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#i cannot imagine what it will look like in 2022 graphics and i know just enough of what happens to be excited but not enough to actually kno
kakashisthickthighs · 2 years
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vg2021 · 3 years
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September 2021 popular new games recommend
New games are always hitting the shelves, and we make lists so you can keep up with what games you need to give your attention to this month. Hi folks, it's Falcon, and today on Gameranx, the games you should consider playing in September, 2021. Starting off at number 10, it's "Lost Judgment," the second in the Judgment series, itself is spinoff of the Yakuza series. Now, if you recall, I did the "Before You Buy" for the first "Judgment," and I really liked it. It took a lot of the best stuff from "Yakuza," built on it, and gave you a completely different perspective, and it looks like they're really trying to keep plowing ahead with that formula. For instance, they're keeping the combat, but expanding it, giving you more styles, maintaining Crane style and Tiger style. They've added Snake style, which is a counterattack-oriented style, and then is completely revamping the stealth segments, apparently giving you more to do during them, which is good because they were kind of the slower parts of the game. When I played "Judgment," I was like, this is really a winning formula. Did I think that it was so different from "Yakuza" that it departed? Not really, but I like that they're developing the little ideas they had to make it a different series, and it looks like they're really maintaining the tone well. "Lost Judgment" is landing on the PlayStations, the Xboxes, and it's landing September 24th. At number nine is "Conic Colors: Ultimate." Obviously, there has been a long time between the original game and this remaster, but because of how stylized and unique this game looks, seeing it in a higher resolution with various enhancements, it does not look like an old game. This might be a slightly controversial opinion. It's probably the best of the 3D Sonic games, and I cannot imagine a better one to remaster and bring to new platforms, particularly the Switch, where I will be playing it. They do actually add a new wisp to the game and a few extra features that were not there before, but mostly, this is just an incredibly solid 3D Sonic game that I am personally really excited to go through again. I also have my hopes that the upcoming Sonic game is a sequel to "Sonic Colors," and that's the reason they're doing this, but that's my own little conspiracy theory for a Sonic the Hedgehog for 2022. In the meantime, "Sonic Colors" is landing on Xbox One, PlayStation 4, PC through Epic Games, and Nintendo Switch on September 7th. At number eight is "Life is Strange: True Colors," the third mainline game in the Life is Strange series and one that uses the mechanics of the game to tell the story of Alex Chen, as she tries to figure out who killed her brother and why. Obviously, "Life is Strange" is a game about people with supernatural powers, and hers is that she can experience the emotions of others, and as you might expect, that would be an easy way to figure out if somebody is lying when you're questioning them about, you know, killing people, and it also features one of the characters from "Life is Strange: Before the Storm." The game takes place in Colorado, and while you're traipsing around there, using your turbo empathy to figure out who killed somebody, you can actually influence how other people think and feel, but it also comes at the cost of you being, quote, unquote, "infected" by their emotion. Now, I will say some of those story elements sound like they could be really over-the-top if done in a certain way, and I hope they aren't, because the series has always kind of bordered on that, but never really gotten too unbearable, and it always tells an interesting sci-fi story, and that's kind of my hopes for "True Colors." "Life is Strange: True Colors" is coming to the PlayStations, the Xbox Ones, Microsoft Windows, and Nintendo Switch on September 10th. At number seven is "Tales of Arise," the latest in the JRPG series. This is a game that's been in development for quite a while actually, and takes the series into the Unreal Engine, producing what we all think is a graphically pretty big jump. Yes, it does retain the look of the series, of course, but it just seems that the amount of time they had to work on their own engine versus making the game in Unreal freed them up or something, because it looks a lot better. "Arise" focuses on developing the combat system, which isn't fundamentally changed, but they did go back to "Tales of Graces" from 2009 for inspiration and lean the combat towards dodging and counterattacking. They also added a feature called Boost Strike. I don't know exactly how this stuff plays out. Obviously, I haven't played it yet, but it's all very interesting sounding, and so is the plot, where this game takes place in a world that is divided between a medieval world and a technologically advanced world. Tales is a great series, and I'm really excited to play the latest entry. It's coming to the PlayStations, the Xboxes, and Windows on September 10th. At number six is "Diablo II: Resurrected." And let me just go ahead and say how excited I am for this. It's not completely untempered excitement, but man, this looks good. It's mostly positive for me because you get absolutely all of the "Diablo II" and expansion content. You get it looking like this, which is way better than the original "Diablo." They have completely read on the game in 3D, and it looks amazing. All the effects, all the character models, all the animation, everything just looks amazing. There are a couple of quality-of-life improvements, too. Probably the one I'm most excited about is the new shared inventory feature, so you can move stuff between characters without long treks where you meet up with your characters or have a third character that you have specifically just for moving items. It's also the first time "Diablo II's" been on consoles, and I think it's probably gonna work out really well, because "Diablo III's" controller support was really good. I enjoy playing it the traditional way as well as on controller, so I kind am thinking this is going to work out basically like that. The only thing that some people are a little iffy about is that it really doesn't bring anything new to the table, other than, like I said, a few quality-of-life improvements. Yeah, they completely redid all of the cinematics from the ground up, but there isn't new content. Now, for me, I think that's good, but this is a contention within the community, and I wanted to acknowledge it, because sometimes, developers do go the extra mile and include some extra stuff, like there's a new wisp in "Sonic Colors: Ultimate," for instance. But for me, I'm just really glad that they are keeping the original game as is and giving it to us in the best possible graphical fidelity. I am so excited to play "Diablo II again." It's coming to the PlayStations, the Xboxes, Nintendo Switch, and PC on September 23rd. At number five is "Away: The Survival Series," and let me just go ahead and say this. This is something that's non-standard, something you probably aren't expecting to be a thing. It's a sugar glider game. You have to survive as a sugar glider, and honestly, it looks really interesting to me. It's kind of a strange concept, but it's really pretty, and there's enough interesting mechanics that sort of make being a sugar glider an interesting thing. You can climb trees. You can glide, of course. there's various senses and perceptual things that you can do. The only thing is, I would probably never go, oh man, want a game where I play as a sugar glider, but now that I see it, it is something I really want to play. "Away: The Survival Series" is coming to PC, PS4, and PS5 on September 28th. At number four is "Aragami 2," a third-person stealth game and the sequel to the 2016 PS4, Xbox One, and Nintendo Switch game, which is oriented towards stealth. Aragami, the titular ninja, can use shadow accents to teleport. And honestly, the original game is a really interesting title. I enjoyed it a lot. I had honestly forgotten about it, so when I saw they were making a sequel, I was pretty excited, This story involves sort of unraveling a mystery about the person who summoned you into existence. It's kinda convoluted, but it's also second fiddle to the mechanics, which is actually really good. I'm pretty confident that this will be a good sequel, and I'll be playing it when it lands on the PlayStations and the Xboxes, as well as PC, on September 17th. At number three is "Kena: Bridge of Spirits," a game that was originally actually teased as a PlayStation 5 title. It is also landing on PlayStation 4 and Windows, but I'm particularly excited to really see how it lands on PlayStation 5. It's kind of inspired by Zelda. The studio that made it specifically became known for a short film they made based on "Legend of Zelda: Majora's Mask," and the world that they've developed for this game is absolutely beautiful. It obviously does actually contain a lot more detail than "Breath of the Wild," but you can also tell there is an element of influence there. The trick to making the combat unique to this game is that there are spirit companions, kind of familiar-type things if you're remember playing "Ni no Kuni" and how that plays out. It's obviously not turn-based. It is oriented towards an action-RPG-type thing. I am really excited for this game. It's one that I've been hoping is going to be very good. Obviously, we don't know, but it's always showed a lot of promise in my opinion, and I'll be playing it when it comes out, like I said, on the PlayStations and Microsoft Windows September 21st. At number two is "Hot Wheels Unleashed," a game that, actually, in my opinion, kind of came out of nowhere in terms of how exciting I think it looks. It seems like it's somewhere between "Mario Kart" and "Need for Speed," with the ability to make your own tracks, and that just honestly sounds like the recipe for something fantastic. I don't want to sit here and act like there's really a ton of details to discuss. I just get some old F-Zero-type, Mario Kart-type feel from it, but the cars also look a little bit more weighty, like a Need for Speed. The tracks, however, are so obviously inspired by "Mario Kart," and I'll be playing it. It's that simple. "Hot Wheels Unleashed" is coming to the PlayStations, the Xboxes, Nintendo Switch, and PC on September 30th. And finally, at number one, it's "Deathloop." "Deathloop" is a big one for me. I've been waiting for a new, full-on just Arkane game for a while. I'm a huge "Dishonored" fan, and while "Prey" is great, there's just something about the way "Dishonored" works out that I particularly like, and "Deathloop" looks more like a successor to that. The premise is that you are an assassin stuck in a time loop against another assassin stuck in a time loop, and basically, you fight each other, as well as take out people. The mechanics are very, very oriented around what makes Arkane good. There's stealth, there's parkour, there's lots of powers, and it also even features a multiplayer aspect, where you can go head to head as the assassin. "Deathloop" is landing on PlayStation 5 and Windows on September 14th. Also, roll up your sleeves. I got quite a few bonus games for you. First is "WRC 10," the World Rally Championship game, built on what they call a hyperrealistic and ultra-precise physics engine. That's landing on the PlayStations, Xboxes, and PC on September 2nd. "The Medium," that really intriguing, dual-world adventure game, where you have to solve puzzles in the spirit plane, as well as in the real plane at the same time, sort of assisting yourself. Then we've got "New World," which is an MMO from Amazon Games, a game that frankly has seen a little bit of controversy over its development cycle. It's one that's been delayed a times. It could in theory be pretty good. I don't know. There's been beta tests. I haven't played it, but it looks interesting. The graphics are good. That's landing on PC on the 28th. Next is "NBA 2K22," really an outstanding-looking entry into the series. In all seriousness, the NBA 2K games just keep getting more and more insanely realistic looking. That's landing on the PlayStations, the Xboxes, Nintendo Switch, and PC on September 10th. "Lost in Random," an action-adventure game coming from the EA Originals wing of EA, the sort of indie-scaled games. Seems like it's got a little bit of a sense of humor, too. Coming to the PlayStations, the Xboxes, Windows, and Nintendo Switch on September 10th. And finally, "Death Stranding: Director's Cut," which gives you a whole bunch of new features that might make the game better, might make the game worse. I don't know if that depends on perspective or really what's happening. It's one that I do want to play. I enjoyed the original version of it, and the PlayStation 5 is, of course, a great place for such an epic-scaled game. That's landing on September 24. And that's all for today. Leave us a comment. Let us know what you think. If you liked this video, click Like. If you're not subscribed, now is a great time to do so. We upload brand new-videos every day of the week. The best way to see them first is of course a subscription, so click Subscribe, don't forget to enable all notifications, and as always, we thank you very much for watching this video. I'm Falcon. You can follow me on Twitter @FalconTheHero. We'll see you next time, right here on Gameranx.
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chevysilverado10 · 3 years
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Automotive Advice On Subjects Related To Parking Lights
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2002 Chevy Silverado 1500 Tail Lights Highest high quality, direct fit alternative auto parts enforced to the strictest product requirements. Make sure if you have a trailer light harness, to examine the connection there as nicely. 
I unplugged mine and and went again to manufacturing unit and everything is mounted now. I had this similar problem and come to seek out out under the hood there is a fuse for each side for the operating lights that solved it for me. 
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 If encountering the situation that the bulb doesn't work abruptly but works nicely once more after turning off the facility and restart it, please consider altering the mud cover with more room for warmth dissipation.
For the first 20 years of the automobile's existence, lighting was mainly an afterthought. Take a kerosene lantern or hook up some gaslights, hold them off the fenders, and that was it.
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Since the lights are working now with only one connection I’m going to imagine this connection doesn't have to be eliminated, and is not needed because of the manufacturing unit harness still being installed. You’re completely right, the connection is put in on the bed cargo lights.
There is a connector on the heart of the again bumper. On my 1994 GMC my instrument panel lights give up working and the tail lights additionally. I changed the wheel dimmer swap for the instrument panel and then my tail lights additionally labored. 
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Additionally, inside attributes characteristic the Realtree camo logo and graphics. The SS, introduced for the 2006 mannequin yr, was the efficiency-oriented model of the TrailBlazer, and was based on either the LS or LT trim, depending on the equipment bundle chosen . 
Additional options included polished aluminum-alloy wheels, a touchscreen GPS navigational radio and a rear DVD entertainment system by Panasonic. This trim was only offered for the 2002 and 2003 mannequin years.
It's such a easy job, that there is no level in heading down to the local auto repair store - where you'll pay as a lot as $a hundred for the repair just in labor. Chevrolet Silverado tail mild tint kits give the appearance of a totally custom job but without the hassle of wrapping or spray tinting. 
These tint covers are particularly designed with the DIY fanatic in mind and are pre-cut to stretch over your tail lights with a minimal of trimming. Our Chevrolet Silverado LED tail lights come with mild smoke lens with both red and clear housing or jet black housing. The pink clear housing gives your truck a stock housing look and match with all exterior colors.   2002 Chevy Silverado 1500 Tail Lights
On the opposite hand, the jet black housing provides your truck offers you a extra sporty look. All our red clear housing LED tail lights are composed of purple LED tube, while the jet black housing LED tail lights are composed of white LED tube.
It’s an excellent bet that the second bulb is close to the end of its lifespan also. Increase security for you and others around you by changing each reverse lights immediately. Shop GMPartsNow at present to replace all reverse lights on your Chevrolet, Buick, GMC, or Cadillac. 
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Dorman comprehensive line lighting components include headlights, aspect marker lights, tail lights and more! All lighting components are direct replacements for a proper fit.
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erhiem · 3 years
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Photography thistle brown. Image courtesy of Gauntlet Cheng
Cuckoo Mess Anges D Mode! ‘What’s in fashion?’ You are welcome here. What a stylish seven days have been! This week, as of now, we’re bringing you our go-to picks on the best shows, including Matthew Williams’ double whammy, a dispatch from New York’s totally popping New York, and all you need to know about BALENCIAGA’s Instagram black-out. is required !!! Crazy, we know! Read on to find out what’s in fashion.
Photography ryan o’toole. Image courtesy of Bianca Saunders
Raise a glass to Bianca Saunders!
As you’re certainly well aware, fashion awards season is underway. Following the announcement of Matty Bowen’s double win at the International Woolmark Awards a few weeks ago, we now turn to the ANDAM Awards, great lady List of French fashion awards instituted by Nathalie Dufour. This year’s final seven were basically a hit list of some of our favorite talents – Bianca Saunders, Casablanca, Aria, Ludovic de Saint Cernan, Roch, GmbH and Grace Wells Bonner – so whoever took home the €300,000 cash from Balenciaga CEO Injections and Sal’s advice from Cedric Charbitt would have been totally deserved. Given the nature of fashion contests, though, there can only be one winner, and this year — after blown up the panel with her upcoming SS22 collection — Bianca Saunders scooped up the main gong! She said on the announcement, “I cannot express in words how thrilled I am to receive such a prestigious award and I am truly honored.” “Consulting with such a major player in the industry, as well as financial support like this, will really help me grow my business and realize my lifelong dream – establishing Bianca Saunders as a global fashion brand. ” A dream we are sure will come true. M / s
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Image courtesy of Acne Studio
Acne Paper launches new book
Earlier this week, Acne Studios gave us the . took a trip down memory lane with the launch of acne paper, a book that celebrates the legacy of Acne Studios’ brief but remarkable time in the editorial arena. To celebrate the occasion, we asked Thomas Persson, the magazine’s former editor-in-chief, to tell us the stories behind some of the most iconic moments from its collection. If that doesn’t convince you to see it, we should also add that the 560-page coffee-table tome also includes a portfolio by photographer Christopher Smith and new essays by Sarah Mower, Vince Aletti, and Robin Muir. More than just a nostalgic return to the world of fashion editorials, it’s a priceless window before social and digital media took over the game. KK
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Photos courtesy of Hunza G, Chromat and ISA Boulder
Designers pushing swimwear
It’s a new world, darling! And after this summer, if your wardrobe isn’t spacious, exuberant, and eco-conscious, you can’t sit with us. Luckily, these four swimwear brands; Issa Boulder, Chromat, KNWLS and Hunza G are here to redefine what it means to be ‘bikini-ready’, showing you what can actually reduce your impact on the planet while still Aa fab beach look is pulling off. From Isa Boulder’s pursuit of what it means to be “oddly sexy” to an appreciation of chromate’s curves, cellulite, and scars, to bikinis made from recycled Lycra yarn, these new jean labels are defying conventions and their own rules. are making. Read more here. KK
Balenciaga logs off
Eight years ago, Phoebe Philo said that “the best thing is when you don’t exist at Google.” Her adage still holds, although if the recent antics of some of fashion’s biggest players are to be noted, the best thing to do today is when you’re not on Instagram. Following in the footsteps of his Kering stablemate Bottega Veneta, Balenciaga has cleaned up his Instagram account! And in case that wasn’t drama enough for you, they have done so just days before the much-anticipated fashion revival of Demna!! fashion gasp!!! Unfortunately, we don’t know more from you what that means, but the timing and the fact that the account itself goes live will mean a big fucking moment is in store. And much more to keep your eyes glued to your screen fast! xoxo M / s
Alex Takes a Moody Beach Trip
Think about a trip to the beach, but make it appealing. Matthew Williams did just that to present his latest collection for 1017 ALYX 9SM’s, “BEYOND.” In a Brody movie, the American designer took us on a surreal sci-fi trip to the shores of Planet Alix and fielded a rich collection with hippie-inspired styling, futuristic textures, and oversized hoodies. A colorful bikini with matching leggings, a structured double-layered hoodie, distressed jersey, soft cotton dress with twist and knot details, and an armor-like leather moto jacket, it was a perfect synthesis of fantasy, comfort, and wearability—one that Just what we all want from a post-pandemic look! KK
Givenchy Resort in Paris Was About an American
Think your schedule is packed? Well, imagine what Matthew Williams must have looked like! Long booked and busy, these past seven days the California-based designer created the Alyx . left my latest collection for and A whole ‘Nother One for Givenchy! In his latest outing for a Parisian home, he decided to focus on the spaces he calls home. “In my collection, I always speak to living reality,” he says. “For Spring 2022, our first pre-collection runway show, I wanted to bring together my American roots and my brand new life in Paris.” Here, a sense of transatlantic cross-pollination came through strong in the pieces, suggesting a unique sense of Parisian chic – think high-collared dresses with armor-like leather sleeves and cut-out slinky evening dresses. Jacket – street and quirky with a healthy dash to American. “There is an energy to strike out for a new adventure, of creating something familiar yet completely new,” says Matthews, a key vehicle for that sense of newness is his collaboration with Seattle-born, Mexico-based artist Chito. , whose looks, accessories and even expressive graphics feature on the Rimowa suitcase. Chapeau, Matthew! Who doesn’t love an American in Paris! M / s
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Photography thistle brown. Image courtesy of Gauntlet Cheng
Gauntlet Cheng takes to New York at night
New York, New York, it’s one hellish city… and it’s back! In fact, as you may have seen on your screen when all the elite fashion lesbians in town together livestreamed Madonna crawling over a bar and bubbly (we love it!), the Big Apple is alive and kicking once again. is killing. There are very few people, however, more thrilled to see life return to their streets than Esther Gauntlett and Jenny Cheng, the combined force behind — you guessed it — Gauntlett Cheng, and stylist and photographer Thistle Brown. In fact, they’re so excited that they even paid tribute to the lively night spirit of their newly-revived hometown in their recent campaign, featuring none other than Coco Gordon Moore. Here, all three of us need to know about the photos, what they missed most about New York at night, and their post-wax party essentials. M / s
hi friends! For those not familiar with Gauntlet Cheng, quickly tell us the story behind the brand, and how you work together. Esther Gauntlet: Jenny and I met about 7 years ago while interning together at Eckhaus Latta. Our first shoot with thistle was in 2018 at a love motel in New Jersey. We connected immediately and realized that he really understood our clothes and the way we work.
And for those of us not in New York right now, tell us: What’s the atmosphere like? like: It’s just honestly crazy. The roads are completely packed and there is a kind of mental energy everywhere. We shot it in Times Square on a Saturday night and I assumed it would be quiet – theaters are still closed and that was before a lot of restrictions were lifted. It was really wild though – people on ATV bikes, people everywhere and kids taking prom pictures. I feel like we were all a lot more excited and excited out there.
thistle brown: New York is definitely back, alive and kicking!
jenny cheng: Plus, it’s hot in New York right now, and we’re all reconnecting and embracing each other despite the stickiness.
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Photography thistle brown. Image courtesy of Gauntlet Cheng
What is the story behind the campaign? TB: I moved back to NYC after living in New Zealand (where I grew up) for a few months. I think I leaned back on my teen melancholy albums while I was there. I couldn’t stop listening to PJ Harvey City Stories, Sea Stories. The album is a love song for NYC, it’s about being young and open to a city that treats you like an unlikely lover. When the girls asked me to shoot something, I thought we needed to shoot in the thick of it, to bring back the lights and all those vibes of Manhattan.
JC: We wanted to capture a classic New York City look, but with a sense of newness – a spring energy.
What made Coco Gordon Moore your ideal star? TB: I’ve always been inspired by Coco’s mystery, grace and spontaneity. There’s something so outspoken about her while at the same time having a delicate sensibility. To be honest, I could make a book about cocoa.
like: Coco has an incredible energy – everything came alive on her but she really looks home.
JC: Totally, Coco is a star! It was great to see the synergy between thistle, cocoa and the city. It was so magical and so energizing, especially when Coco’s curls were open.
There is quite a sensual, nocturnal energy to the images. What have you missed the most about NYC nightlife? like: I missed the ease of it. The feeling of walking on a hot summer night and you can bump into anyone, and anything can happen.
JC: I used to remember those holiday parties we would throw where we would dress up and see all our friends. Hopefully we can do another one soon.
TBI think New York nightlife is now beyond a relic, we’ve realized that the city can’t function without it. We have a lot of friends who depend on it for income too, so it’s really important that we don’t forget how special it really is.
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Photography thistle brown. Image courtesy of Gauntlet Cheng
Tell us about the night Coco is going out. where is she going? Who is she looking at? like: I think there’s a certain undoing in the photos, like she’s going out and coming back from something. It feels like she sorts herself in the big city but is at home and at ease there.
JC: She doesn’t have a plan, she’s taking everything in it, taking it as it goes, feeling a little flirty.
TB: She is just doing her job, looking lost but never alone. Making moves and eventually landing the right party.
Finally, what are your top five post-pandemic New York nightlife? E: Time to wear a dress again! A bag that can fit a bottle of wine you’ll probably drink by the river. The people you love. People you haven’t seen in a long time. It’s only four, but don’t think you really need more than that…
J: Shooting hoops in the park in the evening, eating chips and walking on the river with friends, wearing beach-ready clothes, rose water mist, and feeling sexy in no time.
T: Chapstick, bike at night, showing skin, dancing in the streets or on the river, and smooching crushes you couldn’t catch before.
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The post Balenciaga’s black-out and New York’s big return: What’s in fashion? appeared first on Spicy Celebrity News.
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rockpicschick1 · 4 years
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(Sharing this verbatim)
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TO ALL MY FRIENDS: PLEASE TAKE A MOMENT TO READ AND DIGEST THIS!!!
(ESPECIALLY IF I HAVE GIVEN YOU CONCERT TICKETS, BACK STAGE PASSES, OR A JOB)
An open letter to the public on behalf of the entertainment industry
People like myself and companies like mine work in an invisible industry. Every single one of you have seen or been involved in the fruits of our labor whether it was watching any show on TV, going to any movie, attending a concert, attending a conference, enjoying a night at the theater, watching a symphony orchestra or seeing any number of special events from awards shows, sporting events, political conventions; the list goes on and on. We do not mind being invisible by any stretch of the imagination. It is what we do, it is what we love and that about which we are fiercely passionate. None of the above mentioned projects happens without a huge staff of highly talented but unseen people that are willing to work extremely hard, under crushing deadlines, and often for very long work hours merging art and technology. Watch the credits at the end of any movie. Look at the hundreds of names of people you will never see that were never the less crucial to creating the final product. The same holds true for any TV show, music tour, theatrical tour, corporate event, sporting event or special event.
This industry employs between 10 and 12 million people and generates well over 300 billion dollars in revenue annually. Some estimates put that number at over 800 billion dollars. Between March 11th and March 13th of this year, our entire industry has been shut down and it appears to us that NO ONE IS PAYING ATTENTION! At this point we are going to have to be visible!
Compare the entertainment industry numbers above with that of General Motors. According to Wikipedia, GM generated a net income of 6.732 billion dollars in 2019 and employed some 164,000 people. The Federal Government deemed GM “too big to fail” and bailed them out with TARP funding of over 13 billion dollars during the financial crisis in December of 2008. My company and most others in this industry has experienced at least a 90% reduction in revenue and the more staggering issue is that none of us have any idea how much longer this will go on. Some are forecasting early 2021, some Q3 of 2021, and some are considering 2022 as the first viable option. We simply have no idea. Envision what THAT financial plan looks like.
Using a concert tour as an example, I want you to see the invisible ones that make it possible for you to see your favorite artists:
Artist Management (an entire office staff)
Booking Agency (an entire office staff)
Promoter (an entire office staff)
Promoter Representative(s)
Tour Manager
Production Manager
Stage Managers
Production Assistants
Production Designer (often an entire office staff)
Lighting Designer
Choreographer(s)
Lighting Programmer
Lighting Director
Lighting Technicians
Video Director
Video Content Creation team (often an entire office staff)
Video Graphics Technicians
Video Engineers
Video Display Technicians
Video Camera Technicians / Operators
Audio Engineers
Audio Technicians
Radio Frequency Technicians
Staging Technicians
Special Effects Technicians
Automation Technicians
Backline (music instrument) Technicians
Riggers
Wardrobe Technicians
Makeup and Hair Professionals
Personal Assistants
Merchandisers
Photographer(s)
Social Media Content Providers
Catering Services
Security Services
Logistics Coordinators (often an entire office staff)
Bus Drivers
Truck Drivers
Fabricators that build the staging and special effects (an entire office/warehouse staff)
On larger tours, the total number of above personnel actually on the road can easily exceed 100.
I suppose many people just assume a band owns all the equipment you see at an event, but that is very seldom the case. All the equipment you see at a concert is typically owned by third party suppliers that have vast amounts of capitol tied up in inventory, personnel, training, research/development, liability insurance and warehouse/office space. These companies include:
Audio Companies
Lighting Companies
Video Companies
Rigging Companies
Staging Companies
Special Effects Companies
Musical Instrument Rental Companies
Catering Companies
Bus Companies
Trucking Companies
Logistics Companies
Power Generation Companies
To add to the list, there are locally sourced stagehands to physically install and strike the equipment on a daily basis as well as helping to run the event. For small tours this my be 20-30 local technicians. For larger projects it could be well over 100. While these personnel may only work one day on a touring project, they then work every other concert, theatrical production, trade show, convention, TV show, movie, etc. that occurs in the area. In every major market that is a full time job and these people are talented and invaluable.
We should also consider the local venue staff that include catering, concessions, security, ushers, ticket takers, maintenance, custodial services, electricians, IT, box office staff, cost check, merchandise seller, and venue management teams to the list of personnel essential to producing a concert or event.
ALL of the above people and ALL of the above companies are in a desperate situation right now. Companies have closed, people have been laid-off or let go permanently, private contractors have lost everything. We cannot sell our companies nor can we sell off our assets as there is little to no value in either currently.
This industry desperately needs help from our elected officials. While they bicker over partisan pet projects, pick winners and losers, and take their paid vacations, our companies are failing, our people are suffering from depression and some have even committed suicide. It is this simple: we need either additional grant money and unemployment or we need to open up and get back to work. To the latter we also need help from the public. If we can fly 100-200 people in an aluminum tube with people less than 18” apart for 5 hours across the country, we can certainly put on socially distanced events in theaters, arenas and stadiums. If that means wearing a mask to accomplish this then please forget the political stigma attached to the question of masks for two or three hours and wear one. If you think your personal liberties are being threatened by wearing a mask, then imagine the reality of being forced to lose your entire income for the foreseeable future because the government said so. There are millions of people whose livelihood, mental and physical health absolutely depend on it. We will not be invisible any longer.
On the evening of Sept 1st, entertainment professionals will light businesses, homes and other architecture in red. When you see a structure lit up in red, know that the entertainment industry is dying. We can no longer afford to be invisible.
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garp19-alexgorcik · 5 years
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Final Research Statement
Research Statement
 Ideation
1.        The topic that I have the most interest in is eSports, I have been following video games in the eSports scene for a long time, I began watching competitive gaming in 2012, specifically watching League of Legends, and although I don’t view it as much as I used too, I still keep up to date with what is going on. I’m also drawn to this subject because of the recent influx of popularity it has gained in such a short space of time, although competitive gaming could date back to the late 80’s/early 90’s, only recently has it received massive attention, which is another reason why I find this to be an interesting subject.
 Gaming has also received a lot of backlash within the media, and a lot of people today, even some people I know still believe gaming to be waste of time and completely pointless, even in some extreme cases the media portray games as a cause of violence, even the President of the United States Donald Trump believes this (Shown in appendix A), which I believe to be a completely wrong, hopefully in this thesis I can change the mind of some who believe the statements above to be true.
  1.2     There are loads of current pathways I could look at within this topic, most notably is the argument “is eSports a sport?” which has always been present in my mind, however this is something that will be fairly easy to answer, I already believe that eSports is a sport and I’m sure many out there think so too. Another and probably more in-depth focus I have is the perception of gamers, this is quite interesting because if you asked any person what their vison of a gamer is, there is a very high chance they will say skinny kid, wears glasses, socially inept, reclusive, male. Interestingly this still feels like the general profile for a gamer even though the portrayal mentioned is what primarily 80’s/90’s adverts used in their advertising, this is something I find key to other pathways, for instance “is eSports a sport” I think a lot of people who play traditional sports don’t want to be in the same category as a person who competes in eSports because they may feel they are superior because of their physique and they may also believe it is more physically and mentally straining than playing games, this is another topic I also want to touch on as well. Another focus I have that I really like is “what it means to be professional?”, personally I think this is a great topic not just in sports but in a lot of fields, and I think this is really significant within graphic design, how do you become professional? Do you need a degree; do you have to work in a studio for a company? This could even be my main question because of the possibilities it has which is quite exciting. I also want to look at the reason why people watch sports/eSports, this is something I can’t really put my finger on and it would be interesting to see if there are any differences between eSports and traditional sports.
 1.3     As a whole the topic of eSports may not appeal to everyone but I do believe is has some sub categories that are pretty key for a designer, as mentioned before the question “what it mean to be professional?” I really like this question and I think it has some significance to every profession, when does one go from amateur to professional, and what does it take to get there? Do you need to meet certain requirements before you are considered professional? I think in the world of design this is a pretty significant subject and it shows with how many ways people can enter into the world of design.
 Research and development  
2.1     My chosen subject is eSports, to define eSports firstly we need to define a what sport is, Hallmann and Giel(2018) found that “According to the Council of Europe’s European Sport Charter originally adopted in 1992 and revised in 2001, sport “means all forms of physical activity which, through casual or organised participation, aim at expressing or improving physical fitness and mental well-being, forming social relationships or obtaining results in competition at all levels” (Council of Europe, 2001, n.p.). This definition has also been used by the European Commission in their 2007 White Paper on Sport (European Commission, 2007). Rodgers (1977) argued that two factors should always be present in a sport: it should (a) involve physical activity and (b) be practiced for recreational purposes. Ideally sport should include two more factors: it should (c) involve an element of competition and (d) have a framework of institutional organisation (Rodgers, 1977).” Now I can define what eSports are, Hamari and Sjöblom (2017) define it as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports commonly refer to competitive (pro and amateur) video gaming that is often coordinated by different leagues, ladders and tournaments, and where players customarily belong to teams or other “sporting” organizations which are sponsored by various business organizations.” Using these definitions I can confidently say that eSports is a sport.
 2.2     Now I shall talk about the papers I have researched, firstly I’ll talk about firstly I’ll talk about Hamari, J. and M. Sjöblom (2017). "What is eSports and why do people watch it?", it starts off with an intro to eSports by defining what it is (mentioned above), which is a very fair description of what eSports is, and is fairly close to the description I had of what eSports is. The paper the moves onto the background of eSports and mentioning how recent the phenomenon is and the fact that there is still a resistance as to whether or not eSports can be truly defined as a sport, going to say that the issue is not only problematic for eSports, but for sports in general, where do we draw the line on what is and what is not a sport? Which is a point I did not think about, would there be a massive backlash if eSports becomes an actual sport? In Hallmann, K. and T. Giel’s paper eSports – Competitive sports or recreational activity? (2018) “Olympic Council of Asia (OCA) to include eSports, which is also known as electronic sports or competitive gaming, to the official programme at the 2022 Asian Games in China” I’m well aware that Asian countries have massive scenes focused solely on eSports and the induction of it into the same tournament as traditional sports is interesting, I definitely believe if eSports was introduced into a sporting event within a western country there would be a backlash from some of the traditional sports fans.
The paper then moves onto the “e” stands for in eSports and how it is defined, going to say “the crucial question is then what portions or aspects of the sport have to be electronic and/or computer mediated for a sporting activity to be counted as an eSport.”  Which is interesting as a lot of sports nowadays are assisted with technology now, what first comes to mind is the goal line technology used within football to detect whether the ball has crossed the line if the referee cannot tell if it had or not. Now we would all obviously say that football is not an eSport but it does make defining eSports more difficult. The paper then mentions the most common argument towards this is where the player/team’s outcome takes place; in football the outcome takes place in the real world, whereas a the outcomes of eSports take place virtually.
 Now I’ll move to the paper by Hallmann, K. and T. Giel (2018). "eSports – Competitive sports or recreational activity?" This paper begins with a definition of what is a sport, which is interesting as it’s defintion would class an eSport as a sport. “Sport means all forms of physical activity which, through casual or organised participation, aim at expressing or improving physical fitness and mental well-being, forming social relationships or obtaining results in competition at all levels” (Hallmann and Giel 2018) I would say eSport fits under this criteria, and I imagine most others would but I believe some would argue the case that eSport does not improve physical fitness, a counter argument would be that chess does not really improve physical fitness (which is pointed later on in the article along with darts, pool, poker etc.) but meets the other criteria mentioned within the defintion above, this is something I really need to dig into as there are a few holes within defintion, it also need to be mentioned how many points of the criteria does the sport need to meet to be considered a sport?
 Moving on the paper starts to define what counts as “physical activity”, the American Heart Association (2016) has an extremely broad definition of what is considered to be physical activity being anything that leads to people moving their body and burning calories. (Pate, Pratt et al. 1995) uses a far more detailed explanation “Moderate physical activity is activity performed at an intensity of 3–6 METs” (p. 402). The metabolic equivalent of task (MET) is a physiological measure for the amount of energy that physical activities take. The energy needed to sit quietly is defined as one MET, which is the so-called resting metabolic rate. For most healthy adults, 3–6 METs are generally equivalent to walking at 5–6 km per hour” the paper goes on with more definitions that have varying outcomes to what sport is and what makes a sport a sport, some in favour of defining eSports as a sport and some other describing it merely as an “activity of playing computer games against other people on the internet, often for money, and often watched by other people using the internet, sometimes at special organized events” (Cambridge Dictionary 2017).
 The next paper I have found discusses the often negative stereotypes attached to online gamers. The paper introduces online gaming commonly negative stereotypes, mentioning that these have been depicted in “numerous television shows, news reports, current affairs programs, and other sources of popular culture, and is epitomized in the following quote from Williams et al.: ‘‘[online] game players are stereotypically male and young, pale from too much time spent indoors and socially inept. As a new generation of isolated and lonely ‘couch potatoes,’ young male game players are far from aspirational figures.” (Kowert, Festl et al. 2014) this is depiction of what an online gamer looks like is identical to my description and is probably the first thing that comes to the mind of most people when asked what an online gamer looks like, even way back to the eighties, gamers even had a similar depiction (shown in appendix B). The paper then discusses four characteristics that commonly used for the stereotypes of online gamers which are “(un)popularity, (un)attractiveness, idleness, and social (in)competence” (Kowert, Festl et al. 2014) then goes on further to say that these “negative characterisations have become personally endorsed as accurate representations of the online gaming community”(Kowert, Festl et al. 2014).  
 Another paper I have read discusses similar issues mentioned in the previous one, “What does a gamer look like? Video games, advertising, and Diversity”(Chess, Evans et al. 2017) delves into the advertising aspect of the depiction of gamers whereas Kowert, Festl and Quandt’s paper look into what the gamer looks like in person, the two studies will give me an accurate idea of what the public and media believe gamers to look like through representation on television, adverts, news reports etc. and what the actual gamer looks like.
Now in this paper they use three questions in the investigation to “examine how a gamer is expected to look and how a gamer is expected to behave” (Chess, Evans et al. 2017). The questions are as follows:
 ·          Research Question 1 (RQ1): In video game commercials, what relationships exist between gaming platform (e.g., Wii, Xbox, etc.) and physical characteristics of gamers (e.g., sex, ethnicity, age, etc.)?
·          Research Question 2 (RQ2): In video game commercials, what relationships exist between gaming platform and behavior of players (e.g., play, discussing violence)?
 ·          Research Question 3 (RQ3): In video game commercials, what relationships exist between (a) actor sex and physical characteristics of gamers, and (b) actor sex and player behaviors?
(Chess, Evans et al. 2017)
These questions sparked another idea within me; the consideration of other platforms (Playstation, Xbox, Wii etc.) is very interesting as there are different adverts for each system, especially when it comes to exclusive games, it’s interesting to see if there are different depictions of gamers depending on the console that game belongs to.
 The third question poses some curious results “While there was increased diversity of appearance and presence in many of the advertisements, there were still populations that were underrepresented as players—namely, mothers. However, the mother character was more likely to be present in Wii games or other games where there was a family present. So, while it is possible that video games are slowly being marketed to more diverse audiences, there are still strongholds wherein there is a perception that some audiences (mothers and older women) are not likely to play”(Chess, Evans et al. 2017). So that is interesting, currently there are adverts pushing a more diverse player base among them, however they are underrepresenting some people, mothers/older women in particular, I suppose this isn’t too surprising because the female player base is increasing, however they mainly still fit in the category of young adult/adult.
 Another point made by the paper was “In games where there was a main character (52%), this character was overwhelmingly white (67%) and male (90%). This illustrates previous insight that while there might be an increasing amount of diversity throughout the commercials, when there was a single person presented as a clear advocate for video games (i.e., a main character), that person was overwhelmingly white and male. While there might be an increased number of diverse actors in a video game commercial, in general, the advocate for gaming (which could be understood as a “gamer”) seems to have not changed.” (Chess, Evans et al. 2017) So in the adverts, the player diversity seems to have improved, however the main character of the game may be falling behind. It’s interesting if you look back to at some of the games going way back to the eighties, it’s typical that you would have played a game portraying a male character as the protagonist, now years later if you pick up some random game this is still true for a large amount of games, this has reminded me that there is an interesting feature on an online store for PC games called Steam, where one of the tags you can select to search for games is “female protagonist” (Shown in appendix C) which shows there is a serious deficit in female protagonist within games. I’m also curious as to what kind of games where the protagonist are like, it would be interesting to see what genres that fit into as opposed to the games featuring male protagonist.
 My next paper is a brief article of the popular streaming website, Twitch.tv, traits of a streamer and has a little information on the economy behind eSports. The paper does a nice job on describing the aspects of a streamer, “Video game streaming requires streamers (video game players who broadcast their play in real time to online crowds) must simultaneously negotiate multiple modes of communication (reading, writing, listening, speaking, and presenting; for more on this concept of metamediation, see Gerber, 2008). Streamers must manage the expectations of their viewers by simultaneously reading the chat channel and responding to their viewers, commentating on their own game play, offering entertaining performances that keep viewers returning, and often selecting appropriate music to play in the background—changing it on the fly to accommodate shifts in game play—in order to keep their fans coming back. Part disk jockey, part game critic, part entertainer, the video game streamer is a paragon of a modern digitally literate individual.”(Gerber 2017) Which I believe is pretty accurate; streamers have to keep entertaining their viewers, whilst also interacting with them for, on average 8 hours, almost every day. It is extremely taxing to some people and most people aren’t suited for it, most notably popular youtuber Logan Paul tried out streaming a year ago now, and many expected his usual over-the-top personality you see in his videos, however when he streamed the popular game Fortnite (shown in appendix D) he appears to be much quieter and less extreme as he is in his youtube videos, and has since quit streaming. It seems a lot of people underestimate the skill needed to stream, but many still simplify it as people watching others play games.
 Another point this article has made was “No longer considered lonely individuals playing video games in their parents’ basement, gamers are a diverse demographic with a near even split between male and female players. Contemporary video gaming is part of a collaborative, inclusive, and diverse market, and eSports is a driver in revolutionizing that market”(Gerber 2017) while I do agree eSports has definitely helped break the stereotypes of gaming and introduced a new demographic into the scene, I do not believe the typical stereotypes has been fully diminished, and in the “What does a gamer look like? Video games, advertising, and Diversity” article it clearly shows there is still male dominance both within advertising and in-game. So this is one point from the article I do disagree with however I still see it as a valuable piece of information as a whole for its overview on twitch and its users.
 The next three papers I have found all revolve around the same topic, gaming culture, however they specify on categories within it, “A Toxic Culture: Studying Gaming’s Jerks” (Paul 2018) which studies the toxicity of gamers online, “Girl gamers and their relationship with gaming culture” (Schott and Horrell 2000), this paper takes at the accessibility and the allure of gaming of gaming platforms for females, “The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults” (Seok and Dacosta 2012) and finally this paper investigates gaming addiction, particularly in South Korea.
 Firstly I will talk about the toxicity within video article, which takes a look at jerks within the virtual world of gaming. There is an interesting part in this article that touches on something I am extremely familiar with, the popular MOBA (Multiplayer Online Battle Arena) League of Legends, “Popularization of the blanket term “toxicity” largely comes from the work of the League of Legends developer Riot Games, which has worked for years in an effort to stamp out particularly offensive behaviour. League of Legends (or LoL) may be the most played PC game in history, debuting in 2009 and featuring billions of cumulative hours played. The game is a multiplayer online battle arena (or MOBA) where two teams, typically of five players, try to destroy an object protected by defensive structures in the other team’s base. Games generally last from about twenty minutes to an hour, and players need to both cooperate with their teammates and compete against the other team. Early stages of the game focus on levelling up your team’s characters and gaining resources while stopping the other team from doing the same, all in an effort to eventually overpower the other team and their defences. When players kill opponents on the other team they benefit from substantial experience and resource gains, so if your team is particularly good (or bad) at killing the other team it will likely shift the game’s balance. In MOBAs, one team levelling up substantially faster than the other often leads to a situation where it is clear which team is going to win and the losing team cannot do much but wait several minutes to lose, often while being repeatedly slaughtered. The waiting, combined with the advantages gained by the other team for killing other players, means there is plenty of time for blaming other people for what went wrong in a losing game of LoL. Relatively early in the game’s life cycle, the developers identified that their “vicious player community” had the effect of “hurting the game’s reputation and hemming in its potential to grow,” as “toxic players are among the top 2 reasons players quit the game and never come back.” (Paul 2018) So this is something I’m very familiar with, as a once avid LoL player for a number of years, I have actually lost interest in the game, there multiple reasons for this but one of the main reasons is the behaviour of other players, I believe the article does a good job of explaining why league has some of the most toxic players within gaming, people love to throw blame at one another, thus creating a viscous bac and fourth cycle of abuse, it is really not pleasant to be around. This is an interesting topic I’m eager to look further into because toxicity in gaming is not just solely within LoL but many other games to.
 Onto the paper “Girl gamers and their relationship with gaming culture” (Schott and Horrell 2000), this paper investigates the relationship between gender and technology, particularly within females, the study interviews females who consider themselves “girl gamers” ranging from children (mean age = 7.9) and adults (mean age = 29.3).
 “The first section of the interviews sought to discover how girl gamers gain access to gaming, that is, whether girl gamers own or merely have access to a console. With girl gamers only representing a comparatively small proportion of the gaming market, it was important for us to explore whether girl gamers are unaccounted for or unrepresented in game content primarily because their access to the gaming culture is achieved secondary access to consoles owned by others.”(Schott and Horrell 2000) interesting point, given the time this article was wrote it makes sense that the access most girls would have to consoles would be solely through secondary access, looking at current times to be considered a “girl gamer” you would need to actually own a console/PC whereas back in 2000 you would only need to have access, it’s interesting what the depiction of a girl gamer is over the years.
 A few examples and answers that I liked:
 “Respondents also indicated that they believed gaming was strongly biased in favour of males. In explanation of this , it was argued that:
 Adult Gamer: They are very boyish in the fact that they tend to be football games or rugby games, and even the driving games tend to be rally racing type stuff, they are quite aggressive aren’t they?
 Interviewer: Yes, perhaps they are.
 Adult Gamer:  I mean I like Spyro... he’s a very gentle little dragon.
It was commonly stated that more boys play because so many of the games are in fact ’blokey games, y’know things like shoot ’em ups’. Referring to the disproportionate amount of games that are released with only male gamers in mind, girl gamers highlighted the lack of real choice available to them:
 Child Gamer: There are like more boy games coming out for the Playstation, I get Crash Bandicoots because they are my favourite games and because there’s not much girl games out like. The only girl game I’ve actually got is the ’Spice Girls’ [reference to Spice World the dancing game].
 Interviewer: Would you like to see more games which have more for you as a girl?
 Child Gamer: Yes, I think there should be more girl games coming out because there is a lot of boy games and they like, ... you don’t understand them because they are like for boys. Like there’s football games and everything.
 Interviewer: But I see you have football posters on your wall, why don’t you play football games?
 Child Gamer: I don’t like the football games that are out, because it’s hard to play because you’ve got to ... try and get it off another player, and if you don’t really know what the rules are… it’s hard.” (Schott and Horrell 2000)
 I find it very interesting how a child has also come to the conclusion that the gaming industry is very male dominated, it’s also surprising how old this issue is, most people including myself would say the industry has had a bias towards males since its origin, however I was unaware of the upset of females had 18 years ago, which is still an issue today. I’m really eager to look into the female side of gaming as it is something I’m not too educated on.
 The final paper I have on gaming culture is the “The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults” (Seok and Dacosta 2012) this article looks into the addiction of gaming to see if these proposed addiction rates are accurate, in a country with one of the largest gaming cultures, South Korea. This country was chosen for its rich gaming culture and excessive amounts of addiction reports.
 The study sent out a questionnaire the 12 schools around the capital city, Seoul. 1332 students took part in the questionnaire, the students age ranged from 18 years and younger, with a few outliers being above that age, but more likely to be 19 to 20 years old.
 “A 65-item questionnaire was developed to measure the prevalence of online video game addiction, in particular, that of MMORPGs. Items were generated from the findings of a research synthesis examining instruments used in the study of pathological online video games; specifically, those used to distinguish between addicted and highly engaged players. The questionnaire was divided into three parts. In the first, participants were asked 10 questions about their game play preference, frequency, and locale. Specifically, they were asked what online video game genres they played, what genre they played the most, what online game titles they played, their favorite title, whether they typically played from home or from outside the home (such as at PC bangs, pronounced ‘‘bahngs’’; Chee, 2006), how often they played, how much time they spent per session, how many hours they spent playing their favorite title, what they felt is an acceptable amount of time spent playing, and what attracted them to online video game play in the first place. Participants chose from a list of suggested responses for each question and/or entered their own response. For example, when asked what online game titles they played or their favorite game title, they were asked to specify by writing the title(s) in the space provided. However, when asked how often they played online video games, participants chose from ‘‘Less than 4 times per month,’’ ‘‘Once a week’’, ‘‘3–6 times per week’’, ‘‘Daily’’. Alternately, they could select ‘‘Other (Please specify)’’ and enter the frequency in the space provided.” (Seok and Dacosta 2012) A pretty thorough questionnaire, which is extremely refreshing, most of these kind of studies seem to be highly biased throughout the media making games look like the issue behind all the negative outcomes, I personally like how they are looking into people who are highly engaged in gaming and people who are addicted, I believe the public, especially within media make the assumption of a high amount of time spent playing games means someone is addicted, which I believe is completely wrong.
  Critique & explanation
   3.1    So far these are the concepts/theories I have found out through my research:
 ·          eSports is a sport
·          The media/general public believe gaming to be unhealthy and a highly addicting problem
·          Gaming has seen a rise in female interest within the gaming industry over recent years, however there is still a huge bias towards male gamers, within gaming culture as well as in the games themselves
·          Gaming culture of an outsiders perspective seems to be very volatile and unhealthy
·          Gamers are often depicted in a negative manner
·          The virtual world of gaming is often very toxic
 It’s interesting how most of these are pretty negative; however I believe this is a good thing because my initial aim for this research was to debunk the misguided hate towards gaming and now I have a lot to work with, and most of this is stuff I’m familiar with so I think I have found lots of useful information.
3.2     So just from looking at what research I have, the obvious question would be “Is gaming bad?” and I quite like it, the question will no doubt change and evolve over time but I think this question has a lot of depth which is something I wouldn’t of expected had I thought of this question before gather all the resources I currently have. I think what draws me to this question is its pathways it has, is it bad for your health? Is the culture that revolves around it bad? Is there a resistance for female participation within gaming? Etc.
 3.3     So I believe there is still a lot to look into however I’m not entirely sure what I need specifically, this where I really need to specify what is considered harmful/bad within gaming and who are the people that view it that way. The current text I have that I need to read are as follows:
 ·          Sexism in the circuitry: female participation in male-dominated popular computer culture (Heron, Belford et al. 2014)
·          Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder (King and Delfabbro 2018)
·          The meanings of racist and sexist trash talk for men of color: A cultural sociological approach to studying gaming culture (Ortiz 2019)
·          Good Luck Have Fun: The Rise of eSports (Li 2017)
·          Is diversity good or bad Evidence from eSports teams analysis (Parshakov, Coates et al. 2018)
 So at the moment it’s not a whole lot of material but hopefully reading these will open up pathways further down the line, allowing me to find more material, however I’m especially keen on read the Good Luck Have Fun: The Rise of eSports book I’m confident that will spark a lot of ideas I can use for my research.
 Action Plan
 4.1     What I believe I still need to find out currently is the arguments for and against gaming, is it good, if so, why? Is it bad? And so on, I think once I have all that information available to me I can start looking into more in-depth pathways.
 4.2     Fortunately a lot of my articles involve questionnaires and even some interviews with a huge amount of participants that realistically I would never be able to carry out myself, so I think a lot of the primary research is already there for; I just need to sift through it to find what is useful.  
 4.3     Over the summer I want to analyse a gaming tournament or a gaming event if there are any accessible to me, I think it would be nice way of getting primary resources and will help me get involved within gaming culture, I believe events like these are very important for gamers and the always bring such a positive vibe that the outside world doesn’t really see too often.          
  Appendix
A)        https://money.cnn.com/2018/03/08/media/video-game-industry-white-house/index.html
                   (Disis 2018)
B)                    C)
                     (Cebolinha 1984)                                                                                             (Gorcik 2019)
 D) https://www.youtube.com/watch?v=bHfjkWme464&t=9369s  
(Paul 2018)
 Bibliography
Cebolinha (1984). Brazilian retrogaming from the eighties.
Chess, S., et al. (2017). "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18(1): 37-57.
Dictionary, C. (2017). esports.
Disis, J. (2018). "The long history of blaming video games for mass violence."
Gerber, H. R. (2017). "eSports and Streaming: Twitch Literacies." Journal of Adolescent & Adult Literacy 61(3): 343-345.
               This forum highlights and evaluates apps, computer programs, and websites that teachers, students, and other interested parties can use to explore, research, and engage in content learning and literacy practices.
 Gorcik, A. (2019). Steam Game Library
Hallmann, K. and T. Giel (2018). "eSports – Competitive sports or recreational activity?" Sport Management Review 21(1): 14-20.
Hamari, J. and M. Sjöblom (2017). "What is eSports and why do people watch it?" Internet Research 27(2): 211-232.
Heron, M., et al. (2014). "Sexism in the circuitry: female participation in male-dominated popular computer culture." ACM SIGCAS Computers and Society 44(4): 18-29.
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