Ethnography presentation


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Ethnography presentation

  1. 1. Research Question &Problems/Biases I wanted to see the effects videogames can have on college students and their schoolwork. Furthermore, see if videogames effect youth behavior. Videogames are relatively new, becoming popular in the 1990’s even though they have been around for decades. There has been little research on side effects videogames may have on people. Biases: I only interviewed my friends and this was not a good representative pool of “gamers.”
  2. 2. Methods I interviewed 5 friends: John Dieu, Nick Saunders, Matt Savoca, Vibu Rajah and Spenser Cote. All are avid gamers and I observed them play after asking questions. Each person played some offline games and online games and I compared observational results.
  3. 3. Interview Questions The questions I asked I came up with beforehand and had some basic filler questions, such as their favorite game, when they first started playing videogames, and how long they play in a typical week. I asked more in-depth questions such as if they ever get angry or emotional when playing games and notice behavior changes. I asked if they ever think they are addicted to games and if it has effected schoolwork. Main goal was to get truthful and complete answers.
  4. 4. Field Site My townhouse in Copper Beech was the location where all the interviews and observations took place. This was a good site because our living is very relaxed and has all the required equipment needed for this experiment.
  5. 5. Results: Background ofvideogames Generally mixed results: some started playing really early in age and others in high school. I found a correlation between the people who said they have been playing videogames for years and the amount of hours they play in a week: the more experience the more hours a week played People who played little did not own their own system which is a big factor.
  6. 6. Online versus offline Matt and Nick, the people who play the most like playing online more and the others who play less did not have a preference. Online play is more competitive and engaging as you play with other people across the world.
  7. 7. Behavioral Effects I notice more behavioral effects with nick and matt than john or vibu who play less. So People who play more and are interested in games would be more involved or care more. The people care more when playing against friends or online and display emotions when winning or losing.
  8. 8. Effect on Schoolwork This was the most surprising, because I found no evidence to support videogames effecting schoolwork. Nobody interviewed said school was really effected, but study time could have been made instead of playing videogames.
  9. 9. Improvements I needed more time to interview and observe over multiple occasions each of my research subjects. I would have interviewed more people from a much more diverse pool to get a better reflection of our societies videogame subculture. I also wanted to interview people in their own home so they were more comfortable and would maybe exhibit more behavior or emotions I could record.
  10. 10. Improvements Cont. To test the effects on schoolwork I could have people play videogames one week and none the next week and record any differences in their ability to do schoolwork. Given more time I could ask better, in- depth questions and really have more valuable results to show.
  11. 11. Conclusion Overall, I learned a lot about people and their videogame habits at USC I believe this is a topic worth further investigating, and more research could be had in this field of study I found little results on schoolwork being effected but notice differences in behavior between people who play a lot and people who play little.