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Annotated Bibliography

The Future of Gaming and its Possible Effects

Migdon Ferido
Professor Malcolm Campbell
UWRT 1103
10 March 2016

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Annotated Bibliography
Franciosi, S. J. "Acceptability of RPG Simulators for Foreign Language Training in
Japanese Higher Education." Simulation & Gaming 47.1 (2015): 31-50. Web. 14 Mar.
2016.
This article in the academic journal, Simulation & Gaming, talks about how
Japanese students in higher education institutes use virtual role-playing games to
learn foreign languages. Japanese students created avatars in a customized roleplaying computer game to see if the immersion factor of the game can teach the
students a new language. I believe this article exemplifies the video game
industrys innovations. Rather than just a source of fun and escape, S.J. Franciosi
shows the reader that video games can be used as a source of learning.
Quantitative data is presented in article to help support statements that revolve
around the efficiency of learning with RPG games. Multiple experiments were
conducted and multiple surveys were taken by the test subjects to provide more
explicit data. For example, the article presented the percentage of test subjects
that agree, disagree, or feel indifferently if learning through video games is more
advantageous than regular teaching. The test subjects used were also students
who didnt show immense interest in gaming, therefore making the experiment
unbiased. I believe that this article is a worthy source for my EIP. The theory
and the experiments behind it are truncated enough to the point that all the
material can be explained without really boring the reader. Franciosi also
references and cites the sources he used to support his theory. It only adds on to

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legitimize the article. I plan on adding this article to my EIP as a source about the
different uses for video games.
Hill, Mark. "Nostalgia Is Ruining Video Games." The Atlantic. Atlantic Media Company,
22 Nov. 2015. Web. 10 Mar. 2016.
This popular websites article explains the strength of nostalgia and how the video
game industry is positively and negatively thriving off older gamers. This article
goes against the lucrative nature of gaming by stating that nostalgia ruins video
games rather than innovating it. Multiple examples of gaming set-backs are
provided such as public funding for nostalgic video game reboots through
kickstarter.com, or creating video game reboots in general. The article also
covers the psychology of nostalgia and how giant gaming industries can use the
psychology to increase profits. The article uses sources from psychology
professors from various universities with specific studies. Professors such as
Jamie Madigan who exclusively studies the psychology of video games. Madigan
points out that nostalgia tends to be the strongest when people reminiscing about
socializing. Which means that nostalgias strength comes from the community
around it. I find this source reliable because it provides a counter argument to my
belief that gaming is progressing much faster than it is regressing. I plan on using
this source because the article does a great job at clarifying its theories through
many points of view in different forms of medium likes movies, documentaries,
professors, and businesses. It fluently elaborates on its topic without confusing
the simple reader with its complexity, which in my opinion makes this source
twice more reliable. I plan on using this article in my EIP project to support the

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dynamic changes in gaming hardware and software and how gaming culture
turned into a serious business.
Kudler, Amanda. "Video Games: Timeline." Infoplease. Infoplease. Web. 14 Mar. 2016.
This reliable website source shows the history of gaming in chronological order.
A brief summary is added for each major event in video game history. The
timeline also covers the hardware for video games and computers, along with the
software that coincides with it. I believe this website reliable because it covers a
broad array of topics from business and science, to government and humane
issues. Each article also has a toolbox that redirects the reader to links for a
dictionary, encyclopedia, almanac, atlas, and other various referencing tools.
Infoplease.com is generally a user friendly site, which is very helpful for quick
navigation and information organization. I find this website useful mainly for the
fact that in order to write my EIP, I will need background knowledge on the
foundations that supported the gaming that we know today. I will need to look for
the inspirations of different genres and sub-genres of gaming. For example,
Kudlers timeline dates back to 1958 where Willy Higinbotham technically
created the first video game in New York, yet everyone thinks its Pong. It does a
good job at creating historical controversy but it also clears up any blurry
recollections about gamings history. I plan on using this source because the
timeline dates all the way to present day, so that I can use the summaries given to
compare and contrast the latest innovations of gaming. Even though this source
will be used, it will not be on my final EIP project.

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McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can
Change the World. New York: Penguin, 2011. Print. 20 Feb. 2016.
This book source interprets the quality of life that gamers and soon-to-become
gamers have. It provides the reader with simple background knowledge about the
complex mechanics of video games and what makes video games so enjoyable.
As a graduate of University of California at Berkley, Jane McGonigal is a
successful and innovative game designer who does research on the relations of
gaming and overall happiness. All of the topics will converge and connect to how
video games can positively affect how people cope with the stress of life. For
example, McGonigal uses American psychologist Mihaly Csikszentmihalyis
book called, Beyond Boredom and Anxiety to talk about intrinsic rewards that are
essential to human happiness. Rewards such the craving for satisfying work, the
experience of being successful, social connection, and meaning. The author
believes that rather than destroying reality, video games actually build onto
reality. The book continues with McGonigal stating that like the human mind,
video games are very dynamic. Her main goal is to advocate the use of digital
media whether mobile, PC, or console to provide positivity and psychological
betterment. She supports all her statements with research and studies that she has
analyzed and also conducted herself. This book source is a reliable source due to
McGonigals credentials and reputation for being an innovative game designer.
She has done TED talks on topic of this book, which indicates her passion and her
expertise on gaming culture and overall quality of life. I plan on using this book
as a primary source of information to the effect of gaming to the human mind. I

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trust the information in this book due to the fact that McGonigal backs everything
she says with a number of citations and personal experiences. This book also
does more than answer the questions for my research topic. At the same time,
Reality is Broken brings up more questions that I need to clarify in my research.
Questions such as, do video games only contribute to happiness? Or do video
games make reality obsolete, making people with sub-par lives more susceptible
to video game addiction? I believe this source will have the answers on the
psychology behind gaming and will prove vital to my research.

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