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Identify different methods of observation
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At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines. The two players who are on MVC2 are wearing both hooded jackets and baggy jeans with tennis shoes. It seems they were here for quite a while. Backpacks are off to the side of the machines or lying around randomly near them on the ground and some half eaten snacks can be seen on the tables nearby. A quick glance around allowed me to take in the surroundings. There are three pool table games in session occupied by two to four players per table. Three girls are having a drink to the table directly adjacent from my stool across the room. My location is near enough from the arcade machines to allow me to easily view the players and note all of what is going on and far enough to remain hidden and unsuspected of recording the scene. I am recording with my Nokia N95 with Carl Zeiss optics 5 mega pixel lens with creative sounds voice amp. I am wearing a zip up hooded jacket and some baggy cargo pants with a pair of vans allowing me to easily blend in as a normal spectator. Soon after, there are at least six to seven guys spectators for the four players. And also noted at ten minute intervals, the losers rotates out with one of the players lining up to be the new challenger of the victorious. The guys seem to be much louder and animate on the MVC2 ... ... middle of paper ... ...game, he still continues to dominate his opponent within the games. The players who were losing to him are highly agitated as noted due to them cussing out loud and intense profanity is being used directly and indirectly towards said game and player who is winning. After the guy’s fourth win, everyone dispersed and while half the crowd was patting the winner’s back, many of the players left muttering swear words beneath their breath obviously disgruntled by the transpired event. The first interview I conducted was the player who was on the Street Fighter 3rd strike machine where I asked him if he can spare a few minutes to answer some questions for a research study I was conducting. The interview was done at one of the dining tables located conveniently right outside of the student center next to the food stands. The interview time was on Saturday at around 5pm.
The first interview I scheduled was with the Assistant Village Manager, Ms. Jablonski. We had a phone conversation that made it seem like she did not have time for the conversation. She had my questions ahead of time and was able to prepare. She mentioned that she was busy and only had twenty-five minutes to talk and said she would not have any other time to speak to me. I felt rushed and pressured to pick the most important questions from my list.
Q. 1. Did you have previous military experience before the Korean War? When? If interviewee enlisted at time of war, why?
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
1. a) The simile that I found was, “ An apprehensive night crawled slowly by like a wounded snake”. I choose this simile because it creates a type of suspense and makes the reader become engaged with the story. When a story is set in the dark it often has suspense, which tells the reader that something scary is about to happen. If this part was not included in the story then it would not tell us the pain Rainsford must have been in when this part of the story was happening. In this simile the part that says snake gives us goosebumps. Snakes are always scary. Snakes are vicious and venomous. They are especially scary in the dark. The simile gives us the setting and a picture in our mind of the story.
(Giroir, 2013). In this particular assignment, I am asked to interview a college graduate or
My first informational Interview was with Mohammad Gharbieh, the vice president of Quality One Energy Systems that does heating and air conditioning work and services located in Dallas, Texas. It was a face-to-face sit down interview.
March 8th, 2004 was supposed to be nothing more than a competitive and action packed regular season hockey game between feuding rivals, the Colorado Avalanche and the Vancouver Canucks. The game slipped away from the Canucks, with the Avalanche up 6-2 heading into the third period. The heated contested already had its fair share of fighting majors, but an incident that happened late in the third period shocked the more than 18,000 fans in attendance at Rogers Arena, the hockey community, and North America. After failing to instigate a fight with Avalanche forward Steve Moore, Todd Bertuzzi of the Vancouver Canucks grabbed the back of Moore’s jersey, landed a vicious punch to the back of Moore’s head, before slamming him face first on the ice and falling on top of him. Moore had to be helped off the ice on a stretcher, and has never returned to the NHL. Bertuzzi, on the other hand, was suspended for 20 games by NHL Commissioner Gary Bettman, and is still playing in the NHL for the Detroit Red Wings. This is one of many examples of deviance in sports, and how a win-at-all costs mentality can drive athletes to act in extreme manners. As a result of the growing commercialization of sports, athletes are socialized at young ages to believe that winning is everything, and that stopping at nothing will help you succeed. Athletes will do almost anything to gain the upper hand in their respective sports, whether it is through engaging in excessive on-field violence or through the use of performance enhancing drugs, excessively committing themselves to their sport, or by violating league rules and policies. In sports, deviance is viewed in a different light than in the outside world. As professional athletes strive towards conforming to spor...
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
Statsky also makes another faulty assumption, which is that competition is an adult imposition on the world of children’s play. She says in her article, “The primary goal of a professional athlete – winning – is not appropriate for children” (629). Children compete to win in the same way that adults do, and they do so on their own without any adult pressure. Common playground gam...
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Due to time restrictions, panel members were normally unable to meet in advance, so they build up their own self-sufficient interview questions. Although the principal chaired the interviews, they were rarely conceded out in an identical manner and there was no high level of uniformity with the questions. No official scoring system was used...
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated,
Since their creation in 1972, video games have come a long way in our life. Originally invented for a science experiment purpose, Pong a black and white game, the video games industry turned into a bustling business thanks to technologies improvements. There is a growing body of opinion suggesting that video games improve violence within teenagers and antisocial behaviours.