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October 2017 – Page 2 – Weekly Writing for Rhetoric of Gaming F2017

Weekly research

“Might or Magic” is an article about the ways that different people interact with different games based on their personality type on the Myers-Brigs type indicator. In the article each of the 16 different personality types are broken down and explained at length and then different aspects of play are discussed such as strategy based on personality type.

Not only does this study focus on the type of games and tendencies that players of specific personality types have when playing, it also describes and explores how different personalities interact with the same game. It is also interesting to note that the people who conducted the study not only looked at the games, but the platforms on which the games are played, which show that one’s personality also has a correlation with different mediums of play, whether it be on smartphone, personal computer or on a console. The article also gives an additional category of analysis that transcends personality types in the type of fulfillment that players search for when playing: confident individualism, constant improvement, people mastery or social engagement.

https://www.16personalities.com/articles/might-or-magic-a-study-of-gamers-personality-types

Weekly research

Star Fox Adventures for the GameCube is the first game from the Star Fox games for the platform. In the game, Fox must help to save Dinosaur Planet by returning the different Krazoa spirits and the Spell stones back to their rightful places in order to restore the planet. Just like other Star Fox games before it, Andross is behind the entirety of the problems. Unlike every Star Fox game before it, Star Fox Adventures is not only a scrolling shooter game. Play in Adventures is very similar to the Legend of Zelda games, specifically Ocarina of Time. The game has underlying themes of imperialism, racism, and also Marxism.

Star Fox Adventures marked a new direction for the series for a time, with the next released game Star Fox Assault almost pushing the series toward a third person adventure/shooter direction. However, Adventures received many positive reviews, especially considering that it followed after one of the best video games of all time, Star Fox 64. 

http://starfox.wikia.com/wiki/Star_Fox_Adventures

Weekly Research

Vampire: The Masquerade- Bloodlines. Troika Games. 2004. Video Games

VTMB is a narrative-driven RPG in which the player takes control of a newly created vampire and must learn how to successfully navigate byzantine vampire politics as well as their own inner nature in order to survive.. The game presents a great deal of choices in how to resolve quests, often posing moral choices. In many instances (though not all), combat is avoidable, and many missions penalize the player should they kill anyone. The game also does much with immersing the player in the gameplay; the player needs to drink blood in order to fuel various vampiric abilities, and the world is extremely detailed.

http://vtmb.wikia.com/wiki/Vampire:_The_Masquerade_%E2%80%93_Bloodlines_Wiki

Weekly Research

https://en.wikipedia.org/wiki/Portal_(video_game)

Portal is crazy fun game. This puzzle based game has a certain aesthetic that appeals to the eye while the mind-bending spatial puzzles appeal to the mind. There isn’t much story given to the player other than you are a test subject that is supposed to complete certain puzzles while using a portal gun. The portal gun can create two teleportation portals where one leads to the other and vice versa. The character that you play as doesn’t say much, in fact nothing at all, but the game is narrated by an artificial intelligence called GLaDOS which stands for Genetic Lifeform and Disk Operating System. She has a monotone and apathetic voice where she directs you through the game until you find out something just isn’t right. Your character breaks out of the testing facilities to ultimately defeat GLaDOS using the same mechanics that you’ve used to get to her and the game ends in a very vague way by your character ending up on the outside of the facility. Re-playing this game for my project research made me realize the complexity of the story and how really hard the puzzles seem to be. I felt like I better understood them when I was younger.

Annotated Bib 10/8

https://books.google.com/books/about/The_Video_Game_Theory_Reader_2.html?id=oe0zNalKkTgC

Understanding Games as Emotional Experiences by Ari Jarvinen

In this essay, the writer points out that game studies needs to be further developed and expand into more experimental areas. In response, he attempts to establish the groundwork for a methodology to examine the emotional responses video games can elicit. He identifies game play as what he calls a “phasic process”, one that mimics the mental processing of emotion. Because of this, games are significant as aesthetic experiences that are shaped by experience based design choices rather than functional design choices. This view of games opens up many possibilities for design techniques that create more diverse experiences for players.

Weekly Research Week 6

Galloway, Alexander R. “Social Realism.” Gaming: Essays on Algorithmic Culture, NED – New edition ed., vol. 18, University of Minnesota Press, 2006, pp. 70–84. JSTOR, www.jstor.org/stable/10.5749/j.ctttss5p.7.

In this article, Galloway discusses the relationship between the physical world and the world of gaming. He focuses on games that provide real life situations and those that are simply grounded in fantasy, and applies each of these to social realism (art that depicts modern life for social or political persuasions). Because games are not only visual, but also require a certain amount of physical action, Galloway concludes that video games, such as those that train military personel, provide the player with a sense of “realism in action” (84). He then goes on to claim that video games are mediums through which players are encouraged to perform actions, which makes them valid and important forms of social realism.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/10.5749/j.ctttss5p.7.pdf?refreqid=search%3Ab7bacb8a61a1e58da348f7ad24f81821

 

 

Draft (Intro Paragraphs)

I remember my first console: Playstation 2. I remember my first favorite game: Sly Cooper and the Thievius Raccoonus. I remember the first game that I ever played online with my friends: Call of Duty: World at War. I also remember the first Xbox controller I broke from throwing it on the ground in rage. I was quickly lectured by my very angry father but I can wholeheartedly say that I have learned from my situation and never broken a controller since. Besides learning the value of a $60 controller, from all of my gaming experience I have learned so much from playing video games contrary to my father’s belief.

Games have taught me cognitive skills ever since I could hold a controller. I’ve learned about problem-solving, spatial awareness, and motivation more from playing games like Sly Cooper for an hour than playing baseball for a decade. I still learn new things from games now. It may seem like I’m just playing a game but after reflecting on the gameplay I had just experienced, games are much deeper than I perceive. Games like Assassin’s Creed have taught me about history and culture, Hellblade: Senua’s Sacrifice has taught me about mental illness, and games like Minecraft have taught me about creativity. With the new advancements in the video game world, games should be as complex as their operating systems and most of the time, they are.

Rhetorical Aspects of Play in the Metroid Series

When it comes to analyzing the rhetoric of games, one must go beyond the visual and auditory. As Bogost points out, the imagined systems the player inhabits are explored procedurally “by imposing sets of rules that create particular possibility spaces for play”. In a sense, the freedom of play is defined and facilitated by the rules and restrictions that create the play space.

Ostensibly, each of the original Metroid titles tell the same story. Bounty hunter Samus Aran is contracted by the Galactic Federation to investigate an alien threat. Isolated in an alien world, she fights for survival as she explores endless interconnected labyrinths. Obviously, these are not the same games, but why? The answer, as I will explore, comes from how the game allows the player to play. Though each of the games looks nearly identical–even the 8-bit NES version draws from the same inspiration—and the formula untouched, each game feels different.

Horror is a tone aspired for in each title, but the way it is conveyed varies. In Understanding Video Games as Emotional Experiences, Aki Jarvinen Identifies the ways in which game systems ellicit emotions from the player. This is in part because the outcome of play is unknown to the player, creating tension. For Super Metroid, this tension comes largely from exploring unknown territory. With no direction, the player must make their way through the game on their own. This sense of being lost creates feelings of isolation and confusion. Fusion is much more linear though. The level design is much easier to navigate and your progress is facilitated by waypoints on the map and a narrative largely told to you by a computer that briefs you on your missions. This “on rails” gameplay removes the suspense created from getting lost in exploration, but allows for new emotions to be elicited. As stated earlier, the parameters of a play space define the experience of playing.

Project 1 Overview

Proposal: I propose that the advent of ubiquitous (pervasive) play goes hand in hand with transmedial discourses, as both have real world distinctions. Though ubiquitous gaming is still continuously being defined, it harbors a blurred line between created reality and actuality, often incorporating a mix of both to sufficiently and mimetically create the most interactive game possible. However, this hybrid play has fueled modern escapism, and the potentially undefined boundaries this genre could parallel the likes of recent sci-fi horror (I, Robot, The Terminator series, Ex Machina, etc). Though real world consequences might not currently be so exaggerated, the lack of cemented lines has already influenced contemporary society, and therein a game becomes reality. The network that this dual united front creates eradicates the tacit understanding of play being a gateway leading to an anti-ordinary life, and therefore creates a paradox between the codes of play, and the necessity of reality. Using examples of well known transmedial and ubiquitous games, I will investigate this ongoing complexity and its potential consequences.

Overview: This investigation will involve free roaming games such as Pokemon Go, along with inter-medial texts such as the Hive Propolis Transmedia Project, to goal oriented traveling interactions such as Geocaching. The break between the ‘false’ and the ‘real’ with be the main focus of this piece, with not just the potential consequences of each discourse being highlighted, but also the role that the player themselves take within said gameplays. When a concrete divisions is purposely muddled, how do said blurred lines exist both negatively and positively. Contemporary peer reviews and academic papers alike both feature aspects of ubiquitous play that add to the ever growing influence this game culture is amassing. Therein, transmedia acts as a tool, one that allows ubiquitous play’s effect to be further heightened. However, this hyper mimetic atmosphere could create a sense of lost self within the universally given avatar construct; when one is their own chess piece, how does that impact the player and the gameplay. Are these games and cultures the future of digestible media? What will even be considered a game in the future? How will media alter, and the digestion and creation thereof evolve alongside? How will this two constructs connect- will they one day be irrevocably intertwined?  

Thesis: The culture surrounding video games has been heavily altered and continues to evolve with the inter-connectivity of transmedial discourses and ubiquitous play. Along with the boundaries of what play even is, I will further discuss the role the player themselves enacts within said gameplay. The thin membrane between the virtual and the non-fictitious is ever thinning, and this membrane continues to be punctured via cross referencing literature that adds to the mimetic aspect of modern games. Along with the loss of a singularly anomalous avatar, how do the constructs of gaming currently exists and influence.  

 

Thesis and Rough Draft

Since its inception in 1999, the NBA 2K gaming franchise has grown to be one of the highest selling sports games in the world. With millions of copies being bought every year with the annual release, NBA 2K has evolved from the simple competitive play of battling it out on the hardwood against your friends, to being able to play online against someone on the other side of the world in real life time. One of the most distinct feature which has risen to prominence in the 2K gaming franchise, would be the addition of the career mode, which gives the player of the video game the ability to create their own avatar and follow the path to become an NBA legend. With this distinct feature, comes a unique situation that can be examined when looking at a type of play that allows a player to make an avatar that looks like how the player conceives them selves, acts and/or plays like how they may play the real-life version of basketball, and enter into a computer generated game which follows along a fictionalized storyline inside the constructs of the NBA lifestyle and basketball gaming aspects such as practicing and playing in a NBA game against the digitalized versions of real-life NBA stars. What I look to examine, would be this type of play I’ve described and how the player of this type of play interacts with their avatar, making them better in certain basketball attributes and/or customizing them to how they would see them selves if they were in the role of an NBA star and how these two types of style of play differentiate from one another in a rhetorical standpoint.

Project 1 Draft Write-Up

The three games I plan on examining are The Elder Scrolls V: Skyrim, Vampire: The Masquerade: Bloodlines, and Fallout 3. I plan to explore immersion using a game’s playing on a player’s sense of morality (using Vampire and Fallout), the engagement of the player with the story (using Vampire), and with the player’s engagement with the world-space (using Vampire and Skyrim). The main aspect’s I’ll be looking at with each of these topics is believability (https://pdfs.semanticscholar.org/4e2b/c7e3730273f8ef669aaea57a0e590a1957d7.pdf#page=96 deals with all three games I’ve listed) and level of player interaction (ie, how much control does the player have over their own actions? How much does their actions affect the world? Is the player given a solid reason to care about the world?). I’m planning on creating a webspace on wordpress and using gameplay videos (either of my own making or else taken from the internet) to augment and expand upon my points. I also should be able to provide plenty of screenshots of my own.

Thesis: Through an immersive play-space driven by story, world, and sense of morality, video games can engage the player to the point where they mentally transfer consciousness from the real world tot heir character in the game space, creating an escape from the present reality to another one.

Project 1 draft – Emily Castillo and Steph Kimmel

Project 1 Draft 1 (1)

Project 1 process checklist:
Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) – YES
Presentation of topic proposal, in class 10/3 (5 %) – YES
Defense of topic proposal in conference with me no later than 10/3 (5%) – YES
A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) – YES
Commenting on two other writing projects via the blogs, on or before 10/8 (5%); – YES
A draft conference with me, on or before 10/6 (5%) – YES
Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
A final round of commenting on two drafts, due on or before 10/14 (5%); – NO?

Project 1 Overview

I intend to explore the idea that video games provide an outlet for each player to construct, observe, and alter versions or reflections of their own self/subjectivity/ego through the realization of their in-game avatar.  This realization includes character creation/customization (designing the avatar), in-game choices/decisions, prioritized activity, speech (personality, style, dialect, etc.), internal dialogue over imaginative processes, performance of player-type characteristics, and so much more.  Simultaneously, and arguably inevitably, I will also examine how players construct and critique the subjectivity and identity of other players by encountering their avatars in the game, so that all players are intersubjectively perceiving representations of each other through their interactions.  I expect to use mostly role-playing video games (especially online ones) in my endeavors with this project.  One game that I’ll use is RuneScape, an MMORPG (fully online).  Another game that I’ll use is Dark Souls (both single player and online).  And, finally, I’ll use Oblivion (TES IV) as my single-player example.  In the realm of theory that I’ll use to back my assertions, I plan on using Jean-Paul Sartre’s Being and Nothingness for its utility in the field of subjectivity/intersubjectivity as it relates to meaning-making, essence-placing, etc.  This should provide the rudimentary basis for my arguments, but I will expand on this with “Player Commitment to MMORPGs: An Integrated Model” by Junghoon et al, other scholarly, peer-reviewed articles within a similar vein, and (why, yes, of course) my own original thoughts.

Topic Thesis Draft

The concept of a game is rooted in the idea that, as an item of play, the player interacts with the game in a way that is both meaningful and authentic.  The player needs to be inserted into a simulation, make meaningful choices within the game, and engage in play.  The question, then, is that do we engage in play, and therefore participate in a game, when we interact with a very particular type of media- an interactive novel?  We see numerous examples of interactive novels on the web today, and many we would not consider to be true games, but rather a sort of literature for a more active audience.  One studio, however, attempts to break that mold, and market the concept of the interactive novel as a game.  The studio in question, Telltale Games, has multiple different series linked to several different pop culture items, including Batman, Guardians of the Galaxy, and Game of Thrones.  But while they sell these pieces of media as games, do we really play them?  In the following passage, I will attempt to explore this idea of an interactive novel as an item of play, utilizing the Telltale Games’ various works as examples of interactive stories marketed as games, and ultimately answer the question of whether or not an interactive novel, at the magnitude of Telltale Games’ works, can be considered a game.

Project 1 draft write-up

For this project, I will argue how different personality types influence different aspects of gaming and the types of interactions and fulfillment that individuals look for when they choose to play games. The main personality type test that these arguments will be based on is the Myers-Briggs Type Indicator, which splits people into 16 different types of personalities. These personalities are based on introversion or extroversion (I/E), sensory or intuitive (S/N), thinking or perceptive (T/P) and perceptive or judgmental (P/J).

After focusing on the different things that each personality type looks for in a game–board game and video game–then I’m going to shift focus to how different personality types may play a similar game. Specifically I’ll be looking at how different personality types may be apt to play role playing games and sandbox games, in this case Skyrim, Dungeons and Dragons and Grand Theft Auto. In order to better explain the decisions that different personalities make in these games, there will be an incorporation of scholastic texts and articles in order to better understand different rhetorical appeals and understandings of definitions of play. By defining what play is, or could be, one will better be able to see what ways an individual seeks out games that invite and encourage their definition of play.

Thesis: While different games obviously have appeals to different people, the following that games gain is based on how they appeal and are able to appeal to varying personality types. These different appeals manifest through differing definitions of play which are directly related to the personality type of an individual. 

Player Commitment to MMORPGs: An Integrated Model

Moon, Junghoon, et al. “Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model.” International Journal of Electronic Commerce, vol. 17, no. 4, 2013, pp. 7–38.

      This study seeks to understand the popular success of MMORPGs through how they motivate players to commit to the gameplay and fictional dream.  In particular, the authors argue that MMORPGs, give players the ability to fully create and control their own avatar, which includes constructing an online identity used to navigate the game’s social community.  This, Junghoon et al hypothesize, is the relatively unexplored secret to how MMORPGs garner commitment, dedication, and loyalty from their players, so they go in-depth on how ownership and social identity can be potent forces in driving someone to play a game.  

 

Topic Proposal

For my project, I will be using prompt #2 to discuss the relationship of play and player when looking at popular sporting video games, and the game modes that involve a creation of a personal player and the playing of that player in game modes that have you build your character to become a hall of fame caliber player. Though in the game modes, one will usually tend to creat players that look at even play the sport like they feel they play as, I would like to point out that the overall goal of the player of the video game would be to construct the greatest version of them selves and creating a more than ideal version of a life they create in the game. I will be looking mostly at the NBA 2K franchise, as well as the Madden games.

Project One Rough Draft/Thesis #1

Since the introduction of digital gaming in 1958, video games have expanded the space of play, forging a strong relationship between physical and digital worlds. With the increasing dependence on technology as a whole, it certainly follows that we can now look to technological spaces for personal development and growth. Theoretically, the mental aspects of play-through-gaming can develop the mind in ways that traditional learning spaces cannot, because players have to, for example, learn to think quickly and critically in short periods of time in order to complete a certain task. However, “games are [also] an active medium that requires constant physical input by the player: action, doing, pressing buttons, controlling, and so on” (Galloway 83). Therefore, this combination of mental and physical engagement creates a foundation for growth in many different types of literacies. Games teach us visual, critical, technological, and linguistic literacies that further help us to develop not only how we play games, but how we enjoy play. Furthermore, Jonathan Alexander makes a brief suggestion in his article that people may not necessarily be addicted to the video games, but to play itself (36). Although the word addiction may be a bit ambitious, Alexander is getting to a valid point. The literacies learned from games help the player to enjoy play more because they are actively understanding both the technological, linguistic, and visual spaces within the game, which then gives them governance within the game. These literacies can also certainly carry over into the real-world, providing players with advantages in school, career, and relationships. Furthermore, the more technologically literate an individual is, the better equipped they are at operating within our technologically dependent society.

Thesis: Therefore, it is the literacy-aspects learned through game play that breed competence, allowing the player to expand understanding of technology, mature linguistic practices, and garner critical skills which allows for success not only within the game but within the real world as well. This gives meaning to play while fulfilling one of the most important psychological aspects of play: dominance.

Weekly Research

Assassin’s Creed 2 – Xbox One

https://en.wikipedia.org/wiki/Assassin%27s_Creed_II

Assassin’s Creed has created multiple installments to it’s franchise but one of the most notable games in this franchise is Assassin’s Creed 2. The story of Assassin’s Creed begins as following the character of Desmond Miles in a world where the memories of people’s ancestors can be accessed through a machine called the Atlas. Desmond finds that the corporation that is using his memories really wants use him to find ancient artifacts for power. This corporation calls themselves the Templars. Desmond’s ancestors are a part of the Assassin Brotherhood that actively fights against the Templars. This is where the story then follows Ezio Auditore. Ezio becomes an assassin when his family is murdered by a member of the Templars. Ezio then goes on a journey to stop the Templars and avenge his family. You fight alongside other members of the Creed with help from Leonardo DaVinci and his engineering prowess to stop the Templars in the Atlas and in the real world.

Topic Proposal

For my project I will be working with prompt number 4, “Games and Life.” I hope to prove the value video games for developing life skills, as well as the format’s unique approach to storytelling and the maturity of the narratives of many popular games. I will be referencing the various studies proving video games’ positive effect on critical thinking skills, and noting the mature writing and literary illusions of games such as Fallout 4 and Bioshock. While I expect to run into some trouble exploring the intricacies of such a relatively new format, by narrowing my focus I hope to produce a mature and extensive commentary.

https://sshelco-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_proquest921600826&context=PC&vid=WCHESTER&lang=en_US&search_scope=default_scope&adaptor=primo_central_multiple_fe&tab=default_tab&query=any,contains,video%20games%20drugs&sortby=rank&facet=tlevel,include,peer_reviewed&mode=Basic&offset=0

 

Fallout 4, Bioshock

Weekly Research

  1. Majewski, J. A. K. U. B. “Cultural heritage in role-playing video games: a map of approaches.” Furnace Journal (2015).

Majewski’s article deals with video games’ evocation of cultural heritage in their settings. Through the utilization of certain cultural influences (like Scandinavian influences in Skyrim), games can draw in an audience that that particular heritage appeals to. Majewski attempts to categorize the different ways games use cultural heritage, and focuses primarily on RPGs.  

https://s3.amazonaws.com/academia.edu.documents/39112491/Majewski_2015a_-_Cultural_Heritage_in_Role-Playing_Video_Games._A_Map_of_Approaches.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1506918307&Signature=uIoURiwoQiZjcUdC7MPWzuYeJuM%3D&response-content-disposition=inline%3B%20filename%3DCultural_Heritage_in_Role-Playing_Video.pdf

Topic Proposal

For my topic, I will be choosing imte number 4, “Games and Life”.  There are a plethora of games in the world today that have lessons we can incorporate into our very lives.  Unfortunately, the stigma exists that games are nothing more than a time-waster, and many individuals believe them to be a waste of time.  For my project, I hope to explain, through the use of a number of games and articles, that the art of video games is more than just a way to entertain and waste the time of the player.  Instead, the game can act as a medium for developing life skills and learning valuable lessons about the world.

 

Game: Metal Gear Solid 3: Snake Eater

Article: Eberle, Scott American Journal of Play, Rochester 6.2, 2014. (214-233)

Annotated Bibliography 5

http://www.cupheadgame.com/

“Home.” Home, www.cupheadgame.com/. Accessed 1 Oct. 2017.

Recently, a new game called Cuphead has taken the gaming world by storm.  It’s a simple game that seeks to incorporate elements of classic cartoons, such as Steamboat Willie, and bring them to a modern bullet-hell shooter game.  I really enjoy how even individuals who’ve never watched those style of cartoons are able to enjoy the beautiful artwork and soundtrack, and those who did experience that cartoon style are filled with nostalgia and awe.

Weekly Research 4

Blizzard Entertainment. World of Warcraft: Mists of Pandaria. Activision Blizzard, 2012. Online.

World of Warcraft is a Massively Multiplayer Online Role Playing Game (MMORPG) where players have the ability to choose their own avatar and their primary skills and secondary skills. First, one chooses the race and class of their character where class determines what skills the character can acquire and develop throughout the game. One’s avatar grows up throughout the game and their skills develop as their character progresses. The map is an important aspect throughout Wow as the player goes on different quests and faces different obstacles.

Weekly Research Week 5

De Vore, Paul W. “Technological Literacy and Social Purpose.” Theory Into Practice, vol. 31, 1, 1992, pp. 59–63. JSTOR, JSTOR, www.jstor.org/stable/1477055.

Technological literacy is one type of literacy that I will be discussing and exploring in my first project. The article states that we have now evolved to depend on technology so much, that failure to educate and stay up-to-date on technological literacies will impair social status. We have now come to recognize technological literacy “as a part of basic literacy” (61). This type of literacy, therefore, must become part of the education curriculum, and this article gives guidelines for such curricula. Although this article does not deal directly with video games, it can be argued that video games can be used in curricula to teach technological literacy.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/1477055.pdf?refreqid=excelsior%3A67d7f0d1be8669a4ceda82060f21799e

 

 

Citation

Seok, Soonhwa and Boaventura DaCosta. “The World’s Most Intense Online Gaming Culture: Addiction and High-Engagement Prevalence Rates among South Korean Adolescents and Young Adults.” Computers in Human Behavior, vol. 28, no. 6, Nov. 2012, pp. 2143-2151. EBSCOhost, doi:10.1016/j.chb.2012.06.019.

“The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults” is an article in which the author aims to find out how many individuals are dependent on games. Using new and previous research, the authors seek to understand behaviors associated with gaming addictions. 1332 South Korean students in 11 high schools and 1 middle school surrounding the capital of Seoul were given a questionnaire to fill out. They found that “using a monothetic and a polythetic classification system, findings showed rates ranging between 1.7% and 25.5%, with a 2.7% addiction rate when distinguishing core from peripheral criteria.” They believe that this shows that areas often associated with a large gaming culture does not have an addiction rate that was as big as it was expected to be. This is one of the only studies on gaming dependency and can be useful information.

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