Research question: Why do massive multiplayer online role-playing games (MMORPG) like World of Warcraft and Everquest appeal to the ages of 14-25?
Bramer, M.A. Computer Game-Playing: Theory and Practice.
This book presents a lot of information from past computers. This book is a collection of articles to present an overview of the artificial intelligence of computer based games. The first part of the book focuses heavily on the game Chess. Then eventually into the game called Go. The some of the chapters focus on single games like Reversi, Brand, and Scabble. Others focus on multi-strategy games like Draw Poker and regular Poker. What they are trying to do in this book is to find a way to program computers to have a humanistic strategy in the game, so it feels like playing against another intelligible person.
I know this book probably will not help me out in the end for my research question. What I am thinking is to use as, in a sense, background information. This entire book is based on the really old computers. Everything had to be programmed into what we know as MOS DOS in order to run programs.
Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds.
In the book Half-Real it depicts the rules of the game and the game world. Like how the author Juul said, “…to interact with real rules while imagining a fictional world…” He goes on explaining how the rules of a particular game called Legend of Zelda: The Wind Waker. The central theme of this book is the game rules and the game fiction. Next the author goes on how video games were the successors of non-electronic games and when/where these non-electronic games came from.
This book will provide more information on updated games. Rules are always part of any game one will play. So this book will probably be one of the major sources I will use for my research.
Taylor, T.L. Play Between Worlds: Exploring Online Game Culture.
The book starts out the author going to a convention for game called Everquest. She notices how easily the players get along with each other at this convention. The people are split up by the servers that the players belong to. She was also trying to find other players that are in the same server that she was in. At one of the event the author encounters a player who apparently passes out flower to all the female players in the game and is now doing the same thing offline. Later on she goes on about the research that she is doing.
I can draw a lot of points off of this book too. I certainly can relate playing online and meeting new people, but also seeing or talking to those people in the offline world. I do not have the experience of the convention, but I can only imagine how it would be.
Gee, James. What Video Games have to teach us about Learning and Literacy.
Beck, John, and Mitchell Wade. The Kids are Alright: How the Gamer Generation is Changing the Workplace.

1 comment:
The research question is starting to come into focus nicely. I might suggest a few changes to the question:
"Why do massive multiplayer online role-playing games (MMORPG) like World of Warcraft and Everquest appeal to players, male and female, who are in the age ranges of fourteen to twenty-five? What psychological, personality, and emotional aspects are present in the player who becomes "addicted" to these types of games and how can one avoid the negative aspects of MMORPG while still enjoying the escape made available through this medium.
The sources that you have found present a good framework for research. I would suggest, again, to move the research into a more personal realm. The trick in this research is to balance the technical with the personal.
The annotations work well in discussing the sources. I might suggest recording some of the quotes you think you may use from these sources in the annotations to make it easier to incorporate the quotes when writting the paper.
Keep at it.
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