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Minggu, 16 Oktober 2016

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Real-Life Pokemon: The Mythological History of Animals

By Johny Young Lee 

Animals and storytelling have been a part of human culture since Homo Sapiens came into existence. Living in a world filled with majestic creatures that we hunted for food, skinned for clothing, and kept as pets has influenced our lives in powerful ways: religion, politics, even warfare.

From sacred Egyptian cats to Hinduism's holy cows, animals represent more than biological life-forms, they are intertwined in every aspect of our culture. Pokemon taps into this deep-seated psyche by extending the powers that animals have, and thus, their utility in human society.

Created by Satoshi Tajiri and Ken Sugimori, Pokemon (originally called "Pocket Monsters") were adapted from real-life animals in the early 1990s. In the original video game, the player must capture Pokemon using specially design Poke Balls, and use them to fight fictitious competitors, collection various specialty badges with every defeat. Pokemon taps into our human instincts of companionship, competition, and journey. As a result, Pokemon became one of the largest pop culture trends throughout the work in the 90s.

Millennials grew up playing Pokemon video games, watching its cartoons, and playing its card games. As technology advanced, Nintendo, which publishes Pokemon, updated versions of the video games to play on advanced hardware. As smart technologies progressed, Niantic, a San Francisco Software company specializing in augmented reality, worked to create one of the most successful smartphone applications in history: Pokemon Go. Tapping into the public's nostalgia of this cultural phenomenon, combined with new technologies, Pokemon Go allows users to catch their own Pokemon in their community through their smart phone.
Although Pokemon Go integrates novel technology to create a fundamentally unique experience for users, it has more than just software to thank for its success. At the core of its appeal to consumers is its connection to human psychology. Humans have always had an affinity for animals because they have shared our spaces since the development of our species. Because of this, our ancestors told stories and created mythologies around animals and the symbols they represent.

If we skim through history, we will discover countless interactions between humans and animals, and stories based off of them which relayed important cultural messages. For example, lions represent authority, power, and dominance; lambs and snakes are often symbolized in religious texts, and eagles are seen as heralds of freedom.
One culture that was particularly influenced by animals was ancient Greece, which based a large portion of their religion on mythological creatures. One of the most famous storytellers of Ancient Greece, named Aesop, was famous for incorporating animals in his anecdotes which were used to convey important moral tales. These were used by politicians, religious leaders, and teachers to explain to audiences life-lessons in easy to understand ways.

Aesop relied heavily on the application of archetypes, which is a significant symbol or motif. Examples of archetypes include a mouse representing weakness and a turtle representing languidness. Aesop utilized motifs to express certain virtues or vices. One example of an Aesop's fable is the tale of The Fox and The Crow, which can be found on AesopsFable.com, and which can be viewed on YouTube - Timeless Tales: The Fox and the Crow.    https://www.youtube.com/watch?v=hACpLj0_EiA



A Fox is awoken by a Crow who landed on a branch above, a piece of cheese in her beak. 

Timeless Tales: The Fox and The Crow
"Oh Miss Crow! How great the morning is with your beauty! How lovely and glossy are your feathers? And those eyes, like glowing reflections of your soul. What a beautiful voice you must have, beyond all the other birds in the forest. Please, may I hear just one song to prove you really are the queen of all birds?"

The Crow, softened by the Fox's compliments, lets out a loud "Caw!" However, as soon as she opens her mouth, the cheese falls to the ground, allowing the Fox to gobble up the morsel.

With a snicker he says, "Miss Crow, in exchange for your cheese, I shall give you advice: never trust a flatterer."

Since the 6th century BC, when Aesop was alive, there have been thousands of fables attributed to his name across the world. From England to India, Aesop's fables are used to instill values or warn of vices in children and adults alike. The Fox and The Crow is just one example of the many unique, fun, and thought-provoking fables that uses animals as symbols to convey a message in an entertaining manner. This tradition has carried into our current culture, proven by the resurgence of Pokemon through the augmented reality game, Pokemon Go.

Human evolution and its culture is deeply connected with animals, which is why they pervade so many of our myths and stories. For anyone interested in the mythological influences of Pokemon Go, and how animals and stories connect us, they can access thousands of Aesop's fables at AesopsFable.com, one of the best resources for fables. You can scan through their catalog or search for previous versions and reiterations of Fables. They even have a growing catalog of narrations, animations, and books available.

One project that AesopsFable.com is developing is its Timeless Tales animation series which seeks to bring moral fables to the modern age in fun and engaging ways. Timeless Tales seeks to build self-worth to children and adults alike, allowing audiences to critically think about the virtues and vices of human nature - lessons which they can apply in their own lives. In modern media, there are few programs that offer opportunities for children to analyze and interpret the world around them from a moral standpoint. Timeless Tales hopes to give children insight into more complex human emotions and values so they may understand themselves and the world on a deeper level.

Article Source: [] Real-Life Pokemon: The Mythological History of Animals
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Educational Video Games Useful for Academic Achievement

By Pritha Biswas 

Educational Video Games Useful for Academic Achievement
Rubik Cube
Time and again in scientific quantitative research gamers have shown to outperform non-gamer control groups. According to social science scholars games are not a new phenomenon of the 21st century to be used in learning. They have been around for a long time and were used by the Department of Defense to inspire or stimulate military and political crises situations. For instance, in the Polish nationalistic uprising, the pro-Castro movement and in the Cold War. But the way games are used have come a long way and are much more than conniving military strategy tools. They are now ingrained in our culture and form a significant component of our contemporary culture.

But video games since their inception have been an object of both fascination as well as fear among the masses. Today the gaming fear has subsided and as per reports, 75 percent of corporate managers in IT giants like Apple, Google and HP under the age of 35 play video games on a regular basis. Also employees above the age of 35 play or have substantial gaming experience. In fact these days' games are so popular that they are purchased in numbers greater movies.

There has been a shift towards educational video games along with other educational toys like the Rubik's cube. Educational video games have very many positive effects on kids like, give them a sense of achievement when they begin to solve a problem and progressively get good at it, they learn real world problem solving strategies, there is optimism from persevering to solve the game as they understand that they are fairly smart and regular play of such educational games for kids work to keep their brains active and stay sharp. Their mental reflexes to a problem at hand changes for the better and also gives them a wider perception to solving problems. There are also other benefits to such game play, like, it improves hand-eye coordination, improves children's concentration levels and helps them to process thoughts faster and also improves short-term memory skills.

The most interesting form of intellectual development associated with video games is the level of foremost intelligence in humans of spatial or visual understanding. Humans have the unique ability to imagine realistic worldly spaces in their minds, and video games help to develop and work on kids' spatial intelligence; as these games work as a 3 dimensional puzzle much like an open-ended puzzle like a treasure hunt.

Moreover, certain educational video games are also known to help children with PTSD (post traumatic stress disorder) so that they can avoid unhealthy thoughts and keep their minds off from them with games that keep them busy.

So, what are you waiting for?! Pick up your gaming consoles and start learning like the contemporary gen next child should!

Pritha is a writer and Team Member at Aklavya- A Free Educational Game for Children. The project is still in its nascent stages but already is considered to hold much potential.

Article Source: [] Educational Video Games Useful for Academic Achievement
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Rabu, 28 September 2016

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The History of Pokemon - How Did Pokemon Become Popular?

By Zachary Moyer 

Pokeball
Pokeball
The history of Pokemon began with one single japan man named Satoshi Tajiri. It was his hobby. Over time he decided to put his idea of catching creatures into practice, to give children the same thrills he had as a child of catching insects and tadpoles. Tajiri and friends worked a lot of hours on designs and Tajiri even went with unpaid hours to make his dreams come true for the game. It nearly drove partners bankrupt, and several employees quit due to financial conditions. The first Pokemon games, Pokemon red and green, came to Japan on February 27, 1996, which fulfilled Tajiri's dreams. Because of the success rate in Japan with the Pokemon games, they released it overseas.

The anime, as well as Pokemon Yellow, marked Pikachu as the most popular and recognized creature in Pokemon history, turning it into the franchise's mascot. This led to a small spin-off game called Hey You, Pikachu!, which was released in Japan on December 12, 1998, and in North America on November 6, 2000. This was a virtual-pet game, utilizing the Nintendo 64's Voice Recognition Unit to let the players interact verbally with Pikachu. When the anime finished following the games' story with Ash's defeat in the Pok�mon League in January 1999, it started a new season in a new region called the Orange Archipelago.

A major overhaul of the main game series occurred when Pokemon arrived on the Game Boy Advance on November 21, 2002 when Ruby and Sapphire Versions were released in Japan. Trainers found themselves in the southern land called Hoenn where 135 new Pokemon were waiting to be discovered. The games reached North America on March 18, 2003 and had many new features, the most prominent being Pokemon Contests, Double Battles, Pokemon Abilities and Natures for each Pokemon. Also introduced in these versions were more types of weather and two new villain teams, Team Magma and Team Aqua..

The anime began a new series, Advanced Generation series, which started in Japan on the same day as the release of the games and reached North America almost a year later. A great deal was changed in this series, including the introduction of a new main character, May, based on her game counterpart.

There are several generations of Pokemon, and there is still future generations to come. When the world changes, so does the world of Pokemon. 2016 marks the 20th anniversary of Pokemon, and will be celebrated by the re-release of the original Generation I core series games on the Nintendo 3DS's. There are currently six generations of Pokemon, and over this time period, there are many games, including spin offs, along with anime, movies, manga, a Trading Card Game, music, and a musical.

Article Source:  The History of Pokemon - How Did Pokemon Become Popular?



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