Thursday, November 17, 2011

Research Memo #1

Research Memo #1
To: English 2
From: Matthew Archibald
Date: November 7, 2011

Video Games: Friend or Foe?
Hypothesis:
            A question I frequently ask myself is “Which video games provide the greatest experience in entertainment while promoting creativity and critical thinking?” I have found precious few that promote creativity, but of those that I have, I have not been disappointed.    One such game is called “Minecraft.” There is no goal to this game, leaving the player to his own ends and means in a world made up of hilariously low-resolution blocks. These blocks can be destroyed and placed elsewhere, oddly reminiscent of Lego blocks. Colossal structures have been made in all Minecraft worlds. One man even made a scale model of his home, a project that took him five months. If there ever was a game that deserved the title of creativity re-defined, it would be Minecraft. There are those who would say that this game is incredibly addicting, and to some extent, they would be right. Any large project or creation is time consuming, and it is very easy to lose track of time whilst playing. The duration of any activity is dependent on the participant. Video games are no different. I feel that those who participate in my survey will at least think about trying to find a video game that matches their style.

Context:
            I intend for this to be read by those who already play games, or those who are currently on the fence about games, not sure whether or not they want to join the culture. I know that critics are already dead-set against games, refusing to look at their value, constantly seeking new ways to malign them. Video games are an outlet. There are those in this world who find themselves incapable of expressing themselves; video games can help them do that. In a world where you are in control, no one is there to make you sad, no one is there telling you what you are incapable of doing, no one can tell you “no.” It is this freedom that is the allure. I created a survey asking questions about games and the surveyor’s life. They typically came back positive, but there were some that believed that they were harmful. For example, people with a history of epilepsy have suffered seizures from watching or playing games. But for those without a special medical condition, video games are a viable outlet for your emotions.








Results:

Survey Questions
Respondents ages 13-18
How often do respondents play games?
10% of my respondents claimed that they play games daily

20% of my respondents claimed that they play games several times per week

20% of my respondents claimed that they play games weekly

20% of my respondents claimed that they play games several times per month

30% of my respondents claimed that they never play games
Should the sale of violent video games be restricted to minors?
10% of my respondents claimed that the sale of violent video games should be restricted

30% of my respondents claimed that the sale of violent video games should not be restricted

60% of my respondents claimed that the sale of violent video games should be restricted to some extent
Would a video game simulating real-life situations be helpful or harmful?
60% of my respondents claimed that video games simulating real-life events would be helpful

40% of my respondents claimed that video games simulating real-life events would be both helpful and harmful
Are gamers anti-social?
80% of my respondents claimed that gamers are sociable

10% of my respondents claimed that gamers are anti-social

10% of my respondents claimed that they were unsure as to a gamer’s temperament
Is the video game industry failing as a business?
90% of my respondents claimed that the video game industry is succeeding as a business

10% of my respondents claimed that the video game industry is failing as a business


Data Analysis:
              The data gathered from my surveys leads me to think that there is an overall positive outlook on video games, with 70% of my respondents claiming that they play games, some more frequently than others. It seems that the majority of the respondents regularly associate with gamers, as they know that most gamers are just like any other person, sociable and outgoing. 90% of the respondents were well informed when they answered that the video game industry is succeeding as a business. When asked, a small percentage of my respondents claimed that a video game simulating real-life situations would disillusion the gamer, making him lose his grip on reality, not being able to tell the difference between the real world and the game world. A slightly larger majority (60%) claimed that video games that imitated real-life would be a helpful experience. My research shows that there are lopsided opinions on video games, but the majority of the respondents like playing some form of video game.

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