Wednesday, August 14, 2019
Annotated Bibliography the relationship between online games and it players
Annotated Bibliography the relationship between online games and it players Ahn, Jae-hyeon and Park, Bong-won. 2008. ââ¬Å"Imposing Tax and Rebate Policy for Game Addiction Problem.â⬠Paper presented at the annual International Conference of the System Dynamics Society, July 20-24, Athens, Greece. This article introduces the relationship between online games and its players, and attempts to explain the possible social problems online gaming has caused among some players. Ahn and Park address the problem of gaming addiction and its effects on society as a whole. They investigate interested parties of online gaming to create a base model to help explain the increase or decrease of the participants over time with consideration to the positive/negative images of the activity. In addition to their investigative studies, Ahn and Park also propose a possible solution to the game addiction problems. They suggest implementing a tax and rebate policy which they believe will better the social image of online gaming while simultaneously decreasing the number of g ame addicts. This paper is an especially interesting source as it provides contrasting views on the advancement of technology (in regards to online gaming) compared to other sources, and proffers a most curious solution to the gaming addiction dilemma. This article was found through Google with the keywords: ââ¬Å"Koreaâ⬠and ââ¬Å"game addiction.â⬠Borries, Friedrich von, Matthias Bottger, and Steffen P. Walz. 2007. Space Time Play: Computer Games, Architecture and Urbanism : The Next Level. Berlin: Burkhauser Verlag AG. The authors illustrate how the revolution of the computer and video gaming age are changing the lives of people today. The authors have compiled a great selection of writings regarding the process of altering our perception of reality and virtuality. There are several selections articulating issues related to game playersââ¬â¢ ability to discern real and imaginary spaces, such as ââ¬Å"Creating Alternate Realitiesâ⬠and ââ¬Å"Life is Not a Gam e.â⬠These writings will help to support my thesis that online gaming and technology diffusion has indeed impacted societyââ¬â¢s male youths. Another crucial aspect this book covers is found in the ââ¬Å"Competing Metagame Space,â⬠where the chapter specifically communicates the seriousness of online gaming, namely Starcraft, in Korea. This book was found through the Gleeson Library online catalog when I searched the keywords: ââ¬Å"Koreaâ⬠and ââ¬Å"online gaming.â⬠Ess, Charles and Fay Sudweeks. 2001. Culture, Technology, Communication. Albany: State University of New York. Focusing on theoretical approaches and case studies, the authors of this book offer insightful perspectives on the ideas of culture, communication, and technology as it discusses cultural values and technological communication of todayââ¬â¢s modern society. The authors have gathered sources from diverse cultural domains to investigate the relation between cultural values and communi cative preferences with respect to genders. This book is another compilation of analytical essays that examine how technology diffusion has affected local cultures. In the chapter, ââ¬Å"Culture, Computer Literacy, and Media,â⬠the study focuses on the statistics of Korean computer users and how the media influences people to utilize it to its utmost extent. This chapter entertains a possible idea why people in Korea are heavily absorbed in computer usage. This book was found through the Gleeson Library online catalog when I searched the keywords: ââ¬Å"Korea,â⬠ââ¬Å"technology,â⬠and ââ¬Å"culture.ââ¬
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