Rhetoric of Gaming Research: Winter 2010
As we head into a new quarter, Stanford's Rhetoric of Gaming class has been hard at work -- playing games, but also considering research topics that they could for the remaining 6 weeks of the quarter. After a great library orientation and workshop with Stanford's unofficial Librarian of Gaming, Chris Bourg, the RhetGaming students are ready to start narrowing and researching their topics.
As one of the first stages in their projects, they will be posting an entry on this blog in which they identify their topics and then describe and analyze one source that they feel will be important to their research.
They will be writing on the following topics over the next week:
- The Takeover of Casual Gaming
- Online gaming: The Sims for You, Not Shared with Everyone Else
- The Real life practicality of video games
- The Evolution of Videogames and Athletics
- America's Army: The new military recruitment system
- Playing Videogames in School
- The Movement of Videogame Language into Popular Culture
- The Effects of Real World Trading on the Perceptions of Chinese Gamers
- Competitive Gaming in Korea
- Gaming Addiction: Fact or Fiction
- Why Gamer's Game: How Role-Playing Games Entertain
- The real-life practicality of video games
- The Power of User-Defined Games
- Madden's Effect on Popular Culture
- Videogame and Fitness: Videogames Provide a Transition to Exercise
They would welcome feedback on their ideas as they continue to refine their topics and arguments, revise their research question, and brainstorm effective ways to pursue their projects.