consumerism in video games
The selected topic is consumerism in video games. I decided on this topic because it is a social problem associated with the detrimental use of technology. In contemporary society, almost everyone has access to electronic gadgets, including children and adolescents, which allows them to enjoy video games as recreation while at home. The topic also resonates with me as a video game user. Therefore, it is essential to understand the risk and benefits of video games since it is a popular consumed service. It also helps make the right choice on whether to continue or quit the practice. During my research, I discovered that several scholars had explored the concept of consumerism in video games analyzing both benefits and drawbacks. However, I decided to select these four scholar sources due to the credibility of the authors. These four articles are documentations of experts and scholars in the related psychological and sociological field. For instance, one of the sources writing is by Dr Kurt Squire, a games directors and a professor at the Wisconsin Madison University. Therefore his authority, and expertise in the field of games, makes him a reliable source.
The goal of this paper was to discuss the psychological, social and physical effects of consuming video games on its users. I found it easy to present elaborate discussions about the different argument and counterargument of the thesis statements since the articles offer comprehensive information in simple English. However, I found it challenging to select the scholarly sources used in the paper. As mentioned, it wasn’t easy choosing from the several articles the four that best fit the paper. This report serves as an essential source of reference for future writing on video games and the negative uses of technology. It would help to carry out discussions in future classes that may involve concepts that deal with education and performance of school children.