The end is nigh! Here are some important details needed to complete the course:
Today, May 28
- Do not forget your Publication Reflection
- Do not dump crap on the forums (as per the assignment, you will get F). If you forgot about the Publication Reflection, I would prefer an infographic or some other creative Publication that you post to your Facebook for your friends to comment.
- There are two parts to the Publication Reflection. The Publication is the “creative” thing for an external audience (and can be group authored) and the Reflection part which is a short, informal essay (that is solo authored).
- Discuss Final Portfolio
- ONE document that contains FOUR assignments
- #1) Introductory Essay; #2 & #3) Group and Solo Projects; #4) Publication (creative) OR Publication (forum posts) & Reflection
- If your publication is a PPT, video, or some other non-alphabetic media, there is a place when submitting your portfolio to upload a separate file. However, if it just an image, paste it in a Document as your Publication.
- Studio Time
Sunday, June 1
- You are guaranteed to receive work that you turned in before the May 26 deadline with comments by this date. You will most likely have received work before this date, but if you haven’t heard from me, then you should email me ASAP.
Monday, June 2 (Finals Week)
In-class (we are meeting at our usual time and place)
- Achievement Rewards
- Last minute feedback/Studio Time
Due [by midnight]
- All support documents and projects, revisions or otherwise
- Course Survey (this is a separate survey that I give to my classes) [LINK FORTHCOMING]
- Official DU Professor/course evaluations
- Log in to webCentral http://webcentral.du.edu
- Click the Courses tab.
- Click the “Fill out Evaluations” link in the top right corner.
Thursday, June 5
Due [by midnight]
- Introductory Essay/Portfolio
Maxim Kolb, John Lukas
We found that responses could first be isolated as social or non social, then from there divided into technological, athletic, or other. From there we can divide it further into stress causing, or reliving. Through this ordering it is easier to organize the results. Many of the interviewees said that video games were their primary leisure pass time, and responded that it was neither social nor stress relieving. Social media on the other hand trended towards being a stress relieving ‘social’ activity. Athletic activities were similar, many qualified them as social though did specify that they conflict with obligations occasionally. Additionally many respondents admitted to their hobby conflicting with obligations, though many specified that it did so minimally. Those some activities were non social, those that were social were often correlated to the people interviewees primarily interacted with, ergo people who played video games as their leisieur activity primarily interacted with people who played video games as their leisure activity.
Different people do different things in their free time. Whether one goes outside and plays sports, hangs out with friends, or playing video games, people always will find something they enjoy to spend their free time. Many times people assume that college students usually focus on one sort of activity. The “geekier” crowd tends to play games and browse the internet, jocks will consistently want to play sports, greek members usually want to hang out and have a good time, and the list goes on and on. However, based on qualitative interviews conducted by students at the University of Devner in the World of Warcraft Writ 1133 class, many students are able to balance a wide range of activities. Most of the students interviewed not only enjoy some type of video game, but are active in things like going to the gym, playing sports, or volunteering in their community. One interview question asks, “What kind of activities do you like to do in your spare time? Why do you choose to do these particular activities?” A student from the Writ 1133 class responds with, “Playing trumpet, reading, swimming, gaming, watching videos online, texting, and redditing. I do these activities because I enjoy them… I don’t really know, it’s just sort of what I do. I think that because most of these activities don’t require a lot of physical activity, it helps me relax after a long day.”
This is just one example from dozens that capture how diverse many students’ lives are. It is frequently noted that most, if not all students do participate in playing video games. When asked how long they spend playing games, students from the Writ 1133 class give times like: “1 or 2 hrs [of] video games per day,” “3 or 4 hours [a week],” “Like 4 hours a week,” and “I play anywhere from 10 to 14 hours a week.” As one can see, there is a wide range of time that students of Writ 1133 spend playing video games out of their free time. Some have more time for other activities and while other devote more time to video games, they still find time to participate in other great things around campus or the city of Denver.
BY: Daniel Johnson and Marc Honig
Marshall Miller, Charlie Moore, Stone Fisher
Of the 40 Interviewees, it was determined that the majority incorporates some sort of online activity every week to enhance their social life. These include social media websites, video games (online and offline), and watching Television/Netflix. From one interview:
Q: Have you met other people on WoW and talked with them? Do you wish to, if no?
A: No. No I do not wish to meet anyone on WoW as they are all really weird. (Kale, M, 18)
This quote shows although many seek entertainment from being online, the ultimate goal is not always to interact with others but rather to be surrounded by forms of social engagement. This could mean that players want to constantly be in a social environment while being physically alone.
The concepts of leisure and free time were prominent. Out of a sample of 17 interviews, 12 individuals mentioned video games as their past time. Out of these 12 individuals, only two mentioned World of Warcraft as a form leisure that they regularly engage in.
Ultimately, it was determined that the use of online games and social media is used not only as a means of passing time, it also has social benefits.
When Looking through the google doc, My partner, Clinton Brown and I noticed several dominant patterns throughout the interview data. “Competitive Video Game Playing” vs. “Casual Video Game Playing” was one of the most prominent patterns that we noticed. One of the interviewees, Mr. Cheng, a self-proclaimed “super-asian” when asked what he is most worried about in a video game, he replied with losing. “I am competitive, i can’t lose.”. On the other hand, players such as Ebenezer, who say that “fun is the main reason I play these games”. Ebenezer also admits that Runescape is his MMO of choice, leaving the 2nd place spot for WoW
By: John Howlette and Lee Kopecky
Upon reading all of the interviews, we found several significant trends amongst the questions and answers within. One trend that we noticed was that people who play video games tend to not use it as a media for social networking but rather they use separate forms of social networking. For example, “Do you use WoW as a social networking platform? -No. I use it strictly for gameplay. I have no friends in WoW” (George). Another was that people who play video games almost always have other leisure activities on the side (like playing a sport of musical instrument). An example of this being, “What is your favorite leisure activity to do alone and what is your favorite leisure activity to do with friends? -Alone, probably watching Netflix; I watch a lot of Netflix, and then for with friends I guess I would say going out to parties” (Male, 19 years old, college freshman). The most interesting trend that we found was that most people think that video games are socially beneficially for those who play them; “online game with dad and a few long-time friends because of social reason not so much because the game is fun” (Penguin, 19, Freshman, Male).
Lyndsey Gonsoulin and David Vollenweider
Based on qualitative interview data gathered on April 7th, 2014 from undergraduate students at a private university in Colorado, it is debatable whether or not there is a social component to their video game use. While many students said that they enjoy playing video games in their free time, the amount of time they spent playing and the reasons why they played varied greatly. One student said that they play games alone “75% of the time” because he felt it was more rewarding when he completed an objective on his own or grew as a player without help from others. Several other students expressed similar sentiments with one flatly stating “I use it [WOW] strictly for gameplay. I have no friends in WOW.” However, other students said that part of the reason they played video games either online or in person was to be social. One of the students claimed that he initially had no interest in video games, but he started playing them because “I noticed my friends playing a lot of games, and the one that they played a lot was WoW, so I downloaded the free version one summer to try it out, and I fell in love with it, and now I have gone on and played a lot more games.” While there were not many other students who were introduced to gaming through their friends or other social networks, many of the students said that they enjoyed competing against their friends and enjoyed the quality time they got to spend with them while playing games. Because there is such discrepancy in the social component to gaming, it would be interesting to examine a larger sample group and delve deeper into the reasons why the interviewees prefer one social influence over another.
After reviewing and focusing on questions around video games. I found that most people play video games either by themselves or with a group of people. People were either playing the game to be social, or alone and being less social. Majority of the answers were they were playing with a group of friends. Also another question that was asked was who introduced them to video games. The most common answers was either dad or a friend. On answer was “Dad introduced me to video games and a very young age.” Afterwards I found out that most people played video games when they had free time, were bored, or as a hobby. On response was “I played because I was curious and had nothing to do. I had a lot of free time.” Most of the games people played were online games, and the game that was most mentioned was World of Warcraft.
After looking at all the research done by the World of Warcraft players in classroom 412. The outdoor activity that was mentioned the most was a tie between the gym and playing hockey. We can assume that after a hard day day of intensive video gaming and frustration, the players go either to the gym or play hockey to relieve stress.
Through examining the data, we found that technology was used mostly as an activity for when an individual wanted to be alone rather than when they wanted to socialize. This went for video games as well as social networking sites. Even though social networking sites seem like they would be used for social interaction, many said they usually just “creep” or observe rather than post anything themselves or directly interact with other users. One interviewee said, “I use [World of Warcraft] strictly for gameplay. I have no friends in WoW” (2014). After being questioned about what activity they preferred to do with their friends, one participant answered that they would rather go to a physical social function than a virtual social function, such as World of Warcraft or Facebook (2014). One even said, “social interaction is more rewarding [than online communication]” (2014).
Bohdi Cooper, David Garcia, Alex Simons