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Al-Hossami 1

Erfan Al-Hossami
Professor Malcolm Campbell
English 1103
9/29/2015
Topic Proposal:Virtual world with real life awards
Introduction/Overview
Im interested in Virtual reality and the way it impacts our lives. Ive been playing video
games since I was 5 years old. Video games have shaped my learning preferences, passion, some
of my social character, and developed strong traits within me. The virtual world has been
impacting most human lives more than ever all around the globe and specifically in since 2003.
The gaming industry boomed in 2003 and more complex and entertaining games have been
created. In this topic I will be examining the pros and cons of Virtual world games(MMORPGs)
and address some of its future potential.

The Average age of MMORPG players is about 26 years. A big misconception about
gamers is that they are mostly high schoolers and teenagers. As a matter of fact 50% of
MMORPG players work in a full-time job; 36% of the players are married and 22% have
children. Given that information, a broad group of people is impacted by these games. The first
step in playing MMORPGs is creating an avatar. Creating an Avatar is either an extension of
oneself, a creation of ones imagination or someone one wishes to become. Real Life has
limitations, while avatar can simply reveal the suppressed desires. One can learn more about
himself through experiencing a world with less limitations. Dr. James Paul Gee has identified

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thirteen different learning strategies represented in MMORPGs, beginning with the


empowerment afforded by the act of designing an avatar and then controlling its path through the
virtual world. Dr. Gee believes the freedom to make decisions and express personal interests is at
the heart of educational success, and a lesson from which the public school system could benefit
as it continues to rely on outdated curriculums and repetitive testing. Virtual Worlds develop
imagination, offers the freedom for its players to forge and create their own destiny. Teenagers
highly enjoy such traits, because society enforces certain restrictions on them like what to dress
and whom to socialize with, while virtual world games offer freedom with lower risks than real
life. MMORPGs bring people together, develop team wok and communication. Players have to
interact using ping, chat or voice chat to achieve a common objectives. Players join clans , guilds
or other sorts of teams to achieve a bigger goal.
I searched points of view a lot for any information I can find. Unfortunately I did not find
any books to support my topic. I did seek the Librarians help and she told me I wont find much
useful information because my topic is not researched enough. I have not talked with my friends
on the topic yet. I have not asked my parents (They are not knowledgeable in this area.) I dont
think I know people who are involved in such areas. No, the process was bad I did not
understand my initial idea.
As far as I have gone, my topic has two points of view people who think virtual world
games are beneficial to humans in real life, and people who think that it is just waste of time with
MMORPG specific adverse affects like irresponsibility and being unrealistic and too
imaginative. My topic is not complex enough for me to keep me interested.
I used points of view, NewYork Times, and The Guardian.

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Initial Inquiry Question(s)


Are MMROPG games the best in self-defining ones self?

My Interest in this Topic


Im interested in MMORPGs because I have played a lot of them, I am hoping to
develop Virtual Reality. Im interested in non-classical ways of self-defining. I already know that
MMORPGs are very successful and challenging to play. It involves big communities and
competitive matches.I hope to learn the 4th dimensional affect of experiencing such games on
our lives. I hope to learn the extent in which MMORPGs can define who we are as people.

Next Steps

Im going to read 4 view points articles on MMORPGs, 2 The guardian Virtual reality
articles and one one The New York Times Article.
Over all this is a really good topic. At times somethings are vague. You should define
MMORPGs and other important gaming terminology for an audience that is unfamiliar with
gaming. Also site some of your sources. For instance when you are talking about controversies
you should say where you found these opinions. Im sure youll find some more info there as
well. Also I believe you can find a lot of info on gaming technology and how it influences
medicine and war, because they use similar technology ( especially the military, I know they use
virtual software. I like your topic and I think you could go far with it .

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