This essay has been submitted by a student. This is not an example of the work written by professional essay writers.
Art

Analysis of articles

This essay is written by:

Louis PHD Verified writer

Finished papers: 5822

4.75

Proficient in:

Psychology, English, Economics, Sociology, Management, and Nursing

You can get writing help to write an essay on these topics
100% plagiarism-free

Hire This Writer

Analysis of articles

Chen VHH, Wu Y. Group identification as a mediator of the effect of players’ anonymity on cheating in online games. Behaviour & Information Technology. 2015;34(7):658-667. doi:10.1080/0144929X.2013.843721.

In this article, the authors examined the impact of the anonymity nature of online gaming to its players. This study expounds on how game cheating is considered a main trait among the typical online gaming community members. The major finding was that; game cheating is a frequent behavior among online gamers and therefore a norm in the gaming community. In addition to that, the author asserts that the more often a person participates in online gaming, the more the person develops the cheating behavior. This is mainly as a result of influence form the veteran gamers. This article will be used in both the introduction and body paragraphs to support that game cheating is a normative behavior within the online gaming community.

 

Kafai, Y. B., Fields, D. A., & Ellis, E. (2019). The ethics of play and participation in a tween virtual world: Continuity and change in cheating practices and perspectives in the Whyville community. Cognitive Development, 49, 33–42.

This article, written by three highly respected peer-reviewed authors, effectively discusses the ethics of interaction associated with the virtual games among the youths’ culture. Critical analysis of the club members of Whtyvulle.net. ways of interaction were designed, to foster critical evaluation of the ethics of play and participation in the tween virtual world. The authors analyzed that there is a set of unique features found on the Whyville online game that could only be learned from another person. An example is a socializing site among members that are not normally listed as written records in Whyville. Therefore, the only solution to learning about this technique is automatically from other people. I found this article useful because much of this content of analyzing the ethics and participation in the tween virtual world can be easily adapted to describe the aspect of knowledge sharing as a culture in online gaming communities.

King, D. L., Kaptsis, D., Delfabbro, P. H., & Gradisar, M. (2017). Effectiveness of Brief Abstinence for Modifying Problematic Internet Gaming Cognitions and Behaviors. Journal of Clinical Psychology, 73(12), 1573–1585. https://proxy.ulib.csuohio.edu:2096/10.1002/jclp.22460

The article was written to create awareness to the psychologist and the general public on some of the issues accompanied by over-dependency on online gaming. The author focuses on insights from a small scale study of abstinence on online gaming communities. The report acknowledges that voluntary abstinence among online gamers for some time is only successful in the newbies, unlike the veteran gamers. In this respect, online gaming comes with some sense of belonging to the community being that they are aware of the common goal that is to be achieved. The article however does not give further directives on reasons as to why the ‘obsessed gamers’ tend to be over-dependent to this community.

Kirkpatrick, G. (2016). Making games normal: Computer gaming discourse in the 1980s. New Media & Society, 18(8), 1439–1454.

https://proxy.ulib.csuohio.edu:2096/10.1177/1461444814558905

In the article “Making games normal: Computer gaming discourse in the 1980s. New Media & Society” Kirkpatrick discusses the different strategies that are key in making the computer gaming discourse normal. He asserts that online gaming is accompanied by several strategic goals known to normalize the culture of this community. Failure to accomplish these goals, some abnormal behaviors may arise in the online gaming culture that will hinder the general success of the game. Therefore, making the game normal is an important argument that will be used in developing the body paragraph.

Lange, P. G. (2015). Typing Your Way to Technical Identity: Interpreting Participatory Ideologies Online. Pragmatics, 25(4), 553–572. https://proxy.ulib.csuohio.edu:2096/10.1075/prag.25.4.04lan

This article, written by Patricia Lange an associate of critical studies, discusses how the online affiliates of a gaming community express themselves. Patricia uses a pragmatic approach to explain the ideologies the online affiliates use in expressing their technical identities. Written stylistics are however not commonly applied by the online community, unlike other discourses. Besides, she explains the existence of specialized Lexis commonly used by the online affiliates that are effective in distinguishing between newbies and veterans in the gaming community This article useful because it will help explain some of the specialized lexis that online gaming discourse communities apply.

 

Mason, J. (2013). Video Games as Technical Communication Ecology. Technical Communication Quarterly, 22(3), 219–236. https://proxy.ulib.csuohio.edu:2096/10.1080/10572252.2013.760062

In this journal, Julia Mason examines the impact of the communication genre in the gaming industry. Mason affirms that technical communication and enormous growth in gaming go hand in hand. She further explains the nature of communication in virtual games as symbolic communication that banks on visual, audio, algorithmic, verbal, and written forms of passing information from one gamer to another. A change to these genres directly affects gamers’ awareness of these technical genres and the value of online gaming. This article is not only comprehensive but also very credible in supporting the criteria sharing information through the genre in discourse communities.

Nic Giolla Easpaig, B., & Humphrey, R. (2017). “Pitching a virtual woo”: Analysing discussion of sexism in online gaming. Feminism & Psychology, 27(4), 553–561. https://proxy.ulib.csuohio.edu:2096/10.1177/0959353516667400

In this article “Pitching a virtual woo”: Analysing discussion of sexism in online gaming. Feminism & Psychology the authors’ Nic Giolla and Humphrey review the evidence on the impact of sexism in online gaming. They assert that sexism issues have been a daunting task when it comes to online gaming communities. As such, the central argument in the text is that harassment and abuse in the online gaming community impacted everyone however, it was more common to women. Therefore, sexism is a common culture in this community female gamers are indeed delegitimized. Considering the arguments presented in this article, it is justified that it provides comprehensive and substantial arguments that will be useful for the research paper.

Ryu, D. (2013). Play to Learn, Learn to Play: Language Learning through Gaming Culture. ReCALL, 25(2), 286–301. https://proxy.ulib.csuohio.edu:2096/10.1017/S0958344013000050

This article is credible being that it entails credible peer-reviewed sources on the reference page. The author of this text affirms that many activities such as participation in the discussions of game-related topics are an essential culture in the online gaming community. He further explains the importance of engagement in gaming culture is an essential aspect of language learning. This is because it is through gaming that the learning of these game related-languages is appropriately understood. Considering the fact that language is one of the criteria in the discourse community, practicing of these discourses is enabled through interaction between the newbies and the expert members. As such, the source will be extensively useful in the introduction and body parts of the research.

Wu, Y., & Chen, V. H. H. (2018). Understanding Online Game Cheating: Unpacking the Ethical Dimension. International Journal of Human-Computer Interaction, 34(8), 786–797. https://proxy.ulib.csuohio.edu:2096/10.1080/10447318.2018.1461757

Wu and Chen in their article, ‘Understanding Online Game Cheating: Unpacking the Ethical Dimension. International Journal of Human-Computer Interaction’ states the different factors and ethical dimension associated with the online game cheating behavior. Internet being the central place enabling intercommunication among members influences their choice in the community. The findings asserted that cheating was a common behavior in the online gaming community. The major issue influencing game cheating intention is the desire to achieve the goal of “being the best “in the video game. Very useful and credible arguments have been presented in the text that can be a perfect match for this research paper.

 

  Remember! This is just a sample.

Save time and get your custom paper from our expert writers

 Get started in just 3 minutes
 Sit back relax and leave the writing to us
 Sources and citations are provided
 100% Plagiarism free
error: Content is protected !!
×
Hi, my name is Jenn 👋

In case you can’t find a sample example, our professional writers are ready to help you with writing your own paper. All you need to do is fill out a short form and submit an order

Check Out the Form
Need Help?
Dont be shy to ask