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Pages:
5 pages/≈1375 words
Sources:
3 Sources
Style:
APA
Subject:
Communications & Media
Type:
Research Paper
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 23.76
Topic:

Video Games Addiction Due to Their Gratification Feature

Research Paper Instructions:

Find three news or research articles about cognitive effects in video games or other topics related to video games
Then Create a Powerpoint
• Craft a Powerpoint presentation describing the news and research articles.
• Aim for 10-12 slides maximum.
• Your goal is to define a research area, address popular press conceptions about such area, and then use the research articles to help define your terms and empirically answer popular press conceptions about a particular question.
• One slide should discuss search terms, search strategy, and search database.
• Strive for a professional and creative presentation. The key part of this activity
is to successfully connect the articles to the concepts reviewed in class.
• The presentation should introduce the general problem (i.e., what is it? why do we care?) and then move on to the news article (i.e., what do the articles describe? what are their central claims? how do they relate to class content?). For example, the general topic may be “motivation for playing video games” and then each article describes a specific context (eSports, casual games, mobile games, shooters, etc.).
• When introducing the general problem, you should concretely explain what theory or findings featured in your research articles shed light on the issue that is presented in the news articles. Such theory/findings should be defined early and concisely, and the connection between theory/findings and the news stories should be stated clearly and persuasively (i.e., “According to uses and gratifications theory, people are motivated to play video games because...
2
The news articles support/call into question these assumptions by showing that... The research articles actually find that...”).
Part 3: Write and deliver a paper.
• The paper builds on the structure outlined by your presentation.
• (Times New Roman font, 12-point double-spaced). Do not change the default margins to fit more content.
• Turn in a 5-6 page group report outlining the news and research articles and how they connect to class content. Submit your paper through Canvas.
• The paper should include a clear introduction, body, and conclusion. The introduction must grab attention and introduce the main thesis/claims of the presentation (“How do people make moral choices in video games? Do people experience guilt or regret? According to X...”).
• Search terms, search strategy, and search database information should appear in the introduction.
• The body of the report should develop the main claims, introduce the articles, theories, and findings, and be able connect these two elements (popular press and research article claims).
• The news articles should be used to illustrate what people are thinking in regards to a specific issue (e.g., concerns, beliefs, stereotypes, current practices associated with playing video games). The research articles should be discussed as empirical evidence related to the broader claims in the news articles.
• The conclusion should briefly restate your main points, outline future implications of the phenomenon in question, and close the argument effectively. Your conclusion should clearly state how you think this topic will develop in the next few years (i.e., future directions). These predictions should be related to the theory and news articles you discussed earlier. Future directions should be a logical extension of the theory and article in question. Be logical and do not overstate your point. Simply extrapolate on what will likely happen based on gaming technologies that is recently available or under development.
• Include a reference section in APA 7th or any other formatting style. References are not included in the 5-page paper limit. References do not count against the page limit.

Research Paper Sample Content Preview:

CMN176V Final Project
Author’s Name:
Institution of Affiliation:
Course Name:
Instructor’s Name:
Date:
CMN176V Final Project
Over the years, technology has improved by a huge margin. The advancement of technology has led to many inventions in the current era. One of the major inventions that technology has caused is the introduction of video games. The introduction of video games has raised many concerns, which have caused people to research the motivation behind playing video games. Even though there are many theories which are explaining about what could be the motivation behind playing video games, the theory which explains this motivation perfectly is the behavioral and gratification theory. The behavioral theory highlights that all behaviors are learned due to interaction with a given environment. On the other hand, gratification theory highlights that most people usually seek a specific media that will satisfy their specific needs. Even though there is instant and delayed gratification, playing video games addresses instant gratification at the expense of delayed gratification, which sometimes makes individuals fail to make moral decisions and suffer guilt and regret. Since this is a critical topic, I searched the information regarding addiction to video games in various news articles such as Washington Post, The New York Times, and the NBC News. The news articles proved that the video games such as mobile games, shooter games, and casual games have a high degree of addiction due to their instant gratification feature.
The article “Why Mobile Games are So addicting-and How to reclaim your time" by Nicole Spector, published on July 22, 2019, by NBC News, shows why most mobile games are so addicting. The article explains this scenario by checking the author's and her friends' lives. Initially, her friend played Candy Crush Saga after its release in 2012 and explained how it was addictive (Spector, 2019). Varying from the drug addiction, her friend was highlighting that it was addictive with a tone that seemed that addiction is a good thing. When Spector was influenced to download the game, she was instantly hooked and played until she lost her life. She was looking forward to when she would play the game again. Later she learned how to hack the clock on her phone to get more lives. Even though hacking the clock seemed to cause glitches on her gadget, she was ready to risk it since she was already obsessed with the game.
In this scenario, one of the elements that made gaming to be so addictive is it had the escapism element. For example, the candy crush had been made so that it could make a person not want to put the phone down. Furthermore, similar to the gratification theory, it was created to offer a reward pathway to the gamer by suppressing the individual's perception of time. For example, when the person is playing, the brain stops keeping track of time but starts to measure the units of pleasure the person has earned in the game. Furthermore, the game is created so that the next level will be the market of the passage of time, making the gamer lose many hours without feeling it. Moreover, most people with anxiety disorders are usually more attracted to playing video games since they...
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