The Video Game Culture

Superior Essays
Video games is the fastest growing form of entertainment in the world, with a global market value of $67 billion in 2010 and a predicted value of $112 billion by 2015.1 Statistically speaking 97% of American adolescent aged 12-17 years play on the computer or console video games.2 To put it into frequency, 31% of adolescents play video games every day and another 21% play games 3-5 days a week.3 My project is to conduct a research based on a particular micro culture in the context of competitive gaming. This research is important because it gives us a better insight of the culture surrounding games that are usually viewed negatively. It will also be discussing and attempting to answer some career opportunities associated with gaming, as well …show more content…
My target population was based on gaming players from various working backgrounds. My recruitment process was based on gaming friends I know from the United States. The interviews took place in a hotel room at River Rock Casino Resort. The purpose of this setting was to stimulate the live feeling of whats it like to go on worldwide tournaments and events. The approximate amount of time it took to conduct the interviews was around 2-3 hours long. 10-30 minute breaks were taken to relieved stress. Participants were notified that there information will be remained confidential as it will be locked inside my room. Fake names were also used in the process of creating this ethnography to ensure anonymity. The computer in which I recorded with will also have a password-protected lock in which only I can gain access. Furthermore, each documentations will have an individual password on it. The essay will be kept with the instructor for 2 years. Transcripts and raw audio files are destroyed at the end of the course on December 20th, 2016. As a gamer myself, I was able to understand and expand my insights on various issues giving this ethnography a source of credibility. As “How Youth Preferences in Video Gaming” puts it, cooperative learning can achieved through motivational, social cohesion, cognitive developmental, and cognitive elaboration.5 I would also like to thank all my interviewees for their time and …show more content…
He applied gaming skills towards accuracy and perception along with communication and team work. He emphasized team work and communication in relations to his military experience on the front end. According to “How Youth Preferences in Video Gaming”,effective communication is defined by teaming and collaboration as well as holding responsibility.7 He states that it isn 't about having fun because any stupid move can get himself into serious injuries unlike a video game where you get to re-spawn. Re-spawning is a definition used when a character dies and comes back to life. He expanded his speech through the use of real life stories, which really caught me off guard in a way that it felt too personal and that he would of started crying. Fortunately, this wasn 't the case. This real life story happened to one of his battle buddies where one of his legs were blown off from an explosive because of the lack of communication. He even told me that it was terrible when his buddy was screaming in pain while blood gushed straight out and enemies started firing at

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