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Ethnographic Research Matt Durant Professor Klinkowstein
25

Gaming in College and After 11/5

Jan 16, 2015

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Page 1: Gaming in College and After 11/5

Ethnographic

Research

Matt Durant Professor Klinkowstein

Page 2: Gaming in College and After 11/5

http://www.cnn.com/2012/05/04/tech/gaming-gadgets/adam-montoya-seananners/index.html

Adam Montoya: “Seananners and the Art of

Video Game Commentary”

Matt Durant Professor Klinkowstein

Page 3: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

-Adam Montoya Seananners

-Current YouTube Subscribers 3.5 Million

-Current YouTube Video Views 620 Million

-Current Salary CNN est. 6-Figure

Page 4: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Projected Conclusion

The effects and possibilities of playing Video Games may not be as

big a waste of time as everyone thinks.

Page 5: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

-Max and Anthony both used the phrase “stress reliever”

-Said they still get their work done

-Max: “Not a distraction, more like a break.”

-Anthony: “Don’t even play that much, it’s just nice to have.”

Page 6: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

-Max played with Jake as well which adds a social aspect

-Jake said that video games help him pace work

-He also humorously said “I should probably get a job”

-Also added was that the game matters

Page 7: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

-Games like “Grand Theft Auto” do not require attention spans

-Sports games are very fun to fill time

-Sometimes certain games can cause too much competition

-Competitive games can cause more stress than stress relief

Page 8: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

When asked about gaming and money:

-Joe: “Games are $60, the new systems are 3 or $400, it

does cost a lot”

-Jake: “Of course I’d play video games for money but that’s

not realistic.”

-It was said that bets frequently happened

Page 9: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Diagonals

Page 10: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Arcs

Page 11: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Irregular Shapes

Page 12: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Grids

Page 13: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Monochromes

Page 14: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Neutrals

Page 15: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Hi-Key

Page 16: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Low-Key

Page 17: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Summary

-College age students love entertainment

-They turn to video games

-Gaming is a good stress reliever but….

-Video Games cost too much money

-A desire for beneficial entertainment

Page 18: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Original Article

- http://www.cnn.com/2012/05/04/tech/gaming-gadgets/adam-montoya-seananners/index.html

Page 19: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Observations

-Enjoyed the stress relief gaming provided

-Disliked the cost of video games and systems

-Everyone agreed that getting paid to play would be a good deal

-Showed a desire for gaming to benefit them when asked

Page 20: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Desire

-Monetary benefit to gaming

Page 21: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Proposal

Internet video gaming has the capability to be used as brand

marketing and recruitment tools. Playing video games through

competitive servers online, college students (or anyone) could test

their talents and win money. Brands and sponsors, could promote

their products while recruiting talented gamers. Money could be won

which could supplement an internship or on campus job. This would

bring a monetization to turning a college pastime into a viable career

in an ever growing market.

Page 22: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Financial Reward

Page 23: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Worldwide Competition

Page 24: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Marketed Leagues

Page 25: Gaming in College and After 11/5

Matt Durant Professor Klinkowstein

Branded Servers