Week 11 (Greg): Unit 9 project.

(Unit 9 2.2)- Since this week is the last week before the holidays and the last week before submitting the first draft of our unit 9 project, I have been  progressing on from last week regarding the article and applying the interviews I carried out.

Last week I had to postpone recording any interviews until this week because the people I intended to ask my questions to were both absent. However, they were both in this week and I managed to gather their views and opinions on social media and gaming obsession. I did also manage to gather some views from people outside college and who varied my target age bracket (18-30 years old) a bit. (Unit 9 3.2)- This process as a whole did give me some mixed feelings at the end; I didn’t manage to interview as many people as I hoped to but the purpose of vox pops- as learned last year- is to interview a small number of people with the same questions to gather their views on a topic. Looking back, this is exactly what I did and I did manage to, as intended, to interview two people of the same age to see how opinions vary with experience.

(Unit 9 2.2)- Despite the minor obstacles faced during the interviewing, I still managed to get some very detailed and psychological answers which I transcribed and selected the post vital pieces to fit in with parts of my article.

unit-9-transcriptions

 

Using these transcriptions, I have trimmed down the most vital and valid pieces for my article and apply them where appropriate. Here is my first draft of my article which is in-text cited so far:

 

Is our relationship with digital technology healthy?

Social media and the latest gaming updates means digital technology has become irresistible to our generation’s lives- to the point of obsession.

The increasing advancements in gaming technology (Addictions, Unknown date) and access to social media platforms means that our generation has never been so obsessed, with teenagers more likely to become intoxicated.

According to one study, the use of social media feeds a variety of uses from anxiety to pleasure (Rosen, L, 2014). Although, this study also showed that anxiety can occur through not knowing about every event of that moment via social media (Rosen, L, 2014).

People use it to gain self-worth and confidence as a substitute for not having real achievements or purpose in their life.

This data reveals that the ratio of anxiety to pleasure supports a 3:1 ratio with those under 35 or 40 to be more anxiety driven (Rosen, L, 2014).

Based on a recent survey of 25 people, 16% of the total respondents spend 5 hours a day or more using social media. 100% of these people own a social media account with 36% owning four or more.

From loneliness, poor social skills and, in extreme cases, becoming so frightened to answer the front door (Tufft, B, 2016), social media obsession poses a great risk to developing other mental health problems in later life (Tufft, B, 2016).

In addition to these damaging consequences so far, Anna Almendrala for the Huffington post commented:

Peer influence is kind of agnostic; it can be a good thing, it can be a potentially bad thing.(Almendrala, A. 2016)

Like social media, video games have also seen cases of obsession increasing each year (Addictions, unknown date).

Given the access from home consoles, smartphones, portable devices (Conrad, B, 2016) and endless technical advancements (Conrad, B, 2016), it’s no surprise that we are seeing this worrying trend.

Despite no single contributing factor for gaming obsession (Conrad, B, 2016) being the case, the appeal of a fantasy setting and ‘levelling up’ (Conrad, B, 2016) experiences are two of many reasons for gaming obsession with evidence concluding that role playing games hold one of the greatest obsession potentials (Conrad, B, 2016).

Obviously with casual games you run out of loves or you finish the level but with MMO or RPGs there’s no segment where it’s like ‘you’ve done this.

You’re supposed to invest in it and that whole monthly charge means they need you to be obsessed with the game in order to keep playing it.

 

During the rest of this week, I intend to have the article firmly completed and featured in a separate blog post with my photos to show my final pieces. (Unit 9 3.1/3.2)- I will also be completing my evaluation for the entire project covering the research, production and pitch stages of the unit including justifications for production solutions, any problems faced and resolved and the effectiveness of all choices made throughout. I will also be evaluating my safe working and professional practices- all of which will be in a separate evaluation blog post.

 

Bibliography:

Addictions. (Unknown date). Alarming Video Game Addiction Statistics. [online] Available at: http://www.addictions.com/video-games/alarming-video-game-addiction-statistics/ [Accessed 12 Nov. 2016].

Addictions. (Unknown date). Alarming Video Game Addiction Statistics. [online] Available at: http://www.addictions.com/video-games/alarming-video-game-addiction-statistics/ [Accessed 12 Nov. 2016].

Almendrala, A. (2016). The nucleus accumbens, highlighted in green, is the “hub of the brain’s reward circuitry.” It lit up when teens saw their own photos or “likes.”. [image] Available at: http://www.huffingtonpost.com/entry/this-could-explain-why-teens-are-so-obsessed-with-social-media_us_574f7084e4b0ed593f134279 [Accessed 18 Nov. 2016].

Conrad, B. (2016). The truth about child video game addiction – TechAddiction. [online] Techaddiction.ca. Available at: http://www.techaddiction.ca/child-video-game-addiction.html [Accessed 21 Nov. 2016].

Conrad, B. (2016). The truth about child video game addiction – TechAddiction. [online] Techaddiction.ca. Available at: http://www.techaddiction.ca/child-video-game-addiction.html [Accessed 21 Nov. 2016].

Conrad, B. (2016). The truth about child video game addiction – TechAddiction. [online] Techaddiction.ca. Available at: http://www.techaddiction.ca/child-video-game-addiction.html [Accessed 21 Nov. 2016].

Conrad, B. (2016). The truth about child video game addiction – TechAddiction. [online] Techaddiction.ca. Available at: http://www.techaddiction.ca/child-video-game-addiction.html [Accessed 21 Nov. 2016].

Conrad, B. (2016). The truth about child video game addiction – TechAddiction. [online] Techaddiction.ca. Available at: http://www.techaddiction.ca/child-video-game-addiction.html [Accessed 21 Nov. 2016].

Rosen, L. (2014). Our Social Media Obsession. [Blog] Psychology Today. Available at: https://www.psychologytoday.com/blog/rewired-the-psychology-technology/201407/our-social-media-obsession [Accessed 11 Nov. 2016].

Rosen, L. (2014). Our Social Media Obsession. [Blog] Psychology Today. Available at: https://www.psychologytoday.com/blog/rewired-the-psychology-technology/201407/our-social-media-obsession [Accessed 11 Nov. 2016].

Rosen, L. (2014). Our Social Media Obsession. [Blog] Psychology Today. Available at: https://www.psychologytoday.com/blog/rewired-the-psychology-technology/201407/our-social-media-obsession [Accessed 11 Nov. 2016].

Tufft, B. (2016). Social media-obsessed teenagers are so frightened of real life some won’t even answer the door. the Daily Mail. [online] Available at: http://www.dailymail.co.uk/news/article-3501414/Social-media-obsessed-teenagers-frightened-real-life-won-t-answer-door.html [Accessed 12 Nov. 2016].

Tufft, B. (2016). Social media-obsessed teenagers are so frightened of real life some won’t even answer the door. the Daily Mail. [online] Available at: http://www.dailymail.co.uk/news/article-3501414/Social-media-obsessed-teenagers-frightened-real-life-won-t-answer-door.html [Accessed 12 Nov. 2016].

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Week 11 (Greg): Unit 9 project.

One thought on “Week 11 (Greg): Unit 9 project.

  1. tomrowse says:

    This another very effective blog post that illustrates your thoroughness and organisation, skills crucial moving forward in both academia and within industry.
    Going forward perhaps you could look into how to capturing a wider audience for primary research e.g. on-line surveys or asking, the general public in an environment suitable to your line of questioning e.g. an education auditorium or conference.

    Like

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