Вы находитесь на странице: 1из 9

Research Log #1

Name: Raymond Lee


Date: September 12, 2017
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #3: Gaming can affect a player’s social life.
Excerpts (These should provide insight into the Point to Prove):

Hartley finds that “The U.S. Army has even begun to leverage games as a way to bolster recruiting in
areas where interest has been dwindling” (1).
Hartley explains, “Research indicates that younger employees… expect new technologies such as
games and social networking to be deployed in the workplace and beyond. Perhaps for this reason,
a number of companies have turned to games to increase productivity, morale and retention,
reducing turnover rates and absenteeism” (1-2).
Hartley also states, “Games can not only teach language skills, they can instill and propagate
cultural knowledge, sensitivity and awareness” when referring to Alelo Inc. (3).
“[A player] can choose to become an industrialist [or] focus on production, mining or trade, and in
those professions they are basically training themselves in standard business skills such as
production management, logistics, cost-effectiveness of production and market analysis, which are
the basic questions of economic management” said Eyjólfur on the use of gaming to train business
skills (4).
“Research has shown that games can be exceptionally effective in the medical arena as well… Video
games also allow patients to connect with others, remain socially active and even develop
relationships” explains the use of gaming as a therapeutic device (4).

Analysis (How does this source support the Point to Prove?):


This article provides examples of how gaming can be used to affect people socially. The use of
gaming for the U.S. Army communicates the experiences of the military to the players themselves in
an engaging way. Other industries can also begin to use this to promote their own businesses. As
some businesses begin to integrate a gaming system, workers are rewarded with points which they
can spend on rewards. This encourages the workers to work harder and enjoy doing their jobs.
Businesses have also used gaming as a method of teaching business skills. This is very impactful as
the younger generations are more engaged when gaming is integrated with learning. Eventually,
gaming might teach other skills and methods. The use of video games as a form of communication
for medical patients has a very large impact on those patients as they are able to connect with
others outside despite their physical limitations.

Work Cited (correct MLA format):


Hartley, Deanna. Certification Magazine. Apr2009, Vol. 11 Issue 4, p26-29. 4p. 1 Illustration.
I am assuming that this is a reputable and reliable article because it refers and is backed by multiple
sources on the topics discussed by the author.
Research Log #2
Name: Raymond Lee
Date: September 21, 2017
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #3: Gaming can affect a player’s social life.
Excerpts (These should provide insight into the Point to Prove):
A study on gambling found that “Chinese players may take riskier chances… while North American
gamblers take more gradual chances” (373).
The article states, “Education has fueled further study in the area of gaming and psychology in
reference to culture. Upcoming generations are experiencing striking neurological growth as a
result of digital simulation” (373).
“Online role-playing games, similar to other media forms, are extensions of cultures” according to a
source that the article refers to (377).
On the effects of Massive Multiplayer Online Games (MMOGs), “Digital-physical hybrids can be
deeply intertwined with socio-economic decisions, expressions of trust and friendship, and in-game
dynamics entangled with a regulatory political system” (377).
One of the research findings suggests that “Users with greater cultural understanding and
understanding of learning environments would achieve different results than those users with less
cultural understanding and different environmental understanding” (380).
Analysis (How does this source support the Point to Prove?):
Although most of this article is about cultural video game design, it does refer to certain pieces of
information that support that gaming affects a player’s social life. According to the article sources,
gaming improves the neurological growth of players which affects their decision making. Video
games can also expose players to new cultural experiences whether it’s from the cultural design of
the developers or the cultural diversity of the game’s player base. And because of these experiences,
players are able to understand other cultures better and create better relations with people of that
culture. As one of the excerpts above says, players with greater cultural understanding and
understanding of learning environments achieve different, and possibly positive, results as they
have different goals and objectives than those who do not have those understandings. In addition to
cultural understanding, multiplayer games specifically MMOs bring players together as they
establish friendship, trust, and teamwork. This effect is impactful as most businesses are currently
looking for people who are able to collaborate well with other people.
Work Cited (correct MLA format):
Chakraborty, Joyram. Norcio, Anthony F. Van Der Veer, Jacob J. Andre, Charles F. Miller, Zachary.
Regelsberger, Alexander. Journal of Educational Technology Systems. Jun2015, Vol. 43 Issue 4,
p371-388. 18p.
I am assuming that this is a reputable and reliable article because this article is from the
Department of Computer and Information Science of Towson University.
Research Log #3
Name: Raymond Lee
Date: September 22, 2017
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #3: Gaming can affect a player’s social life.
Excerpts (These should provide insight into the Point to Prove):
The authors state that, “Due to advances in Internet technology, cyberbullying is gradually
becoming the new form of in-school bullying and is spreading rapidly” (236).
They claim that video games “generally have violent content, and constantly engaging in violent
behavior in virtual situations may lead adolescents, who have yet to attain full maturity, to translate
their aggressive acts from the gaming environment into their real life behaviors” (236).
Gender has also been researched on this topic: “Extensive work has shown that males are more
likely than females to exhibit physical aggression, bully, and be bullied… some studies found that
females engage in more relational or verbal aggression than males do” (238).
Analysis (How does this source support the Point to Prove?):
This article/research supports the point to prove as it is about the social effects of gaming,
specifically violent games. The authors claim that violent games will cause children and teenagers
to become more aggressive online and in real life. They also believe that violent games has also led
to an increase in bullying in schools. Other research studies in Taiwan on this subject has also been
mentioned which supported the claims.
However, the article seems to be weak in the fact that all of their studies were done in
Taiwan. The reason that matters is that Taiwan, similar to other Asian countries such as South
Korea, is a region where competitive gaming can be taken very seriously. Meanwhile, the regions of
North America, Europe, and South America tend to not take gaming as seriously as sports such as
football (soccer). Because of this, the results of those studies might not represent the gaming
community as a whole. From experience, it is true that online players can get very aggressive.
However, players tend to get aggressive because of the competitive environment of the game, not
the violent content of the game itself.
Work Cited (correct MLA format):
Yang, Shu Ching. Journal of Educational Computing Research. 2012, Vol. 47 Issue 3, p235-249. 15p.
1 Diagram, 1 Chart.
I am assuming that this is a reputable and reliable article because the article contains information
from a research journal of National Sun Yat-Sen University.
Research Log #4
Name: Raymond Lee
Date: October 2, 2017
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #1: Gaming can affect a player’s physical health.
Excerpts (These should provide insight into the Point to Prove):
Corso finds that “video games act as powerful catalysts: They can affect stress levels through
increased heart rate and heightened cortisol production” (3).
Corso uses a study in 1991 to show his main statement: “traditional video games, such as Ms. Pac-
Man, have been shown to increase heart rate, blood pressure, oxygen consumption, and energy
expenditure” (3).
Other than stress levels, “More physically intensive video games such as exergames, e.g. Dance
Dance Revolution and Wii Sports, are being used as health tools to increase caloric expenditure and
heart rate” (3).
Corso also finds that video games can treat physical problems: “A Stroke Outcome Research Unit
conducted a study on video game and virtual reality improvements on arm strength and function
after a stroke” (7).
Analysis (How does this source support the Point to Prove?):
Although Corso’s research was primarily on the effects of gaming and its potential for uses other
than entertainment, he does state some physical and physiological effects on individuals. A
physiological effect that Corso has mentioned was faster reaction time which can be considered a
physical benefit as it does affect the body’s muscles. The increased stress levels in gaming is
interesting as it is mainly a mental or psychological effect, but stress has also been proven in other
studies to cause physical effects, some being beneficial while others are negative. Increased blood
pressure is also usually a negative effect, assuming the individual is at a normal and healthy level.
On the topic of “exergames”, they do keep its players physically active and fit. I assume the reason
why we don’t see this often in the gaming community is most likely that they are overshadowed by
video games with more action, such as shooters. Video games being able to treat strokes by motor
recovery is probably the effect with the most potential as games could branch to other medical
fields to treat other illnesses.
Work Cited (correct MLA format):
David, Corso. “A Review of Video Game Effects and Uses.” Caravel, University of South Carolina,
2014, caravel.sc.edu/2014/03/a-review-of-video-game-effects-and-uses/.
I am assuming that this is a reputable and reliable article because the article is supported and
published by the University of Carolina.
Research Log #5
Name: Raymond Lee
Date: October 10, 2017
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #2: Gaming can affect a society’s economy
Excerpts (These should provide insight into the Point to Prove):
In the video The Rise of Videogame Economies by PBS, Robert Bloomfield describes virtual
economies: “They’ll create a bunch of markets that allow people to trade things that are useful in
the game and they’ll pay real money” (PBS).
Greg Lastowka states that “if you go back to the history of social gaming, in the 1970s there were
players who would sell accounts for items to other players for real money” (PBS).
The narrators also mention, “So essentially, some people quit their day jobs and full time went
about collecting virtual items and then reselling them for real money” (PBS).
In addition, there is also this line: “So basically any mechanism that you use to acquire virtual
wealth within a game can also be a mechanism for making real money as long as you have that
crucial component of being able to figure out a way to get the player who wants the valuable item to
you real money in exchange for it” (PBS).
Kyle Chayka analyzes that “... they [virtual economies] don’t exist in a bubble. There’s inequality,
there’s imbalance, there’s difficulty regulating how much currency is flowing to who. And those are
problems that face video game players just as well as office workers” (PBS).
Analysis (How does this source support the Point to Prove?):
The “virtual economies” of video games does affect a society’s economy as it introduces a
potential new source of revenue or business, for individuals or companies. Today, a very few
amount of individuals do still perform this to earn money as a form of revenue. This is most likely
due to the decline of MMORPGs, which is the genre which this is most popular in, and the
introduction of the microtransaction system, allowing any player to buy in game items using real
money. The use of virtual economies has also been abused in the recent past. One example was
what the internet calls “The CSGO Lotto Scandal” in which players were able to gamble their in-
game items. It was a problem because anyone, including kids under the legal gambling age, could
gamble and websites profited off this. Currently, the most common option for individuals to make a
decent revenue is being a content creator on YouTube or a streamer on Twitch.tv. There is also the
topic of taxes on these sources of revenue mentioned in the video, but I have very little knowledge
as no one really talks about them.
Work Cited (correct MLA format):
Bloomfield, Robert, et al. “The Rise of Videogame Economies | Off Book | PBS Digital Studios.”
YouTube, YouTube, 17
Mar. 2014, www.youtube.com/watch?v=cxf0aoDQDWs.
I am assuming that this is a reputable and reliable source because this was created by PBS and
features professors from universities.
Research Log #6
Name: Raymond Lee
Date: January 8, 2018
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #1: Gaming can affect a player’s physical health
Excerpts (These should provide insight into the Point to Prove):
Javier states that “AVGs (active video games) result in higher heart rate (HR), oxygen consumption
(VO ) and energy expenditure (EE) in adults and children” (2).
2

Based on the results of his study, Javier finds that “active video games provide an adequate stimulus
to meet the physical activity guidelines and could form part of future physical activity
recommendations” (8).
Javier concludes that “Video game usage is widely extended among the population, and this study
shows that AVG technology can be useful and efficient tool to help people to meet the PA
recommendations and to reduce sedentary behavior” (10).
Analysis (How does this source support the Point to Prove?):
This source supports how can video games affect a person’s physical health by encouraging
exercise. Javier’s results has shown that participants’ ratings of active video games are higher than
the exercise trails. This observations promotes the idea that video games give higher incentive to
people, usually adults, to be more active instead of sedentary. More adults being active would result
in lower risks of diseases than normal sedentary video game behavior. Another part of Javier’s
research was focused on the psychological health of the participants which he had found to have
also been healthy as a result of these active video games.
Work Cited (correct MLA format):
Monedero, Javier. Murphy, Enda E. O’Gorman, Donal J. PLoS ONE. 5/1/2017, Vol. 12 Issue 5, p1-13.
13p.
I am assuming that this is a reputable and reliable source because the authors are affiliated with the
School of Health and Human Performances, the Faculty of Science and Health, and the Dublin City
University in Ireland.
Research Log #7
Name: Raymond Lee
Date: January 8, 2018
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #1: Gaming can affect a player’s physical health
Excerpts (These should provide insight into the Point to Prove):
The research of the study suggests that “Males were more likely to be video game addicted or
problematic game players than females. Additionally, problematic play and addiction was
associated with younger age and lower educational status” (6).
The researchers found “a German study assessed problematic video game play among a
representative sample of 4,382 German adolescents and adults age 14 and above. Using the GAS
(Game Addiction Scale) short form, these researchers found 3.7% were classified as problematic
users and 0.2% as addicted users” (7).
“A Dutch study assed problematic video game play among 2,444 adolescents and adults, ages 13 to
40, through a research panel” was also included as “they found the prevalence of IGD (Internet
Gaming Disorder) to be 5.4% with higher rates in younger ages and males” (7).
“Regular game players reported first playing video games at age 18.5 on average” according to the
study conducted in Canada (9).
Analysis (How does this source support the Point to Prove?):
This study done in Canada shows the one of the possible negative effects of video games on
people which is addiction. Though the researchers noted the over representation of males in the
study, it is still worth noting that younger males are more vulnerable to addiction, along with their
connection of having lower education levels. The results of this study is important as the internet
and media are rapidly expanding globally, making those small percentages add up to become a
serious problem as video game addiction affects people in many ways. Addicts often have a hard
time focusing on school or work and therefore have lower education and lower-end paying jobs or
possibly unemployed. In addition, people have reported to use video games as an escape. These
factors would promote sedentary behavior and increase risks of health problems.
Work Cited (correct MLA format):
Sanders, James L. Williams, Robert J. Damgaard, Marie. Canadian Journal of Addiction. Dec2017, Vol.
8 Issue 2, p6-12. 7p.
I am assuming that this is a reputable and reliable source because the authors are affiliated with the
Faculty of Health Sciences and the University of Lethbridge in Alberta, Canada
Research Log #8
Name: Raymond Lee
Date: January 8, 2018
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #2: Gaming can affect a society’s economy
Excerpts (These should provide insight into the Point to Prove):
Yuri Seo believes eSports as a future industry as it “is a fast-growing consumer segment, involving
multiple on- and offline interactions among and between consumers, companies, and other
stakeholders” (1543).
Seo also notes that “the most striking aspect of eSports for marketers is not its unprecedented
growth and global presence. It comes from the nature of value that consumers seek through their
engagement with competitive computer gaming” (1545).
To find the value of eSports, Seo used the 4Es of experience economy and summarizes that “eSports
is not just about playing computer games competitively. It involves many other experiences, which
include watching, learning, and being immersed in eSports” (1554).
Seo refers to Blizzard Entertainment as that company has grew from “$40 million in annual revenue
in 1995 to $2 billion in 2012… partially attributed to their collaboration with the eSports governing
bodies, broadcasting stations, and consumer activities…” (1554).
Analysis (How does this source support the Point to Prove?):
The exponential growth of eSports in the early 21st century has opened the economy to a new
market of video games. This new market has also allowed rapid growth of gaming companies such
as Blizzard Entertainment, Valve Corporation, and Riot Games as they helped create eSports into a
billion dollar industry. Other than gaming companies, the eSports industry has boosted the
broadcasting industry which now includes eSports and the current Twitch live streaming services
as eSports expands globally, gains more recognition and consumers. Regarding live streaming,
eSports has also indirectly lead to the rise of Twitch, a platform that allows users to interact and
watch professional video game players play computer games. Recently, more companies outside of
gaming began investing into eSports from its rapid growth and attention. These companies can
include producers of gaming equipment such as Razer or NVidia all the way to companies such as
Korean Air. From this, the globalization of the internet, media, and eSports led to the economy also
globalizing for these industries related to eSports or gaming.
Work Cited (correct MLA format):
Seo, Yuri. Journal of Marketing Management. Oct2013, Vol. 29 Issue 13-14, p1542-1560. 19p 2
Diagrams, 1 Chart
I am assuming that this is a reputable and reliable source because the author is from the Victoria
University of Wellington in New Zealand.
Research Log #9
Name: Raymond Lee
Date: January 8, 2018
EQ: How can the development of gaming affect players and societies?
Three Points to Prove: #1: Gaming can affect a player’s physical health.
#2: Gaming can affect a society’s economy.
#3: Gaming can affect a player’s social life.
_____________________________________________________________________________________
Point that this Source/Information Proves: #2: Gaming can affect a society’s economy.
Excerpts (These should provide insight into the Point to Prove):
Suderman stated that, “Since 2000, men in their 20s without a bachelor’s degree are working
considerably less and spending far more time engaged in leisure activities, which overwhelmingly
means playing video games” (18).
“Even as the unemployment rate has dropped, labor force participation--the number of people who
either work or want to work--has dwindled… young men without college degrees have become
increasingly detached from the labor market” explained Suderman (19).
University of Chicago economist Erik Hurst stated, “The percentage of lower-skilled men aged 21 to
55 who had a job dropped from 84 percent to 77 percent” in an interview with Suderman (19).
In the article, “About three quarters of the increase in leisure time among men since 2000 has gone
to gaming. Total time spent on computers, including game consoles, has nearly doubled” as
Suderman found (19).
Analysis (How does this source support the Point to Prove?):
This article supports how video games can affect the economy by raising unemployment. As
mentioned in many other studies, many people often play video games for fun or as an escape from
reality. The latter reason gives incentive for lower-skilled workers to play more video games and
potentially quit their jobs. This effect on the economy would be negative as less workers would
theoretically slow or prevent economic growth. In addition, many games are often similar to work
as the game constantly gives you a quest (or a job) for you to complete. These games often simulate
success, making the player feel good or proud of their progress, and give more incentive for players
to play longer. Along with the easy access to the internet and games, the growth of unemployment
is possible as people are more exposed to video games at earlier ages, thus influencing them as they
head into the workforce. Though this is a possibility, this might not happen as lower-skilled people
often need a source of income to sustain themselves and/or others.
Work Cited (correct MLA format):
Suderman, Peter. Reason. Jul2017, Vol. 49 Issue 3, p16-23. 8p. 5 Color Photographs
I am assuming that this is a reputable and reliable source because the author seems to be
experienced in this field of studying video games and their effects on employment.

Вам также может понравиться