Академический Документы
Профессиональный Документы
Культура Документы
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).
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.