exploring a virtual world for the first time also offers a thrill to the player, again rewarding the pleasure centers of the brain, providing additional positive reinforcement to continue playing games.
     Because of its sporadic nature and heavily marginalized demographic, video game addiction has been relatively hard to study and document. It is not a mental disorder recognized by the American Medical Association, but the World Health Organization has concluded that video game addiction can have similar cognitive effects on the development of young people. As troubling as this is, video games are here to stay. It is our job to stay educated, and stay aware of how much of our lives we are using to escape reality. Stepping outside and breathing some fresh air is always a good place to start.