Tuesday, April 1, 2008

Assignment 2: Video Podcast




CCT205 Assignment 2
Chan Wai Kin 994059601
http://chan-k-2008cct205.blogspot.com
Cheng Yat Sum 995526499
http://cheng-ys-2008cct205.blogspot.com
Cheong Reagan 993364373
http://cheong-r-2008cct205.blogspot.com
Lee Ka Ki Jeffrey 994657849
http://lee-k-2008cct205.blogspot.com
“Game Addicts”

April 1, 2008

Excessive playing of online game has caused many negative impacts upon the modern generation. Therefore, we have chosen “Game Addiction” as our topic for the vodcast since it is one of the main issues affecting the youths today. According to our research, game addiction often leads to lack of social interaction as well as engagement in outdoor and indoor activities. Online games have provided players virtual identities that allow them to escape from the cruel reality. Thus, a sense of fantasy world is created where gamers are granted the unique powers and strength to gain recognition. The vodcast consists of several interviews showing how gaming culture affects the society and the differences between gamers and non gamers. On the other hand, the interviews also show how gamers and non-gamers of different gender spend their time differently. Towards the end, we can see the influence of game addiction consisting two sides effect. Gamers lose physical social interaction while playing games, but they are able to communicate with others through the virtual world. The Internet has linked people from all over the world together in a virtual space, while online games have provides players an opportunity to know different people around the world. Since online games are not likely to be eliminated, it is necessary for us to come up with a solution to cope with the negative effect of the gaming culture.


Bibliography
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http://www.media-awareness.ca/english/parents/video_games/concerns
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http://www.zdnetasia.com/news/business/0,39044229,62031991,00.htm
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http://www.healthonnet.org/News/HSN/605801.html
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http://www.sciencedaily.com/releases/2007/10/071019174410.htm
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Associated Press (2007). Virtual Epidemic, Real-Life Scenarios.
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http://www.cbc.ca/consumers/market/files/health/everquest/study1

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