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Virtual Harry: The Role of Video Games in the Potter Series
Program Code:
320
Date:
Friday, August 3, 2007
Time:
5:00 PM to 5:50 PM
EST
SPEAKER
(S):
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about each speaker.
Cathy Leogrande teaches and researches in areas of teen and tween development, especially focused on video games and learning, popular culture, young adult literature, as well as Harry Potter. She teaches a graduate Education course EDG 731 (of course!) Teaching Harry Potter: Multiple Perspectives. As a teacher, she is a cross between Minerva McGonagal and Remus Lupin, although Slughorn, Moody and even Snape sneak in every once in a while. She is a Ravenclaw and is willing to prove it.
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Joey Leogrande has been a fan of Ms. Rowling since he and his mother began reading her novels together. He was thrilled to see her in person both nights at Radio City last year. He is an avid video gamer, and also plays soccer, hockey, tennis and ultimate Frisbee. His hero is Emerson Spartz.
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Description
The Millennials, or digital natives, have always known computers, cell phones, the internet and cable television. It was a logical extension to move the Potter characters and plots to the world of video gaming. This paper examines how video games compliment and/or change individuals understanding and enjoyment of characters, plot and setting in the world of Harry Potter. In the games, people can enter the Potter series as an interactive member and (virtually) own a broom, play quidditch, interact with the teachers and cast spells. The paper discusses how this fan experience compares to real life Potter fan groups as well as online communities and roleplaying groups. Many who consider themselves "true" fans dislike the video gaming experience and feel it detracts from enjoyment of the books, while others find the games a different yet credible part of their Potter experience.