Topic: Video gamers

Question:

Absract:

Preface:

Interest:

What I know going into the observation:

Background:

Most popular video game platforms: X-box, Pc’s, and playstation (Henderson, H. 2017).

Average age of gamers: 30
Female: 47%
Male: 53%
(Jansz, J., & Neys, J. 2015)

Professional Video Gamers:
E-sports
Get paid when you win a tournament
Most popular tournaments: League of Legends World Championship, Intel Extreme Masters, and League of Legends Mid-Season Invitational.
Held in arenas and convention centers
(Esports Tournaments and Events)

Why people play video games/ effects:
Relieves stress and increases the video gamers mood in a positive way, decreases tension, depression, anger, and confusion.
(Russoniello, C. V.; O’Brien, K.; Parks, J. M. (2009)

Observations:

Date and Time:

What happened:

Conclusion:

References:

Henderson, H. (2017). game consoles. In H. Henderson, Facts on File science library: Encyclopedia of computer science and technology (3rd ed.). Facts On File. Credo Reference: https://arapahoecc.idm.oclc.org/login?url=https://search.credoreference.com/content/entry/fofcomputer/game_consoles/0?institutionId=5078

Esports Tournaments and Events. (n.d.). Retrieved from https://www.ncsasports.org/college-esports-scholarships/esports-tournaments

Jansz, J., & Neys, J. (2015). Online games player characteristics. In R. Mansell, & P. H. Ang (Eds.), The international encyclopedia of Digital Communication and Society. Wiley. Credo Reference: https://arapahoecc.idm.oclc.org/login?url=https://search.credoreference.com/content/entry/wileydcas/online_games_player_characteristics/0?institutionId=5078

Russoniello, C. V.; O’Brien, K.; Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cyber Therapy and Rehabilitation, 2(1), 53-66.