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March 06, 2010

Borderline Personality Disorder on men& women

I wonder if borderline personality disorder occurs to one during what age. What is the real reason why a person has BPD at the very first. Borderline Personality Disorder is a serious mental illness occurs in both males and females. BPD is characterized instability in moods, interpersonal relationships, self-image, and behavior. BPD is similar to bipolar disorder yet not well known. People who have BPD, suffering from family and work life from a disorder of emotion regulation. BPD is mostly common on adults by two percent, mostly young women or by another estimate, 1-3 percent of the general population.
The disorder of BPD has nothing to do with neurosis or psychosis, but rather involves emotional volatility.The rate of self-injury is high without suicide intent, as a significant rate of suicide attempts and completed suicide in many cases. Engage in suicidal behavior are 60 to 80 percent. Patients often need extensive mental health services, 20 percent of psychiatric hospitalizations, forty percent of the highest users of inpatient psychiatric services receive a diagnosis of BPD. The psychiatric services helped many patients. Although, about half or 46 percent have repeat hospitalization despite long-term or extended-term care.
People with BPD first suffers from depression or bipolar disorder with the same mood for weeks, a person with BPD may experience intense bouts of anger, depression, and anxiety that may last only hours, or at most a day. As weeks goes by they start self-injury and drug or alcohol abuse. Basically they start hating their self and hurting their body. Distortions in cognition and sense of self can lead to frequent changes in long-term goals, career plans, jobs, friendships, gender identity, and values. Sometimes people with BPD view themselves as fundamentally bad, or unworthy. With borderline personality disorder your image of yourself is not important, making you feel worthless and fundamentally flawed. Some symptoms of BPD are the feeling of treated unfairly misunderstood or mistreated, bored, empty, and have little idea who they are. When people with BPD feel isolated and lacking in social support, and may result in frantic efforts to avoid being alone. One with BPD also have sensitive to rejection with family members also and try to keep them isolated from the world. Suicide threats and attempts may occur along with anger at perceived abandonment and disappointments.

January 29, 2010

Real-life Practicality of Video Games

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

My topic of choice will be dealing with the real-life practicality of video games. Because gaming has evolved so quickly and spread so rapidly in the last decade, I believe that their uses can extend far beyond the norm of just pure entertainment. There is already a genre of established video games, such as puzzle and educational games, which can have practical purposes. However, I believe many games can be used to accomplish things in the real world as opposed to just the video game world.

My first source comes from a psychological study done to see if avid gamers not only had quicker reaction times in a game of their choice but also in other lab tests. The entire article and study (in Current Directions in Psychological Science) can be found here:
http://www.medicalnewstoday.com/articles/174459.php

This study fits my topic perfectly and demonstrates through lab tests that video games can enhance motor skills, visual cognition and spatial memory. The scientists Matthew Dye, Shawn Green and Daphne Bavelier did multiple tests within the person’s game of choice and a bunch of unrelated tests and found that “playing video games enhances performance on mental rotation skills, visual and spatial memory, and tasks requiring divided attention.” The tests ranged from reaction time, accuracy, impulsivity, and visual cognition. Gamers excelled in every category versus non gamers.

Through tangible data and unbiased testing, these scientists have proven that the brain can be trained to be quicker and more accurate by just playing video games. This undoubtedly proves that simply by playing a video game for an hour or so per day, one can train himself to become better at everyday tasks that involve mental and visual cognition.

January 28, 2010

Video Games in Education

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

I am currently crafting a paper about Video Games in education. Since their recent creation, video games have long been overlooked by traditional academic institutions. Their potential to educate efficiently today's youth is squandered by the current establishment's refusal to acknowledge the validity of Video Games in any sector other than entertainment. I want to prove that video games, like no other medium, reach out to a very large number of children across the world, and thus that education-oriented research in the field of video games, perhaps even state funded, would be immensely beneficial.

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Effects of Real World Trading on Perceptions of Chinese Gamers

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

With the rising popularity of massively multiplayer online role playing games in the past ten years, the real world trading market has entered a new golden era of gold farming. Gold farming is the process of gathering in-game currencies and equipment and selling them to other players in exchange for real world cash. The people who involve themselves in this activity are called ‘gold farmers’. While gold farmers exist throughout the world, the majority of them are situated in China, where they work for businesses that specialize in real world trading. These businesses, which are referred to as ‘gold farms’, are essentially modern-day sweatshops, hiring workers to play online games for twelve hour shifts and typically compensating them with wages less than US$150 per month. Despite these low salaries, the business still attracts hundreds of thousands of workers in China.

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Gaming addiction: Fact or Fiction

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

My topic of choice so far is about gaming addiction. I intend to argue that gaming addiction is true and support my claim with signs that point to addiction, reasons behind addiction, and potential deterrents to quiting gaming.

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The Takeover of Casual Gaming

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

Casual games are video games that are meant to appeal to all types of people, whether these people are familiar with video games or not. These games do not require any prior knowledge of gaming and are intended to be played by all types of people not mater what gender, age, or ethnicity.

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Evolution of Video Games and Athletics

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

My topic is exploring how the evolution of video games could come to effect sports and athletics. As video games become more advanced, they also become more realistic. When such realism is applied to sports-related games, it is possible that the game itself could be used to train humans to be better on the field. Indeed, the Wii has already started this trend. While it is debatable whether games like Wii Sports and Wii Fit actually improve one’s athletic ability, such games are a clear indication that advancement in technology could lead to more realistic games that have more tangible effects in the real world.

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Competitive Gaming in Korea

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

My project will examine what factors in Korea caused the Korean gaming culture to develop so much differently than the United States gaming culture. I will examine political, economic, and social factors as well as the games and gaming companies themselves.

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Playing Video Games In School

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

Unless, a person takes all the classes he or she wants during school, school is definitely not the most fun thing in the world. Whether it is sitting in a boring classroom where the student just can't stay focus, or having a low self esteem in gym class because he or she is not "fit" enough. With video games becoming more popular across the nation, many instructors and educators are recognizing that the popularity of video games can impact how students learn, socialize, think, problem solve, multitask, and live a healthy lifestyle in a positive way.

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The Sims For You, Not Shared With Everyone Else

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

Online interactions have changed video games. For some games, the only way to play is online. Ever since the rise of online gaming, developers have sought ways to put games online and provide better online interactions.

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Madden's Effect on American Popular Culture

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

My research has started to focus on how the Madden football franchise has come to be a heavy influence in American culture both inside and outside of the gaming realm. Madden has always been a popular video game since the first edition in 1989. However, it reached new levels when new consoles came out and allowed for online play against others. This allowed for a new dimension to the game as people were no longer limited to playing against people from their neighborhood, but could now play against gamers all across the country at any time. As a result Madden began to make much more noticeable appearances in popular culture. Things such as the “Madden Bowl”, a Madden video game tournament, got much more coverage and ESPN even held their own reality TV show and tournament with a $100,000 grand prize. In a 2004 article for Billboard magazine Scott Banerjee explores the effect Madden can have on music sales for songs that appear in the game.

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Why Gamers Game - How Roleplaying Games Entertain

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

It's amazing how role-playing games sometimes manage to provide ridiculous amounts of entertainment and satisfaction that gamers are willing to throw away their real lives in favor of gaming. For my research, I want to find out what is so great about role-playing games and how different people derive different types of entertainment from them. Massively Online Role-Playing Games (MMORPGs) such as World of Warcraft, Second Life and Runescape have become notorious for tales of addiction, and even stories of death while gaming. MMORPGs have developed into ridiculously complicated and vast virtual worlds that manage to bring gamers into a completely different "reality." Why do gamers choose these games over real life? And possibly, why do non gamers prefer real life over games?

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January 27, 2010

Video Games Provide a Transition to Exercise

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

While video games are becoming more and more a part of our normal lives, they are also entering schools. All over the world, schools are using video games to try to start students on a path to regular exercise. Traditional sports do not do a good job of reaching out to everyone. If people don't like, or aren't good at the sports offered at their school, there is no reason to join them. Some of these students, which had no desire for traditional physical activity, are very excited by the prospect of playing video games which involve some exercise.

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Movement of Video Game language into Popular Culture

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

For many people gaming has transcended beyond the realm of a mere entertaining pastime, and become something more, a discourse community. This community is not simply linked by a mutual love of gaming, but also by a mechanism of communication that stands apart from modern standard English. Although gaming has indeed developed into its own distinct culture with its own means of communication the members of gaming culture do not belong exclusively to that community. I believe that this overlap has allowed for the migration of language and terms that were originally used primarily by the gaming community into more widespread usage in popular culture. I will attempted to center my research on tracing this trend, if indeed one exists.

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The Power of User-Defined Gaming

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

For my research paper, I think I would like to research the increasing nature of user input in the gaming experience. I want to see the relationship between gamer and program. I'm curious to see what kind of effect that more interactive storytelling has on the player. Does it make the game much more immersive? When people create something, are they much more likely to be attached to the thing they created? What does customization bring to a game? Is greater empowerment the new trend in gaming?

These are all important questions I feel pertain especially now, with the advent of games where players have almost free reign to develop their experience with the game as they please. Such examples are The Sims, Spore, Fallout 3, Facade, Oblivion, and Dragon Age. Whether it be greater freedom in storyline or avatar creation, more and more titles are exhibiting these features. I hope to explore the deeper intricacies of user customization on the gaming experience.

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The New Military Recruitment System

This entry was created by a student in Stanford's Rhetoric of Gaming class. For more about the class and the assignment, click here.

The military has been known to use many different mediums to try to increase the number of new recruits each year. With the changes in how people today, especially young people, get their information, how does the military address this? The answer is, through video games. The Army presents a false depiction of war to persuade young people to join the military.

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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. stacks.jpg 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:

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.

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