Friday, August 6, 2010

Research Paper Final

Online Game Addiction: Who is Responsible?

It's official, the Korean government is taking online gaming addiction very seriously. As of October, it will be restricting the play time of adolescents (Do). Korea has suffered through some very tragic events in the past year, and years before, making it hard for the government to ignore the seriousness of the problem. In May, a couple let their prematurely born three-month-old daughter die of malnourishment because, in a stroke of morbid irony, they were too busy participating in twelve-hour marathon gaming sessions to feed and care for her regularly. The irony? The game they were addicted to, Prius Online, was a fantasy game where you raised a virtual child. The parents lavished gifts on their virtual daughter so that she would earn super powers while she grew, while their real daughter suffered and died (Sang-Hun). This is not an isolated display of the horrors that have happened in Korea this year because of online gaming addiction. In the same month, a 22-year-old male was sentenced to 20 years in prison because he beat his mother to death after she brought up the frequency in which he played online games , and a few months earlier, a 32-year-old male dropped dead after a nonstop five-day gaming session (“S. Korean Jailed. . . .” ). Online gaming addiction has a strong effect on Korea, and as more studies gather information, it is without question a dangerous addiction that should be treated seriously. These events raise a few questions in my mind. Is it the government's responsibility to intervene? How much responsibility falls on the developers' shoulders? And do developers of online games purposely keep the addictive properties that keep consumers shelling out money for the monthly fee?

Internet addiction has been around for, well, as long as the Internet has been around. Online gaming addiction has been around for just as long, but it wasn't until the launch of an online video game developed by Sony's 989 Studios, named Everquest, released March of 1999, that people started to see the effects of online gaming addiction. The game launched with modest expectations; however, by October of 2001 Sony announced that it had over 410,000 active subscribers (“Champions of Norath”). It was the first very popular MMORPG (massive multiplayer online role-playing game) to hit the gaming masses, and from that popularity came many reports of gamers sacrificing their responsibilities to play the game. It was hard to ignore the many accounts. Gamers found themselves losing their jobs, their relationships, and their friends, and they didn't care as long as it didn't interfere with their progress within the game. No one understood the addiction, or if they should call it an addiction. Meanwhile a stigma in the geek community was formed, and with that stigma came a sense of pride. Everquest was given the nickname “Evercrack,” and some gamers began to face their addiction for the first time. Their experiences got the attention of psychologists who wanted to understand why video games are addicting in the first place and the detrimental effects the addiction has on the addict.

Gamers will sacrifice sleep, food, and real world human socialization (anything that can potentially occupy their free time) in order to spend more time in the game. A usual gaming session for an addict lasts at least ten hours and can go on for more than twenty hours straight (Young 358). I have known people personally who would play for over twenty-four hours on a regular basis and be proud of their gaming stamina. They certainly had reason to be proud, because they were on top of the charts, mini-celebrities in the game.

Eventually this behavior wears on the gamer's personal life, including job, school, family, and friends. This also begins to wear on the gamer's health. Gaming addicts can suffer from many health problems, ranging from malnourishment to eye strain, back strain, carpel tunnel syndrome, and repetitive stress injury (Young 358). One of my resources, Kelly Young, goes on to quote a gaming addict concerning how his addiction effected his health, “I stopped bathing. I didn't eat unless it was a quick snack I could eat in font of my computer. I lost weight. My skin was pasty and pale. I didn't shave or comb my hair. I did nothing. I looked so bad that my mother told me I looked more like a heroin addict” (358).

The signs of online gaming addiction are many. It starts with the gamer being preoccupied with the game, spending every moment not online thinking about the game, and sacrificing responsibilities in order to play the game. They will lie or hide their game usage when family members become concerned. They will lose interest in other activities like hobbies that they once enjoyed before the video game. They will suffer from social and psychological withdrawal, causing them to experience changes in their attitude and personality the further they travel down the road of addiction. They will become defensive of the game and show anger when they are forced to go without it. They will even go as far as becoming irrational and violent, as shown in the case where the Korean man beat his mother to death over her questioning his video game habit. They use gaming as an escape, helping them forget whatever stresses they are experiencing, even those caused by their addiction, like being in trouble at school or work due to neglected responsibilities. Lastly, they will continue to play the video game despite its apparent consequences (Young 360-363).

Despite the overwhelming consequences, many gamers still refuse to acknowledge their addiction. What do they get from the game that keeps them playing despite facing real life consequences? This is a simple question with a complicated answer.

In every piece of information and research I read regarding online gaming addictions, there was one parallel drawn to connect the papers. This was the social need of the gamers, and their ability to overwhelmingly fulfill that need inside of the game. Online games have a very complex social environment that is only limited by the diversity of its players. In the game World of Warcraft (WoW) produced by Blizzard Entertainment, which has well over eleven million players, and accounts for roughly 62% of the current online gaming market, a player can take part in a number of organized social events from small temporary groups, to the larger, more permanent guilds.

Social support is essential to a person's mental health. It is known to improve physical health, and reduce negative psychological symptoms of depression and anxiety. It has been found that the social support derived from online games like WoW can also be associated with lower levels of stress and depression. Also, the more involved a player was in WoW, the more social support they received in game(Longman 563). It is found that gamers form life long friendships and partnerships. It also has been concluded that gamers prefer to socialize online instead of real life because inside the game they can safely express aspects of themselves that they do not feel comfortable doing so in real life due to their gender, sexuality, age, or looks. Though this can be a good thing for the mental well-being of the gamer, the intimate support groups and social circles gaming addicts have online have damaging consequences to real-life relationships.

With all the overwhelming information on how gaming addictions affect the lives of gamers and their loved ones, why would online game developers be interested in making video games addictive? Why would someone even consider questioning their role in this situation? It is because the online gaming market has become a very profitable business. Experts are projecting that online games are going to be the source of one-third of the game market revenue by 2011. As of this year, the online game market is already worth $4 billion, and people believe it is going to triple in the next five years (Strategy para 2). That is more than the other online entertainment markets, which also encompass music, and video (“Online Games. . . .”). These figures only include the direct flow of money from consumers to developers and do not include the revenue generated by third-party businesses that have prospered due to online gaming, such as companies who sell in-game currency for real-world money.

A chart that shows the growth of the online gaming market in the past years.

Blizzard knows how powerful the strong social bonds gamers form within their creation are, and their official Web site pressures active gamers to bring back friends who have quit the game by rewarding current players with items called “scrolls of resurrection.” These are items you can give to a friend who has played in the past, and when activated, these items will give them a free two-week play time. If the friend completes the trial period and pays to activate their account, the person who gave them the scroll of resurrection earns a free one month period of WoW.



Blizzard isn't the only game developer that understands the importance of social support, and the pivotal roll it plays in keeping their consumers active and paying the monthly subscription fees. The company Square-Enix of Japan knows this very well. According to their official Web site, they offer items called “buddy passes” and “gold world passes” for their game Final Fantasy XI in a recruiting program. A current gamer can apply for a buddy pass and send it to a friend, who can in return redeem it for a one-month free trial period of the game. The “gold world pass” goes further. If the invited friend stays in game, he or she receives special items on their forty-day anniversary, seventy-day anniversary, one hundred-day anniversary, and year anniversary.

Another interesting aspect of psychology that game developers admittedly use in order to keep their gamers hooked is called ratios and intervals (Hopson). This concept is derived from a man named B. F. Skinner, who is known for his experiments concerning rats in a box, also known as a Skinner box. He was able to condition rats' behavior through reward and punishment. When a rat pushed a lever inside the box, it was rewarded with food pellets. The rat soon learned to push based on the positive reinforcement the food reward created. Later Skinner found that if he staggered the rewards( instead of giving the rat a pellet every time it pushed the lever he would reward the rat every tenth time), the rat would push the level more often, establishing motivation.

The same concept is applied during game play. When a group of gamers defeat a hard opponent, there is a chance that they will be rewarded with a rare item. To keep this system in check, and to prevent gamers from collecting all the rare items and growing bored with the game, the developers introduce harder monsters with more powerful, rarer items as rewards for their defeat. Sometimes the monsters are hard to find and will only appear in game randomly after a number of days. In many games the monster will not drop the rare item every time. The game developers monitor the game and the players and work hard to introduce new things to keep the gamers interested so that they can keep collecting the monthly fee. It is also implied, while gaming, that you must have all the best items, and be more powerful than the other players. In order to have the most powerful weapons and armor, a gamer could spend hundreds of hours killing the same monsters over and over again.

There are some positive aspects of online gaming as seen in the research involving social support, and when done in moderation, gaming can be a rewarding experience for someone who enjoys video games. However, there is overwhelming evidence that shows how harmful online games can become when gaming becomes an addiction. Instead of developers responding responsibly to the addiction, they leave it for other institutions (like the Korean government) to handle the daunting task of responding to the negative effects. Do more instances of child neglect, or even deaths of gamers who have pushed themselves too far, need to happen before developers take online gaming addiction seriously? Does the government have to get involved like we have seen in the past concerning alcohol and nicotine? I don't think it is the government's place to put limitations on entertainment; however when volatile situations are left to fester it becomes a mess that only the government has the power to clean up.Imagine a surgeon general's warning on the outside of a video game box.

I think that as the knowledge of online gaming addiction becomes widespread, more people will get involved with trying to treat and prevent it. As more research that piles up to support the addictiveness of online games, developers will be forced to change the play style of the games to provide a more neutral environment if they don't choose to make the changes themselves, or they may have to research other preventative measures against online gaming addiction. We've seen similar battles in the past concerning nicotine and other legal addicting drugs. I think eventually the same will happen concerning online games. I hope that in this case it doesn't need to go that far. I hope that developers take action before any outside sources have to get involved.

A warning that Square-Enix has displayed during start up for the online game Final Fantasy XI. A gamer must acknowledge this warning by clicking the OK button before the game loads.






Works Cited
"Champions of Norath." Champions of Norath. Sony Online Entertainment. 14 Jan. 2004.1 Aug.2010. .

Chin-Sheng, Wan and Chiou Wen-Bin. “Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents.” CyberPsychology & Behavior 9.3 (2006): 317-323. 22 Jul. 2010. .

Do, Je-hae. “Curfew Planned to Prevent Teens' Online Game Addiction.” Korea Times. 12 Apr. 2010. 1 Aug. 2010.

Hopson, John. ”Behavioral Game Design.” Gamasutra. 21 Apr. 2001: 1-2. 26 Jul. 2010.

Longman, Huon et al.. “The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms.” CyberPsychology & Behavior 12.5 (2009): 563-566.

“Online Games to Generate One-Third of Game Revenue by 2011.” Marketing Charts. 21 Sept. 2007. 1 Aug 2010. .

“S.Korean Jailed for Killing Mother Over Gaming Addiction.” AFP. 01 Jul. 2010. 1 Aug. 2010. .

Sang-Hun, Choe. “In South Korea, Parents' Internet Game-Playing Cost Baby's Life.” New York Times. 28 May 2010. 22 Jul. 2010.

Young, Kimberly. “Understanding Online Gaming Addiction and Treatment Issues for Adolescents.” American Journal of Family Therapy Oct. 2009: 355-371. 21 Jul 2010. .

Tuesday, July 27, 2010

Researh Paper Draft

It's official, the Korean government is taking online gaming addiction very seriously. As of October it will be restricting the play time of adolescents. Korea has suffered through some very tragic events in the past year, and years before making it hard for the government to ignore the seriousness of the problem. In May a couple let their prematurely born three month year old daughter die of malnourishment because, in a stroke of morbid irony, they were too busy participating in a twelve hour marathon gaming sessions to feed and care for her regularly. The irony? The game they were addicted too, Prius Online, was a fantasy game where you raised a virtual child. The parents lavished gifts on their virtual daughter so that she would earn super powers while she grew, while their real daughter suffered and died. This is not an isolated display of horror to happen in Korea this year because of online gaming addiction. In the same month a 22 year old male was sentenced to 20 years in prison because he beat his mother to death after she brought up the frequency in which he played online games, and a few months earlier a 32 year old male dropped dead after a nonstop five day gaming session. Online gaming addiction does not only effect Korea, and as more studies gather information it is without question a dangerous addiction that should be treated seriously. My question is, do developers of online games purposely keep the addictive properties that keep consumers shelling out money for the monthly fee? How much responsibility are they liable for creating online gaming addicts?

Why would online game developers be interested in making video games addictive? Maybe, it is because the online gaming market has become a very profitable business. Experts are projecting that online games are going to be the source of one-third of the game market revenue by 2011. As of this year it is already worth $4 billion, and people believe it is expected to triple in the next five years. This is according to Strategy Analytic. That is more than the other online entertainment markets, which encompasses music, games, and video. These figures only include the direct flow of money from consumers to developers, and does not include the revenue generated by third party businesses that have prospered due to online gaming, such as companies who sell in game currency for real world money.

How does an online game generate money? After the initial purchase of the game, the user then pays a monthly subscription to keep playing. From there it is up to the game company to keep the gamer interested. There are alternative online games that are free to play online, however they generate revenue by selling in game items for real world money. Online gaming is a very lucrative businesses, and when you look at the numbers it is easy to see why a company would be motivated to keep players paying the monthly fee. So, what are the dangers? If the player is happy, and the developers happy, what is the harm?

Internet addiction has been around for, well, as long as the Internet has been around. Online gaming addiction has been around for just as long, but it wasn't until the launch of an online video game developed by Sony's 989 Studios, named Everquest, released March of 1999, that people started to see the effects of online gaming addiction. The game launched with modest expectations, however by October of 2001 Sony announced that it had over 410,000 active subscribers. It was the first very popular MMORPG (Massive Multi-player Online Role Playing Game) to hit the gaming masses, and from that popularity came many reports of gamers sacrificing their responsibilities to play the game. It was hard to ignore the many accounts. Gamers found themselves loosing their jobs, their relationships, their friends, and didn't care as long as it didn't interferer with their progress within the game. No one understood the addiction, or if they should call it an addiction, meanwhile a stigma in the geek community was formed, and with that stigma came a sense of pride. Everquest was given the nick name “Evercrack”, in the meantime some gamers began to face their addiction for the first time. Their experiences got the attention of psychologists who wanted to understand why video games are addicting in the first place, and the detrimental effects it has on the addict.

Gamers will sacrifice sleep, food, and real world human socialization (anything that can potentially occupy their free time) in order to spend more time in the game. A usual gaming session for an addict lasts from at least ten hours an can go on for more than twenty hours straight (Young 358). I have known people personally who would go for over twenty-four hours on a regular basis and be proud of their gaming stamina. They certainly had reason to be proud, because they were on top of the charts, mini-celebrities in the game. Eventually this behavior wears on the gamer's personal life, including job, school, family, and friends. This also begins to wear on the gamer's health. Gaming addicts can suffer from many health problems ranging from malnourishment, eye strain, back strain, carpel tunnel syndrome, and repetitive stress injury (Young 358). One of my resources, Kelly Young, goes on to quote a gaming addict concerning how his addiction effected his health “I sopped bathing. I didn't eat unless it was a quick snack I could eat in font of my computer. I lost weight. My skin was pasty and pale. I didn't shave or comb my hair. I did nothing. I looked so bad that my mother told me I looked more like a heroin addict” (Young 358). Despite the overwhelming consequences many gamers still refuse to acknowledge their addiction. What do they get from the game that keeps them playing despite facing real life consequences?

In every piece of information, and research I read regarding online gaming addictions, there was one parallel drawn to connect the papers. This was the social need of the gamer, and their ability to overwhelmingly fulfill that need inside of the game. Online games have a very complex social environment that is only limited by the diversity of its players. In the game World of Warcraft produced by Blizzard Entertainment, which has well over eleven million players, and accounts for roughly 62% of the current online gaming market, a player can participate in a number of organized social events from small temporary groups, to the larger, more permanent guilds.

Social support is essential to a person's mental health. It is known to improve physical health, and reduce negative psychological symptoms of depression and anxiety. It has been found that the social support derived from online games like WoW can also be associated with lower levels of stress and depression. Also, the more involved a player was in WoW, the more social support they received in game. It is found that gamers form life long friendships, and partners. It also has been concluded that gamers preffer to socialize online instead of real life, because inside the game they can safely express aspects of themselves that they don not feel comfortable doing so in real life due to their gender, sexuality, age, or looks. Though while a good thing for the mental well being of the gamer, the intimate supports groups, and social circles gaming addicts online have damaging consequences to real life relationships.

Blizzard knows how powerful the strong social bonds gamers form within their creation, and pressures active gamers to bring back friends who have quit the game by rewarding current players with items called scrolls of “resurrection”. These items you can give to a friend who has played in the past, and when activated will give them a free two week play time. If the friend completes the trial period and pays to activate their account, the person who gave them the “scroll of resurrection” earns a free one month period of WoW.

Blizzard isn't the only game developer who understands the importance of social support, and the pivotal roll it plays in keeping their consumers active, and paying the monthly subscription fees. The company Square-Enix of Japan offers an item called a “buddy pass”, and a “gold world pass” for their game Final Fantasy XI in a recruiting program. A current gamer can apply for the item, and send it to a friend, who can in return redeem it for a one month free trail period of the game. The “gold world pass” goes further, if the invited friend stays in game, they receive special items on their forty day anniversary, seventy day anniversary, one hundred day anniversary, and year anniversary.

Another interesting aspect of psychology that game developers admittedly use in order to keep their gamers hooked is derived from a famous man named BF Skinner, and is most famous for his experiments concerning rats in a box, and conditioning their behavior through reward and punishment. When a rat pushed a lever inside the box, it was rewarded with food pellets. The rat soon learned to push based on the positive reinforcement the food reward created. Later Skinner found that if he staggered out the rewards, instead of giving the rat a pellet every time it pushed the lever he would reward the rat every tenth time, the rat would push the level more often, establishing motivation.

The same concept is applied during game play. When a group of gamers defeat a hard opponent there is a chance that they will be rewarded with a rare item. To keep this system in check, and to prevent gamers from collecting all the rare items and growing bored with the game, the developers introduce harder monsters with more powerful, rarer items as reward for it's defeat. Some times the monsters are hard to find, and will only appear in game randomly after a number of days. A lot of the time the monster will not drop the rare item every time. The game developers monitor the game, and the players, and work hard to introduce new things to keep the gamers interested, so that they can keep collecting the monthly fee. It is also implied, while gaming, that you must have all the best items, and be more powerful than the other guy.

While there are some positive aspects of online gaming, and when done in moderation, it can be a rewarding experience for some one who enjoys video games, there is enough overwhelming evidence out there that shows how harmful online games can become. Instead of developers responding responsibly to the addiction, they leave it for other institutions (like the Korean government), and the gamers themselves to monitor for addiction, and prevent it. I feel strongly that with the more people taking action, and the more research that piles up to support the addictiveness of online games, developers will be forced to change the play style of the games to provide a more neutral environment, or place research into other preventative measures against online gaming addiction.

Monday, July 26, 2010

Research Journal

Bibliography Entry 4

Longman, Huon, Erin O'Connor, and Patricia Obst. "The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms.." CyberPsychology & Behavior. 12.5 (Oct. 2009): 563-566. Print.

Summary
This article talks about a study done on 206 participants who play the online game World of Warcraft. The article talks about why it chose World of Warcraft, and the demographics of the participants of the study. The purpose of the study is to test previous research based on the social interactions of online games, and provides evidence that social support can be derived from online games and online games can promote social health. It also contains information on harm from excessive use of online games.

Reflection
I am finding through my research that the studies done concerning online games, and online gaming addiction is by what seems like a small circle of people in academia. I found a website advertising a rehab center (here in Utah) who quoted a Kimberly Young as the expert in the field of online gaming addiction here in the United States. She is the author of the first report I submitted as an annotated bib. The article above comes from the same journal, same issue as the article of hers that I am using. Also the authors reflect back on the older article I am using concerning studies done in other countries. It is interesting to see the researchers draw similar conclusions. Also, I like this article, because it contains a lot of positive information. I feel it will be good to use in my research so that my research paper doesn't sound completely pessimistic.

Bibliography Entry 5: Student Choice

Hopson, John. "Behavioral Game Design." Gamasutra 21 APR 2001: 1-2. Web. 26 Jul 2010. http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php?page=1

Summary
This article is written by a game research employed at Microsoft Game Studios. His biography states that he has worked on several bestselling games (but doesn't define what role his work played), and informs us that he holds a doctorates in behavioral and brain sciences. Creepy. The article talks about the behavioral psychology that is used when creating games. He first references B. F. Skinner, and his Skinner box. Creepy x2. In a nutshell the article is about how game designers try to anticipate the way gamers react to video games, and how they really react to video games.


Reflection
I originally wanted to interview some one, but this article was too good to pass up. I will still probably interview people if I still need information to support my arguments.

Thursday, July 22, 2010

Research Journal: Invention Work

Annotated Bibliography Entry 2

Chin-Sheng, Wan, and Chiou Wen-Bin. "Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents." CyberPsychology & Behavior 9.3 (2006): 317-323. Web. 22 Jul 2010. http://researcher.nsc.gov.tw/public/wbchiou/Data/98291414271.pdf

Summary
This article is a very detailed, technical article concerning two studies involving groups of Tiwanese adolesence and their interaction with online games. The studies compare results between online gaming addicts, and non-addicts and tries to find the motives of unconscious players.

Reflection
This is a great article that contains statistics, and information from studies conducted, however it is very hard to interpret, and understand. It is very technical, and it is written for an audience that is suppose to know the technical jargon, and methods used. This article will be as useful as my ability to interpret it, and write about the information it contains.


Annotated Bibliography Entry 3
Sang-Hun, Choe. "In South Korea, Parents' Internet Game-Playing Cost Baby's Life." New York Times (May 2010): n. pag. Web. 22 Jul 2010. http://find.galegroup.com.dbprox.slcc.edu/ovrc/retrieve.do?contentSet=IAC-Documents&resultListType=RESULT_LIST&qrySerId=Locale%28en%2CUS%2C%29%3AFQE%3D%28sn%2CNone%2C9%290362-4331%3AAnd%3AFQE%3D%28ti%2CNone%2C64%29In+South+Korea%2C+Parents%27+Internet+Game-Playing+Cost+Baby%27s+Life.%3AAnd%3AFQE%3D%28da%2CNone%2C10%292010%2F05%2F29%24&sgHitCountType=None&inPS=true&sort=DateDescend&searchType=AdvancedSearchForm&tabID=T004&prodId=OVRC&searchId=R2¤tPosition=1&userGroupName=slcc&docId=A227628028&docType=IAC

Summary
This is a news article that tells a tragic incident of extreme neglect where a child died because her parents were so involved in raising an virtual child they forgot to care for their real life daughter.

Reflection
This is a powerful article, that illustrates the dangers of online gaming addiction at its most extreme. There is a sad irony involved that shows how illogical the addiction can be, and at what lengths the loved ones of addicts suffer because of the addiction. It also shows the contrast between different addictions, like drugs. I will definitely be using this information to help emphasize my argument.


Report Paper Invention Work


My working thesis is:

Is online gaming designed to be addictive by the very companies who make design them?

1. What is my topic exactly?
Online gaming addiction.

2. What points do I want to make about my topic?
What is online gaming addiction, how serious is it, how it compares to other addictions, and are the games designed to be addictive.

3. What exactly is my purpose in this project?
To inform through analysis.

Research Paper Outline

Introduction

Why would gaming companies make their games have addictive properties
-Revenue statistics
-Mechanics of gaming, keeping gamers interested

Why is online gaming addiction serious
-Symptoms of the addiction
-Effects of the addiction of the addicts, and loved ones

Behavioral Psychology
-Skinner box, and the attributes
-Humanistic needs, and how games provide them

Conclusion

Tuesday, July 20, 2010

Research Guide


1. What do you already know about your issue?
I have user end experience on my topic. I've been playing MMORPGs for about 14 years now, starting with Diablo. Though I tend to grow board and move on to different games, or taking long breaks. I have met a lot of people online through MMORPGs and I have witnessed different events, and behavior take place that are unique or parallel real life, which surprises some people.

2. What questions do you have about your issue?
Why are they addictive, mostly, and what resources are starting to emerge because of this “new' addiction.

3. Who is interested in this issue?
Maybe psychologists, or people who are interested in human behavior, and people who play the games themselves.


4. Where do people read, write, talk, or hear about this issue?

Mostly from non-academic sources. Magazines, T.V. Commercials, friends/family and in the news when very unfortunate worse-case-scenario situations happen.

5. Where will you look to find your secondary sources?
I am hoping to create a survey, or interview some people. I would like to interview some one who has coped with sever MMORPG addiction, but I need to find some one willing to answer questions first.

6. Are you going to conduct primary research? If so, where? How?
Through a survey, and interviews. I would like to find people through message boards, and screen the applicants of trolls. Or I could use my friends. But I fear that is too small of a group.

7. Create a timeline/schedule for completing your research.
This week I plan on completing my bibliographies, and find my academic sources of information and create a general outline/idea for my paper. From there I will create the survey/questions I would like to ask for my interviews. That way I am able to gather relevant information. Thursday I would like to put out the survey, and hopefully get enough responses by Saturday so that I can sit down and go through the information. On Tuesday I will probably begin writing my draft, and organize data so that I have some thing solid to submit on Thursday the 26th.

Annotated Bibliography 1

Young, Kimberly. "Understanding Online Gaming Addiction and Treatment Issues for Adolescents." American Journal of Family Therapy Oct. 2009: 355-371. Web. 21 Jul 2010. http://www.netaddiction.com/articles/Online_Gaming_Addiction.pdf .


Summary

This article is very informative about online gaming addictions in youth, detailing information on symptoms and treatment. The article lists multiple sources, which it uses to support its statistics. It also spends time explaining what exactly online gaming is, how it evolved from games in the 1980's to what it is today. The article suggest that youths who get addicted to online gaming may have larger underlying emotional issues.

Reflection
I think I struck gold. Usually scholarly articles about video games are able to hammer the nail into the board, without actually hitting the nail on the head. I think this article is full of information, and sources that I can use for my research paper. When I was reading and it was talking about how gaming addicts would often play the game for 15-20 hours straight, I remember a time in my life where on my days off all I would do is play an MMORPG for that long.

Monday, July 19, 2010

Research Journal: Topic Choice

My topic for my Research Journal is going to be MMORPGs (Massive Multiplayer Online Role Playing Games).
1: What are they?
2: Who plays them?
3: Where can they be found?
4: How are they different from other games?
5: Where can they be found?
6: How do they effect the player?
7: When did they become popular?
8: What kinds of MMORPGs are ther?
9: Who makes/publishes them?
10: For what purposes are they created?

The purpose of the tutorials is to teach me how the Ebsco program benefits me. The tutorial showed me how to conduct basic searching, and how to utilize the search options so that I can find documents that fit what I need. The tutorial showed me the quick buttons for printing, saving, emailing, ect. documents. The tutorial showed me how to find indexes, and how to find cited references. The second tutorial showed me the advanced search options, which covered much of the content of the first tutorial, and expanded on other options which are handy to know, but I will probably forget. The tutorial also showed me how to create folders where I can save searches, and alerts by making a user name and password.

Self Evaluation

Which assignment did you like best?
I liked the analysis paper. I like analyzing, and interpreting things. Also I had never seen Angel before, so it was nice to have a new series that can catch my interest introduced to me.

Which assignment are you the most proud of?
Even though I liked writing the analysis paper the best, and it was the easiest one for me to write, I have to say I am more proud of my observation paper. It was harder for me to write, but I was trying to make it humorous, and I think I accomplished that goal.

What are your strengths as a writer?
My voice, and my sense of humor. Also, I don't know if it shows but I try to find the perfect words for the idea I am trying to get across to my reader so I utilize the Thesaurus often.

What are your weaknesses as a writer?
Expressing emotion. When I try to convey serious emotion I feel an embarrassment similar to telling a stranger a intimate secret about myself. I feel if I was able to break this barrier for my first paper it would have been better.

What are your goals for the final report paper and the rest of the course?
My goals are to research some thing that interests me, and interests people who may not know much about my topic. I would hate to do some thing boring for the sake of getting the assignment done.

What grade do you feel you’ve earned on your Midterm? And why?
An A-. I worked really hard on my papers. I had major revisions to do on the reflection paper. I had to cut about 700 words out of it. I also had to pretty much start my observation paper over from scratch, because it was more like an analysis. I am happy with how it turned out, I feel it is more focuses. I just hope I didn't edit out the humor! I say A- because I know the probability of minor mistakes being present in my midterm is likely.