Part IV
Interacting

Part IV explores the kinds of media experience available on video games, and CD-ROMS, and some of the implications for young users. The units investigate the implications of computers for the lives of young people, and how aspects of hypertext and hypermedia, for example, affect children’s reading, writing, and thinking. What role does the Internet play in young people’s lives? What is the importance of media-related toys and games? What is the function of theme parks? What is the importance of narrativized consumption as part of how children are invited to interact with texts? Units in Part IV explore these questions and the implications of such new ingredients in children’s imaginative lives for the ways they choose to play.

Unit 7
Video Games and CD-ROMs

This unit examines those forms of interactive text that can be described as closed, as containing a finite number of possible interactions. The two main categories to be considered are video games and CD-ROMs containing information texts and stories.

Learning Objectives

When you have completed Unit 7, you should be able to achieve the following learning objectives.

  1. Understand the complexities of producing and marketing video games and CD-ROMs and some of the consequences for children.
  2. Assess what a game or CD-ROM has to offer and develop criteria for making judgements.

Unit 8
Using Computers

Some forms of hypermedia, only possible on computer, affect ways of reading, writing, and thinking. This unit will examine some of the questions and issues involved in the use of computers, including further consideration of CD-ROMs. It will take a broader look at forms of interactive and on-line communication, and explore ways in which computers and the Internet affect children’s lives both at school and at home.

Learning Objectives

When you have completed Unit 8, you should be able to achieve the following learning objectives.

  1. Recognize impacts of hypermedia on reading processes.
  2. Understand how much is known about the impact of the Internet.

Unit 9
Selling Interaction

Historically, when we talk about children engaged in interaction we have usually meant that they were occupied with their toys and games. This unit takes a closer look at children’s toys, games, and other merchandise based on media texts, theme parks based on particular narratives, and the advertising that brings these and other phenomena to the attention of children. Specific attention is paid to the role of Walt Disney in this world of stories and related commodities.

Learning Objectives

When you have completed Unit 9, you should be able to achieve the following learning objectives.

  1. Recognize the level, quantity, and qualities of the marketing of toys and experiences to children, which are based on, or spun from, their stories.
  2. Understand the effects that the existence and advertising of such media-based commodities may have on children.