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    • vVv Bagzli

      We have moved to Discord   08/04/2016

      There has been a strong desire among the community to migrate to Discord for quite some time. As of today, our community will be using Discord and as a result, we will no longer be actively using our TeamSpeak Server.  The TeamSpeak server will temporarily stay active to help inform all of our move to Discord. Within the next couple of months, it will be shut down completely.  For a quick invite to our new Discord server, you can click here.  
      For a full detailed guide visit http://www.vVv-Gaming.com/Discord
    • vVv Bagzli

      New Supersonic Series Start Time   10/17/2016

      We would like to thank everyone who participated in our recent survey regarding the start time of our tournaments.  After reviewing responses from the survey sent out to tournament participants we have decided to make changes to the start time of our events to try to better accommodate everyone.  Beginning on Monday, October 24th, all of our tournaments will start an hour earlier - at 8PM Eastern.  This means that registration will close at 7:30 EST, and that check-in starts at 7:30 EST and closes at 7:45 EST.

The Turtle

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About The Turtle

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    That Turtle Kid
  • Birthday 11/25/1993

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  • Full Name
    Jonathan Sligh
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    Male
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    Alabama
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    The Sly Turtle
  • Favorite Games
    Saints Row 3,Portal 1 and 2, Age of Empires, Starcraft II, Halo 3, Call of Duty: 4, Modern Warfare 2, Black Ops, Mw3, Rainbow Six Vegas 2, Gears of War 2, Battlefield Bad Company 2, Fallout 3, Super Smash Brothers: Original, Melee, Brawl, Guitar Hero 2 and 3, Pokemon: Snap, Stadium 1 and 2, Yellow, Red, Blue, Silver, Gold, Crystal, Pearl, White, 007 Goldeneye64.
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    Anything
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    Hellfighters, Mars Attack, The Boondock Saints, Die Hard, No Country for Old Men, Transformers Revenge of the Fallen, Transporter 2, Disturbia, and Reign of Fire
  • Favorite Music
    Skrillex, Nero, Daft Punk, Deadmau5, Dance Gavin Dance, Emarosa, Isles and Glaciers, I See Stars, A Skylit Drive, Memphis May Fire, Alesana, Paramore, Zac Brown Band, Dave Matthews, Boys Like Girls, Drake, All Time Low, You Me at Six, Bring Me The Horizon, A Day To Remember, We Came as Romans, The Word Alive, Woe is Me, The Devil Wears Prada, Attack Attack, In Fear and Faith, Pierce the Veil, Sparks the Rescue, Parkway Drive, Hey Monday, Artist vs Poet, The Maine, Forever the Sickest Kids, Miss May I, and Asking Alexandria.
  • Interests
    -Friends
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    -Music
    -Gaming
    -Drawing
    -Partying
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  1. Call of Duty: Black Ops 3 Competitive Players Unite!

    I would definitely be down to play once the game comes out. I didn't realize the competitive side would be running on PS4, I definitely need to look into getting one then haha. I'm looking to start competitive again so...
  2. This paper was also for my English Composition 2 class. I was supposed to compose a more elaborate argument. Warning: This is a lot of reading. The Learning and Pro-Social Benefits of Video Game Play “Video games have become increasingly popular in the USA. According to information available in a report that was published by the Entertainment Software Association ‘68% of American households play computer or video games’”. This quote, from “A Survey of Video Game Players in a Public, Urban Research University” by Manuel Vilchez, shows the popularity of video games through real-world statistics. Since the dawn of video games in the late 1940’s, there has been research to seek out both the beneficial and harmful effects of video game play. With the increasing popularity of video games in society, many people attribute video games to the many world issues such as diabetes, obesity, social problems, learning disorders, decreased attention spans, and many other medical concerns. People simply use video games as a scapegoat because some gamers do suffer with these issues. Society views most, if not all, gamers as dysfunctional members of society. Contrary to public opinion, many gamers are beneficial and functional members of society. Gamers throughout the world are trying to change society’s view of the average gamer. To gamers, video games are more than just games, they are our passion and we strive to show society how beneficial they are. Where others turn to alcohol and other drugs to “solve” or get away from their problems, gamers turn to video games. In my opinion this is the safer alternative. I personally feel that video games are my escape from this crazy and busy world we live in. “Many children and adolescents have a certain amount of discretionary or free time. The majority of free time is spent on non-productive pursuits such as TV-viewing and video game playing which become problematic when they consume too much time.” I completely agree with the part in this quote from “Video Game Playing and Academic Performance in College Students,” by Stephen R. Burgess about TV-viewing. TV-viewing is very non-productive but that is a whole different argument in itself. I personally do not agree with the part about video game playing. Contrary to public opinion, there are many benefits to the playing of video games. Video games teach the player to be an expert at multi-tasking, attentiveness and creativity. I also personally benefitted through playing video games in many ways. I have learned to be more outgoing and talkative both in the subject of video games and in many other subjects. Video games are very beneficial because they can be used to improve social and learning skills. “As video games become more prevalent, concerns are also being expressed about potential detrimental relationships between video game play and school performance.” This quote, from “Video Game Playing and Academic Performance in College Students” by Stephen R. Burgess, shows how video games are being blamed for decreased academic performance. This is due to the fact that, in many studies, video game players were more likely to choose playing a video game over doing homework. I mean, honestly, what person would want to do homework over playing a fun-filled video game? These studies also cannot be completely accurate because it is impossible to judge even half of the total amount of people that play video games worldwide. Contrary to the study’s findings, there are many intelligent gamers. I have personally experienced the fact that most of the students with higher GPA’s in high school and college are the more avid video game players. I personally think that this is because these students have busier lives than the average student. I think video games give these smarter students a means to escape from their busy lives and enjoy their life. Personally, if I did not have video games, I would probably be in an insane asylum. Video games keep me sane and control my anger issues. Contrary to society’s belief, video games can be a very good thing for those who play them. Society also views gamers as the unsocial people who just sit around and play video games all day. This is actually the exact opposite of reality. Gamers are some of the most outgoing and sociable people in society. They are constantly chatting online and on social media cites (such as Twitter and Facebook) about games and about their every-day lives. There are also both local and national gaming tournaments and conventions that bring hundreds of thousands of gamers together to discuss and play their favorite video games. Events such as E3 (Electronic Entertainment Expo) and MLG (Major League Gaming) are growing in popularity at a constantly increasing rate. Last year MLG Dallas had over three million online views and over two-hundred thousand participants and spectators. E3 is broadcasted on networks such as ESPN, MTV, G4TV, and Spike.TV. These events are in no means small and are some of the biggest conventions held in the United States each year. In South Korea, the games Starcraft and League of Legends have grown so much in popularity that they are shown on national television stations. I firmly believe these statements definitely do not support the idea that gamers are unsocial. Even the average gamer is sociable in the aspect that they play games with their friends (either online or offline) and speak to their friends and family about the games they are playing. In my life, games have actually made me a more sociable person. Before I started playing video games, I was a very shy child. I did not have very many friends and I normally kept to myself. Through video games I have become very outgoing and talkative. Through playing video games online and participating in discussions about video games, I learned to be social. I use my own life as a concrete example of why games are pro-social. I strongly believe that video games improve the learning skills of those who play them. Video games are an essential part of my life. I have been playing video games since I was old enough to hold a controller. I believe video games have improved my learning ability. Video games challenge me to learn quickly and adapt my knowledge to overcome an obstacle. Problem solving video games have taught me to be able to access many different areas of my brain to find the information necessary to complete the task. Video games also require the player to memorize multiple different sequences and visual locations that are used regularly throughout the game. The memorization aspect of certain games requires the player to memorize to the point of being able to access the correct information at a moment’s notice. Some games also require the player to convert the memory into “muscle memory” to allow the player execute certain sequences in mere seconds. I have also personally learned about real-life concepts through playing video games. Through playing the game Starcraft II, I learned the concepts of micro and macro-economics. The game teaches the player to both conserve and spend their resources (money) wisely over time. Through playing the games in the Call of Duty series, I have learned many things about various wars and battles ranging from World War I to the present day war in the Middle-East. The Assassin’s Creed series has taught me many things about the life of the average individual in Renaissance and Post-Industrial Europe. From hand-eye coordination type memory to economics and history, video games have many teaching tools. Video games are also being investigated for a possible use as a teaching tool in he classroom. Martin Valcke, in his article “Students’ Perceptions about the Use of Video Games in the Classroom,” speaks about the students of this generation: Video games are often regarded as promising teaching and learning tools for the 21st century… A growing number of authors believe that the new generation of students is fundamentally different from former generations, mostly because of changes in their media consumption patterns. Contemporary students – also referred to as “digital natives,” “the net generation,” “screenagers,” “millenials,” and even as the “gamer generation.” I have never experienced a world without ICT. They grow up with hypertexts, social networking programs and video games. Thus it is claimed that these students have gained specific technical skills, new ways of thinking, and different learning preferences, which require a new educational approach. This quote explains why this generation is different, and therefore, they need to be taught in different ways. In his article, Valcke explains a study which he performed to determine what students would think about the use of video games in the classroom. His study did not completely prove that video games would be a beneficial use for learning. However, his study did show that “Experience has a direct impact on students’ preference for video games, and it also influences ease of use, learning opportunities and usefulness.” This study may not be a complete advocate for video games being used as a learning tool, but the study does show that those who play video games would be more apt to learning through video games in the classroom. The growing popularity of video games in every-day life will eventually lead to almost all of the world’s population playing video games. This point in the growth of video games will eventually lead to its mass use in the classroom setting. For example, at the University of Florida there is an honors course that uses the game Starcraft to teach economics. I have also personally experienced the use of video games in the classroom. In my government class in high school, the teacher brought us to the computer lab once a week and had us play certain video games relating the topics we were taught that week. I believe that this playing helped me grasp the concepts better. Feedback from other game-oriented students also showed their benefits from playing the games. The non-gamers in my class did not enjoy the games. They believed it was a waste of time and did not learn anything from the games. This could be due to the fact that they were not game-oriented, but I personally think it was more due to the fact that they did not like the teacher and the class. I believe that in the next few years, people will begin to understand the learning benefits of playing video games and see their potential beneficial use in the classroom. The pro-social effects of video games are something that society never seems to grasp. Gamers are some of the most social people on the planet. “It has been repeatedly shown that priming by pro-social stimuli increases pro-social behavior. For example, participants who were primed with helping-related words were more likely to help someone pick up spilled pens…Playing a pro-social video game primes cognitive associative networks specifically related to pro-social behavior. These cognitive associations in turn may activate related behavior.” This quote from “Playing Prosocial Video Games Increases the Accessibility of Prosicial Thoughts” by Tobias Greitemeyer explains how the exposure of certain thoughts gives the person being exposed those same thoughts. This quote also shows how playing video games can actually cause one to access pro-social thoughts. Whether online or face-to-face, gamers are always discussing their favorite games. Online play also gives players the opportunity to play with other players around the world through the use of the internet. Online play allows the players to play cooperatively with players of similar interests. Playing online has become so popular that there are even tournaments that are played completely online for real-world cash prizes. With the growth of online gaming comes the creation of gaming organizations and communities. Gaming organizations give players the option of finding other people with similar mind-sets and interests on the topic of video games. Gaming organizations can have anywhere from five members to five thousand members. Within a gaming organization, the members talk about their favorite games and develop lifelong friendships. Through a gaming organization, a gamer can be exposed to a very wide diversity of people. Most gaming organizations are made up of people of different race, ethnicity, religion, and gender. I was personally blessed to be a part of a very prestigious gaming organization called vVv-Gaming. vVv-Gaming was like my second home. I found it very easy to make friends and to become a very active member. I always had someone to talk to about my favorite games. There were always members playing every game imaginable. You never had to play a game alone. Even if you were playing a single player game, there was always someone to talk to. Through vVv-Gaming I was able to become a very outgoing person. When I joined vVv-Gaming in 2008, I was a very shy individual. At the beginning, I was even afraid of talking to other members. Now I know almost every member by their first name and have made many friends around the world. I will admit that most of this interaction was online and may still be classified as unsocial by most of society. The next step in ones gaming social ladder is to actually go to a national gaming event and meet all of the people the gamer has spent countless hours speaking to online. The first event I attended was MLG (Major League Gaming) Nashville in 2010. Major League Gaming is a video game tournament event. The event was much bigger than I expected. I met and played against hundreds of players from many different parts of the country. At the event, I met a fellow vVv-Gaming member who would become one of my best friends. Every MLG event brings thousands of players and spectators to one location to watch and play their favorite games. Yes, there are even spectators to video game tournaments. Video game spectators are very much like sports fans. The spectators watch the games offline (live at the event) or online (through the TV or computer) and cheer for their favorite teams. Gaming is much like the NFL in the fact that the players are getting paid to play and win tournaments. Prizes for tournaments like MLG range from five to fifty thousand dollars. Many people around the world gather around computer screens to watch their favorite teams compete. All of these examples should advocate that gaming is in fact a very pro-social activity. There are many social and learning benefits received by the playing of video games. Whether the player is playing the video game at home or in the classroom, they are learning. Eventually, video games will be used as a vital teaching tool in classrooms around the world. The world of video games gives the average gamer hundreds of opportunities to be sociable. Through online and offline play, gaming communities, and gaming events, the gamer has no reason to not be social. If society would see the many benefits of gaming, it would stop looking down on gamers. Over seventy percent of all American households play video games and yet society still uses video games as a scapegoat for violence and other negative thoughts they think people obtain from playing video games. The world also believes that video games “poison” the minds of the youth that play them. Hopefully the view will change when more studies are conducted to find the true capabilities and benefits of video games. As the growth of video games continues, the world will see the social and learning capabilities of video games. Works Cited Burgess, Stephen R., Steven Paul Stermer, and Melinda C.R. Burgess. "Video Game Playing And Academic Performance In College Students." College Student Journal 46.2 (2012): 376-387. Academic Search Premier. Web. 11 Nov. 2012. Greitemeyer, Tobias, and Silvia Osswald. "Playing Prosocial Video Games Increases The Accessibility Of Prosocial Thoughts." Journal Of Social Psychology 151.2 (2011): 121- 128. Academic Search Premier. Web. 11 Nov. 2012. James M. Boyle, et al. "A Systematic Literature Review Of Empirical Evidence On Computer Games And Serious Games." Computers & Education 59.2 (2012): 661-686. Academic Search Premier. Web. 11 Nov. 2012. Valcke, Martin. “Students’ perceptions about the use of video games in the classroom,” Computers & Education, Volume 54, Issue 4, May 2010, Pages 1145–1156. Vilchez, M. “A Survey of Video Game Players In a Public, Urban Research University.” Educational Media International 47.4 (2010): 311-327. Academic Search Premier. Web. 11 Nov. 2012.
  3. Video Games are Beneficial?

    This is an essay I wrote for my English Composition 2 class where I was supposed to compose my own argument and support it. Warning: It is quite lengthy. Video Games are Beneficial? The playing of video games is an ongoing issue in today’s society. Some say that video games can destroy and manipulate the minds of children and adults alike. Others argue that video games are actually beneficial. Video games have been scientifically proven to enhance hand-eye coordination, multi-tasking, attention, resource allocation, creativity, and teamwork. I am an advocate for the use of video games in everyday life. I can personally see how video games have enhanced many of my traits I use in my day-to-day life. I can attribute my social and academic successes in part to the amount of video games I play on a weekly basis. Video games have taught me to be a leader and have taught me to be more outgoing and talkative. Most of society views a gamer as an obese individual who sits stationary on a couch for a majority of the day. Like every profession and hobby, there are the extremists who fit this stereotype but most gamers are very outgoing individuals and are normal members of society. Many CEO’s and executives of top companies admit to playing an hour or so of games every day. They say that the playing helps them to get away from the stresses of work and of everyday life. Video games are beneficial because they improve the personal traits of multi-tasking, attentiveness, and creativity. Through the playing of video games, the trait of multi-tasking can be improved. C. Green, in his article “The effect of action video game experience on task-switching,” best describes the importance of multi-tasking when he states, “Switching between tasks occurs regularly in day-to-day living, perhaps today more than ever, as improvements in technology allow increasingly more distinct tasks to be available on a single device. For instance, at any given time a computer user may be repeatedly switching between different programs.” This quote explains how important multi-tasking has become in society and how members of society use it every day. Green explains the certain elements present in action games that improve multi-tasking by saying, “Games in the action genre differ from those in alternative genres along several dimensions including the high velocity with which objects move, the presence of many objects that are only transiently visible (items that pop in and out of view), the degree of perceptual, cognitive, and motor load (the number of enemies to monitor at once, the number of possible actions, etc.), the amount of peripheral processing (items often first appear at the edges of the screen), and the level of spatial and temporal uncertainty (subjects cannot know exactly when or where objects will appear, thus requiring constant prediction and updating).” From personal experience I can say that this quote accurately describes the elements that are present in not only action games but in many other genres as well. I have personally experienced this improved level of multi-tasking training while playing the game Starcraft II. In this game, the player has to focus on performing multiple tasks at once. The player has to micro-manage his or her army and workers to perform tasks. The player also has to macro-manage their economy and resources. Starcraft II tests the player’s multi-tasking limits and improves them. The game forces the player to become aware of multiple factors at once and to manage the factors as well as accomplishing small goals throughout the game. I believe playing this game has greatly improved my multi-tasking skills. I now use these skills to help me complete day-to-day tasks. Video games not only improve the trait of multi-tasking but they also enhance the trait of attentiveness. The personal trait of attentiveness is bettered by the playing of video games. Gabriele Gratton, in her article “Learning to multitask: Effects of video game practice on electrophysiological indices of attention and resource allocation,” explains why video games have become a method of improving attentiveness when she says, “Video games have recently received increased interest from cognitive researchers, both as a model for the learning of complex tasks and as a means to examine training and transfer of skills. As video games can approach real-life tasks in terms of complexity, they generate an ideal test bed for examining attention control functions when several tasks have to be performed concurrently.” This quote explains how video games have become important to researchers to help examine attention control. In Gratton’s study, she concluded that video games improve the attentiveness trait of the players. I can personally affirm this claim in saying that video games help give me insight into solving real world problems and help me to stay attentive while doing so. While playing the game Call of Duty, I am at my highest attention level. I have to constantly be aware of my surroundings and of the location of my teammates and enemies. I believe this level of attentiveness stays with me outside of playing as well. Video games keep the player attentive to the point that they are “on the edge of their seat” while playing. If the player is not paying attention during a game they could lose the game or their in-game character could die. The level of attentiveness required in playing video games teaches the players to pay better attention in out-of-game circumstances. I find it easier to pay attention in longer classes and lectures while in school. I have also found it easier to stay in attention of my surroundings during physical activities. The levels of attentiveness achieved and required in the playing of video games improve the player’s personal trait of attentiveness. The playing of video games not only enhances the trait of attentiveness but it also amplifies the personal trait of creativity. Through the playing of videogames, the player’s creativity is heightened. “The appeal of games is obvious. They immediately engage learners and bring a fun element to learning called ‘‘fun in doing’ leading to creative problem-solving.” This quote, from Elizabeth Hutton’s article “Can Video Games Enhance Creativity? Effects of Emotion Generated by Dance Dance Revolution,” states why video games appeal to the many millions of those who already play them. I have personally experienced this sense of creative problem-solving while playing the game Portal. Portal introduces to players a variety of different problems with no parameters or limits on how to conquer them. My creativity is tested and expanded while playing Portal. “When one is highly aroused by playing a game, the energy acts as a catalyst, and the happy mood provides the encouragement to be creative. A negative mood, especially under conditions of low arousal, signals a different kind of energy—one that makes a person more analytical, which is also helpful for creativity.” In this quote, Hutton states that no matter what mood the player is experiencing, the creativity arousal is present. This quote also shows how creativity can and will be improved by playing video games. I personally can affirm what Hutton has stated in the above quote. I have experienced this sense of heightened creativity while playing Portal when I was upbeat and while I was unhappy. Video games are an outlet from the outside world as well as a workout for one’s creative side of the brain. Playing video games does indeed strengthen the player’s creativity. The personal traits of multi-tasking, attentiveness, and creativity are improved by the playing of video games. I am not, at all, advocating for the constant everyday playing of video games, but an hour or less of playing a day would help improve the traits discussed in this essay. It has been proven that video games improve one’s quality of life. Society may never fully understand the true potential of video games in schools and in the workplace but it should understand the benefits of individual play. In this society full of death and self-destruction, uplifting hobbies, like video games, can, and should be, practiced daily. One day society will understand that gamers will be the next leaders, and video games will have helped us achieve that status. Works Cited Gabriele Gratton, et al. "Learning To Multitask: Effects Of Video Game Practice On Electrophysiological Indices Of Attention And Resource Allocation." Psychophysiology 48.9 (2011): 1173-1183. Academic Search Premier. Web. 16 Oct. 2012. Green, C.“The effect of action video game experience on task-switching.” Computers in Human Behavior, Volume 28, Issue 3, May 2012, Pages 984–994. Academic Search Premier. Web. 16 Oct. 2012. Hutton, Elizabeth, and S. Shyam Sundar. "Can Video Games Enhance Creativity? Effects Of Emotion Generated By Dance Dance Revolution." Creativity Research Journal 22.3 (2010): 294-303. Academic Search Premier. Web. 16 Oct. 2012.
  4. Video Games and Violence

    For this essay for my English Composition 2 class, I was supposed to analyze two authors' arguments. It is a bit lengthy. Video Games and Violence For the past decade, popular culture has tried to link video games to violence and crime. After the recent college shootings, certain politicians have even tried to ban the sale of violent videogames in some states. These issues have led to many arguments both for and against the association of violent videogames with actual real-life violence. Increasingly, in the past two decades, video games have been the scapegoat du jour. Christopher Ferguson, in his article “Video Games: the Latest Scapegoat for Violence,” summarizes what is happening to videogames in the following quote: “The video-game platform is the newest kid on the media block and, as such, is subject to a particularly high dose of suspicion and scrutiny. I think that this is wrong and, indeed, dangerous.” In this quote, Ferguson states his side of his argument as being a proponent for the videogame industry. “Experimental research has shown that playing violent video games produces higher levels of aggressive cognition, aggressive affect, physiological arousal, and aggressive behavior (in the short-term) than non-violent video games.” In this quote from “The Effect of Violent Video Games on Aggression: Is It More than Just the Violence?” Paul Adachi states that he is an opponent to the videogame industry and also says that he thinks violent videogames are a reason for aggression. Christopher Ferguson and Paul Adachi both differ and are the same in the aspect of the audience they are speaking to. It seems that Adachi is speaking to an audience in his respective field of study. While trying to explain about the shootings on college campuses Adachi says, “Of course, such accounts are not scientifically grounded and, thus, cannot provide adequate support for public policy decisions nor links between violent video game play and relevant scientific theories of aggression.” Adachi could have simplified this quote by simply saying that there was not enough scientific evidence to link violent video games and actually violence. Ferguson is speaking to an audience in his field but he is also using common speech for others to be able to understand. Ferguson also uses speech that makes the reader feel like he or she is being directly addressed as opposed to Adachi who is writing a purely scientific journal. “That's not very satisfying, is it? Perhaps for that reason, it seems to me that increasingly, as a culture, we have shied away from holding people responsible for their behaviors, and instead prefer to seek out easy or even abstract entities to blame.” This quote is an example of Ferguson using the combination of complex and simple language. Adachi is using somewhat-common speech but his use of complex words and diagrams make his article harder to understand. Ferguson seems to me to be a fellow gamer as opposed to Adachi who just seems to be a researcher. Both authors seem to be appealing to those with authority and to the parents of those children who play videogames. If Adachi wouldn’t have used such complex speech, he might have been able to get his point across better. I think Ferguson uses the perfect combination of common terms and complex speech to support his argument. Readers of both articles would hold positions of either for or against videogames. Some readers also may be neutral on the subject. Both authors try to keep the readers engaged in their articles. The authors support their separate claims very well. In his argument as a proponent for the video game industry, Ferguson mostly uses his claim and supporting evidence to support his argument. In his article, Ferguson states “I actually do research on violent video games. I certainly don't speak for others in the field, some of whom I know will disagree with my perspective, but I do speak from a familiarity with the research and the literature.” This quote shows that Ferguson does his own research and can relate to gamers as one who does outside research for himself about his passion. Ferguson also uses a real-world example to support his point. “For instance, a first-person-shooter game (though certainly a mild one compared with some) called Re-Mission is being studied in relation to young adults with cancer. One group of youths who played this game demonstrated better cancer-treatment adherence, better self-efficacy and quality of life, and more cancer-related knowledge than did those in a control group who did not play the game.” This quote shows how Ferguson not only provides facts about the subject but also uses real world examples to support his claim. The only confusing part of Ferguson’s article is where he hints on society’s reasons for using videogames as a “scapegoat.” The most appealing parts of Ferguson’s article are the sections where he uses real-world examples of where violent videogames are actually being used to improve the quality of life in certain groups of individuals. This appeals to me because, as a gamer, I enjoy seeing games being used to improve the world. Adachi’s argument is most supported by his supporting evidence. Adachi uses many visual elements to go along with his research. The article includes multiple flow charts to show the relationship between aggressive behavior and videogames. The amount of research put into the article is very prominent and show’s how strongly the author wants to prove his point. Adachi’s use of complex research terms make the article a bit more difficult to understand. “The results indicated that both intensity and duration of the modified TCRTT were not related to trait aggression, domestic violence, or violent criminal acts. To assess whether gender moderated the relation between the modified TCRTT and the three outcome measures, separate analysis were run for males and females.” This quote is explaining the research of a scientist on aggressive behavior and videogames. These sentences make parts of the article more difficult to read than others. Some of the more recent research findings mentioned in Adachi’s article are very interesting. They are interesting to me because I am a gamer and I would like to see if violent videogames should scientifically affect my behavior. Both authors skillfully support their arguments with research. Adachi and Ferguson both state that they are professors or researchers in their respective fields of study. Ferguson also hints at the fact that he is a gamer himself while Adachi shows no indication that he is a gamer. At the top of the article, Adachi has included that he is from the Department of Psychology at Brock University in St. Catherines, Ontario. This shows that he must be a high level researcher in the field of psychology. Ferguson states that he is a researcher in the field of videogames. I can see through his use of language that Ferguson is very angry at the fact that society is using videogames as a scapegoat. Adachi’s use of language is more neutral and does not show any emotional involvement. I think the fact that Ferguson includes emotional ties in his article, helps the audience relate to him and to his argument. Ferguson also uses a low level of humor in his article. “Using video-game-playing habits to predict school shootings is about as useful as noting that most or all school shooters were in the habit of wearing sneakers and concluding that sneakers must be responsible for such violence.” This quote shows Ferguson’s appeal as a writer and as a proponent for the video game industry. Adachi’s research essay does not really help the audience see his involvement in his claim. I feel that Ferguson’s article appeals to more readers than Adachi’s opposing article. The authors are limited by the fact that there is no way to completely test their theories. Every human being is different and responds to stimuli in different ways. Also neither author can fully explain the characteristics of video game effects. Each reader would have to experience the stimulus of playing a videogame to truly understand the article. The issue itself limits the authors’ arguments. The issue of violent videogames has been around as long as the videogames themselves. The political and social arguments surrounding the issue both influence and constrain the writers in their arguments. The many different views on the issue can be both overwhelming and confusing to the readers and to the writers as well. The fact that Ferguson is a gamer can limit his argument but can also influence its validity. His claim could be biased because he is a gamer himself. The fact that he is a gamer could also show his passion for the truth and help solidify his claim. The fact that Adachi shows no emotion in his article influences his claim in the fact that he is purely seeking the truth for research purposes. Both writers are limited by the argument but also have values that can help their claims. Both writers seem to be prompted to write this argument on the fact of videogames being targeted as a cause of violence. Also, both writers included the fact that the recent school shootings are being blamed on violent videogames. These events and the authors’ connections with the topic helped influence their writings. Neither article hints on the authors’ previous history of work on the topic, but from some of their terminology, I personally think they have previously written on this subject. Ferguson’s passion for videogames seems to have sparked the writing of his article. Adachi’s quest for the truth and his research-driven writing seemed to have influenced his article. The articles are both influenced by the same events in society. Both writers’ arguments are overall well done. Adachi did have a few minor bumps that probably lost him a few groups of readers. Ferguson’s argument was very concrete and well stated. Over time, as more articles are published on a national scale, society will begin to understand the importance of their articles and their research. These articles are two of many that I have personally read on the topic of video games and their relation to everyday life. Maybe one day soon, society will stop blindly blaming videogames for problems and start doing research to see the actual issues that are plaguing society instead of blaming a recreational activity. Works Cited Adachi, Paul J.C., and Teena Willoughby. "The Effect Of Violent Video Games On Aggression: Is It More Than Just The Violence?." Aggression & Violent Behavior 16.1 (2011): 55-62. Academic Search Premier. Web. 30 Sept. 2012. Ferguson, Christopher J. "Video Games: the Latest Scapegoat for Violence." The Chronicle of Higher Education 53.42 (June 22, 2007): NA. Academic OneFile. Gale. Auburn University (AVL). 30 Sept. 2012
  5. My English Composition 2 class is based on arguments and there are many arguments in the real world about gaming. I will be posting this essay and my other 3 essays in my blogs for those people who would want/care to read them. For this essay, I was supposed to analyze the argument made by a certain author. Video Games Achieving a Higher Level of Flow “Flow is the integration of a clear goal, feedback, a match between challenge and skill, concentration, focus, control, loss of self-consciousness, transformation of time, and the activity’s autotelic nature,” (169). In simpler terms, flow is the feeling of success one receives when a certain goal is met or succeeded. Flow is most commonly found in artists, athletes, and surgeons. When an artist finishes a masterpiece for others to see, a high level of flow is achieved. When an athlete wins a game or surpasses a certain challenge, flow is also found. While performing surgery on a patient, a surgeon is experiencing a gratifying feeling of flow. In her article ‘‘‘Toward Integrative Models of Flow’: Effects of Performance, Skill, Challenge, Playfulness, and Presence on Flow in Video Games,” Seung-A Annie Jin writes about flow also being found in video games. Jin main goal is to convince readers to include playing video games as an activity that produces higher levels of flow. Jin’s article was arranged very well in all aspects. In my opinion, her supporting evidence of her article was the most crucial part of her whole article. She showed many studies and examples of how high levels of flow are achieved through video games. Statistics and graphical data we’re also excellently used in the explanation of her argument. Some of the most difficult parts of the text to understand were some of the data in her graphs. The explanation of the way she measured flow was very complex and confusing at some points. Despite the somewhat confusing graphs, the explanations of the steps of her experiments were clear and concise. The parts that specifically appealed to me were her data on medical-simulation and music games. Most of the time, those two genres of video games aren’t even included in other arguments. This data really helped show how all types of video games help players achieve the highest levels of flow. The author of the article seems to have a very high level of education. Her vocabulary is full of words that would only be found in those who are considered masters in their professions. The author also writes like she, herself, is a fellow gamer. “The time spent on playing ‘Call of Duty: World at War™’ and ‘James Bond 007™’ is much longer for players who survive (succeed) than those who die soon into the game (fail),” (171). This quote includes some real game-related examples that appeal to fellow gamers. “Electronic games allow users to engage in artistic creation and medical simulation, play musical instruments and sports, and participate in other engrossing enterprises,” (170). This quote shows how she is also speaking to those who do not necessarily play video games. The fact that she is arguing for this cause gives readers a sense of connection to her. She may write like she is a gamer, but to those who do not know a lot about games, it may just seem like she is speaking with a higher level of vocabulary. The fact that she is a gamer gives her readers a sense of comfort in the fact that she not only includes hardcore facts but also includes examples of real in-game situations. The fact that she is both a gamer and a renowned researcher improves her argument greatly. The fact that the author is also a gamer could possibly be limiting her argument. Jin may be blinded to the other side of the argument and could potentially mislead the audience on some parts of the argument. In some instances, the author’s use of vocabulary limits her message. There are many points in the article where a clearer word-choice could have been used. She refers to videogames having “abundant multimodal (visual, aural, and haptic) information that screens out distractions and facilitates concentration,” (170). In this quote she could have just said that the senses of sight, hearing, and touch contribute to the sense of “getting away” that players experience when playing video games. I feel that if she could’ve explained some of her points and taken into account a less-educated reader, her audience for the article could have been much broader. The fact that video games are looked down upon in society also limits her argument. Some potential readers may not even glance at her article after they read the words video games. She should’ve just used a title with flow. Then the potential readers could have been interested in flow in the topics of athletics, art, and surgery and then have been inclined to read more into her article. There may have been quite a few things that limited her argument but overall she did a very good job in justifying her point. The author seems to have been personally interested in the topic before writing the argument. Jin seems to have previously done multiple experiments and articles on the subjects of video games and flow. I think the acts of society and the outcast of gamers caused Jin to write about this topic. In part of her argument, I almost feel the anger and the persistence of the author in her writing. As a reader, I felt the passion behind her argument. This passion helped me relate to her and to better understand her argument. I feel better educated about the topic than I was before reading the article. Jin did a phenomenal job in not only informing her readers but also in keeping them entertained throughout the article. The article had an even balance between qualitative and quantitative data. In her article, Jin is mostly writing to those with higher levels of education. Also, her audience is assumed to already have some knowledge on the topic of video games. She is most likely writing to other professors in her field or to those who research levels of flow in activities other than video games. Jin is showing her readers (assumed fellow players of video games) that playing video games is not just an activity to feel bad about doing. Some readers might view Jin’s article as not worth reading because of the words “video games” in the title. Many people in today’s society look down upon those who play video games and those who consider themselves “gamers.” I took personal interest in this article because it applied to me. I, being a gamer myself, understood most of the points made in her argument. She described games as giving the players concrete goals with rules, actions and opportunities that deal with users’ skill and capabilities and with a feedback system with multiple stimuli that cause concentration. These attributes of games are also found in other activities such as sports. As I previously stated, society looks down upon gamers but really, we’re just doing the same activities that athletes perform. Hopefully through this article and other ones like it, society will begin to understand why video games are so crucial to everyday life. Jin’s argument about video games being a higher level of flow was overall very well done. She did have a few minor bumps that probably have lost her a few groups of readers. Over time, as more articles are published on a national scale, society will begin to understand the importance of her article and her research. This article is just one of many that I have personally read on the topic of video games and relating them the improvement of everyday life. Maybe one day soon, society will begin to accept video games as the norm and respect those who play them. Works Cited Jin, Seung-A Annie. "“Toward Integrative Models Of Flow”: Effects Of Performance, Skill,Challenge, Playfulness, And Presence On Flow In Video Games." Journal Of Broadcasting & Electronic Media 56.2 (2012): 169-186. Academic Search Premier. Web. 16 Sept. 2012.
  6. My past 5 years . . .

    I feel like my comment is needed in here as well. Jerry, you and vVv will always have a special place in my heart. You have molded me into the person I am today. Ever since I joined vVv as a young 15 year old, I have had so much fun and have really progressed as a gamer and as an individual. I see vVv doing even bigger things in the near future. Jordan, although I've only met you twice, I know you'll be a great leader for vVv! It's good to see all the old members still posting such as Rev and Nero<3. Thanks for everything, With much love, Turtle
  7. Turtle's Resignation

    Hey guys, Turtle here. I know most of the newer members may not know me but I've been with vVv since 2008 and I've loved every second of it. I've met so many great people and vVv has shaped me into the person I am today. You guys have helped me through the good times and bad and even though I might not have the v's, I will still consider you guys to be my second family. The reason for my departure is the fact that vVv is not supporting Halo or Call of Duty. Since I play Call of Duty and I am a big supporter of Halo, I will be leaving to look for other places where I can use my talents. I have not done much for vVv in the past few months but it seems like you guys have done fine without me and I really hope to see you all at future events. I will probably still be wearing my vVv shirt from time to time to events and such because I still love this community. Wow, it feels like I'm breaking up with a significant other or something. But this is for the best. Oh here come the shoutouts.... Jerry- You have influenced my life in so many ways. You've truly shaped me into the person I am today. Thank you for everything. I hope to see you at future events and maybe my dad and you can still have some good conversations. Doom- We've had some good times in games and during events and I'll miss you. Jason- You're like a brother to me (my fellow ginger) and I hope to see you at future events where we can chill. SB- I remember meeting you for the first time, it was amazing. I hope you still keep your trolling charm and funny self. YEAH DAWG Roar- The one person I've met who can eat faster than me. YEAH DAWG Ruff- Keep using your odd but amazing playstyles to win in Sc2! Brandon- Man, I love you like a brother. Keep in touch bro. Kraft- I love you. PreEn and Magnet- My Sc2 buddies. And dont worry PreEn, I'll still help you with your Canadian podcast. Slauney- I hope I can come see you again soon. Amped- I'll always love your deep voice. I hope to meet you one day. Havik- Hope we can have some more fun times on mk9. Roxy- Love you bro. Apple and Arkaine- You guys will always be my gears guys! And if I've left anyone out I'm sorry. The rest of the people who deserve shoutouts have already either been chopped or have left. Love you All. Turtle And if you could change my name on the forums to either "The Turtle" or just "Turtle" that'd be great.
  8. Playing some D3 Hit Me Up!

    Add me furryturtles8@gmail.com
  9. Part 4 - Final Countdown

    Woohoo Preen<3 you know I'll help you in any way possible.
  10. Well the Cod community is doing pretty well without MLG support.. So I'm okay with no shooters being on the circuit. The gow and halo communities just need to see what the cod community has done and learn from it.
  11. Nero's Application

    I never thought I'd see you back here Taylor.
  12. vVv Dissension: Married

    Congratz man!
  13. #vVvCommunity

    I think this is awesome Preen! If you need any help with anything just let me know!
  14. We're too strong to compromise.