3. Reflection on the Digital Dimension

December 5th, 2007

In the beginning, I walked into the classroom and immediately was upset to see all the computers. I was a person who new the minimum about computers just to get by and when I did not have to use one, I stayed away. To be honest I have never heard about “Wiki”. Also I never heard of a “blog” and thought that both were just a waste of time. But after reading other blogs, for example, it helped me kindle new ideas and ways to write my paper. In the beginning, when the class started to review other peers writings I was a little nervous because my strong suit is not writing. After a couple students reviewed my writings I realized that it was not to embarrass me but only to help me by suggestions and have other peoples ideas and thoughts to incorporate into my writing. Sometimes the reviews are harsh but in the long run they are better too. The one tool that I loved was “Zotera”. It helped with finding good sources and when it came time to create a bibliography Zotera would put the source into MLA format for the writer. These tools helped speed up the bibliography and finding sources process to enable me to have more time to work and concentrate on writing the paper its self. I have already downloaded Zotera for future uses and when I when I need to vent about something I will post a blog and see if anybody else is feeling that way too. I will use blogs to get a variety of reviews on my work in the future.
With all the tools and thoughts mentioned above, I would recommend for my friends to take the course because the world is going digital and if your not up to speed with it then your going to be left in the dust. In career terms the coarse exposes you to parts of the digital work world and knowing or not knowing some things could lead to a promotion or being fired. A less dramatic approach would be either liking or disliking your job. So for some of my friends I would tell them to take the coarse now and learn it know instead of the first couple of months at work.
For recommendation of the class I would suggest allowing the individuals to write about what they want but at the same time make them incorporate the digital culture into it. For example, a lot of people like sports. Let the students write about how the digital world is changing the sports. Instant reply for football, fantasy leagues, news reports over the web, or how much access the average person has on his or her team due to the digital world. Let the student write about what interest them, like their major, and then make them relate it the digital dimension you want. Last, try to have the class mid morning or later because you would get better thoughts and participation but its not like you do not know that. But to end on a possitive note I like the fact that you had alot of enthusiasm about the class.

Final Draft

December 5th, 2007

Garrett Temchulla
2 November 2007
Research Essay Draft
English 202 – 9:05am
Dr. Sherwood
The Link To Why People Play Video Games
In today’s aging population of the United States, video games are still seen as a useless, non-beneficial waste of time, even though video games are a rapidly, expanding branch of technology. They not only capture the attention of many people but captivate their minds as well. The countless hours people devote to playing is enough to classify gaming as a growing influence on today’s culture. One can ponder whether such an addiction for a particular game is because people purely enjoy engaging in it? Or they could look deeper into the “need” and wonder if gaming goes into the individual’s thoughts and personality, so much so that a person needs to “game” in order to properly function? If a person desires to game instead of simply wanting to game, some may question if such “need” is necessary for the gamer to feel whole as a person. To help support and persuade this need for playing video games, Psychologist, Abraham Maslow, who is considered “the father of humanistic psychology,” and his Hierarchy of Needs will be used to support this “need”. He categorized the Hierarchy of Needs into several categories to create his theory. Thus, the whole paper will be directed towards comparing gaming and Maslow’s theory and also answering a question. That question being, can playing video games achieve the three higher levels of Maslow’s theory of Hierarchy of Needs.
This hierarchy is based upon what Maslow observed as results of humans’ innate curiosity; they are divided into four lower levels, deficiency needs associated with physiological needs and a top level consisting of growth needs associated with psychological needs. Loving/Belonging is the first of three needs that will be engaged in. This particular level has two important parts pertaining to it. These parts are the need for friends and the need to be apart of a community. Maslow believes people will start to search for belonging amongst friends and even a certain established group or part of a community. This demonstrates the importance of people knowing who you are and feeling that you have played a vital role among society. Two individuals and their stories will help explain how video games satisfy Maslow’s loving/belonging level.
Now with the foundation of this level understood, a story, written by Sherry Turkle, taking place before the eruption of video games in 1985 will be used to show proof of fulfillment for the love/belonging level. This story takes place when owning an arcade was a profitable business. The story was about a young boy who did not have many friends and was dealing with the divorce of his parents. He found a way to get through his tough times’, that way was playing video games at a local arcade. So to start, Jarish was twelve years old then and infatuated with video games. He held almost all of the high scores in the local arcade. He was viewed as different, outside the arcade, but when at the arcade Jarish was seen as an accomplished gamer. Further more, his extraordinary talents with video games helped his popularity grow within the realm of “gaming”, that realm being the arcade. Jarish expresses this well deserved popularity by simply stating “Everybody knows my initials” (Turkle 502) he says, meaning the gamers of the arcade know him and respect him because of the high scores that he achieved. Due to a combination of everyone recognizing his name and playing video games with so many people, Jarish developed a new found belonging that his life was missing. His love for video games brought him to the arcade and certainly helped him blend in as a gamer with the rest of the people there, but also standout as one of the best!
When trying to make new friends, most people have to break a boundary of trust and find acceptance within a group. In Jarish’s story, his passionate game playing and knowledge allowed the boundary of shared interests to be broken. Developing friendships was easier, for Jarish, because of many peoples’ interests in video games. Along with producing friendships, Jarish’s excelling abilities at game play lifted him to a respectable position as one of the best gamers in his town’s community of arcade gamers. Being one of the best of his interest is a position, which may normally be hard to obtain elsewhere by a twelve-year-old boy. Video games are not like sports where the biggest, strongest, and fastest people are the best. Video games are all based on very little physical abilities and more on how much you play and your dedication to a particular game. With this being said, Jarish and his countless hour of gaming has changed his image from being a young boy to an elite gamer in his town.
Jumping a head to the current year 2007, video games can still bring a satisfaction to the level of Love/Belonging. This is accomplished due to the advances in technology, the newest way video games bring people together is being able to login online and talk to other people that are playing the same game. After reading that last sentence, one may conclude that gamers simply talk to random people every time they login and to a certain extent that is true. But to prove that this is not completely true and be able to understand, apply, and compare Maslow’s theory and video games, I conducted a personal interview with my roommate Adam. He loves video games and plays for hours upon hours a night. His newest craze is Halo 3. When asked if he belongs to a gamers group or something to that extent he said that he did not belong to any gamer groups or clubs, but did inform me about a ritual he had with his friends from home. This ritual is a weekly event that they started when the X-Box Live game, Halo 3, came out. This ritual is due to his friends and him moving away to different colleges. Every Wednesday evening around seven, Adam and his friends login to the interactive part of Halo 3. After logging in, they all put on their headsets and select a location or setting that the game has programmed in and they start their own “free-for-all”; every man for himself, no teammates or partners. All they do is run around, the stage or setting, with there own virtual player and try to kill each other’s virtual player. As they play, the game tracks how many kills everybody has and the shooting accuracy as well as other statistics. As they play there is a lot of name calling, swearing, and celebrating with every kill of the game. My roommate’s group is only interested in who has the most kills when they finish playing. Whoever accomplishes that at the end gets to carry that imaginary trophy of “glory and satisfaction” for the week to come knowing that he was better than the rest. That is just a summary of their game play. The importance that I extracted from the interview was they not only expressed themselves through their interactions but they talked about what is going on in each of their lives like school, friends, families, and girls. This ritual may not seem to be very liable to aid as a comparison to Maslow’s theory but it is. Their ritual may not have a membership card or be apart of an established league, like bowling, or organized sports but it is an understood group of friend/gamers that share a common interest. Along with that, there is an understanding that each person belongs to something bigger than himself or herself but it is the combination of each individual’s effort that keeps their ritual going. But he most vital point is that even though they all went their separate ways for college, Halo 3, a video game, is the key that keeps this group of friends together and in touch.
With a strong argument to backup the link between video games and the fulfillment of the level love/belonging, the next point to prove is the connection between video games and the next level Esteem. This level includes a lower and a higher level according to different categories of the esteem need. The lower level consists of getting respect from other people, while the higher level centers around how individuals respect themselves. “Note that this is the “higher” form because, unlike the respect of others, once you have self-respect, it’s a lot harder to lose!”(Boeree 1) The lower part, obtaining values from others, can be achieved in a numerous ways. Respect from others and recognition, are two of the characteristics of the lower level that will be compared to video game play and its outcomes.
Respect can be gained in many different forms. In sports, it can be gained from performing well, your sportsmanship, or winning. For a gamer like Adam, respect from his friends is a very important value. Since Halo 3 came out he feels the need for his friend’s respect. Even though he has respect in the essence of a friend, he also wants respect as a gamer. Adam values the respect gained as a gamer just as much as he does being a friend. He stated, “My group of friends is very competitive at anything we do. When we started playing Halo 3 it like starting from scratch because it is a new version of Halo. So for me it is another way for me to keep the respect, but at the same time be able to gain a little more.” With their ritual, Adam sometimes loses that respect as fast as he gains it. “You can go from nobody making fun of you”, meaning your playing very well, “to getting ripped on”, meaning your game play is the worst out of the group, “all within a couple of minutes”. With Adam stating that, he has to stay on top of his game week in and week out to maintain that level of respect and avoid getting made fun of by his friends. As he plays, there is a relationship between how many virtual enemies he kills and how much he grins because for every virtual enemy he kills he earns a little bit more respect from his friends. This constant struggle is why Adam likes to play Halo 3 with his friends. Because of the competitiveness of him and his friends, gaming has aloud Adam to gain respect from friends over and over again.
Turkle’s article made it clear that for Jarish, recognition for his gaming talents was a big concern. Jarish liked the way his high scores showed up every time someone started a game. Everybody knew whom he was because the arcade games saved his high scores and his initials, which enabled any gamer to view his accomplishments. The machines saving the high scores also let the other gamers, who could not beat the high score, know his rank and how good he was at that particular game. Being able to put your initials beside your score gave Jarish recognition as a true gamer. This recognition goes deeper than being a gamer but also recognizes Jarish’s dedication, commitment, gaming skills, and hard work that he put into every game to obtain the highest scores. Because of the acknowledgment that Jarish obtained, people saw him not as a little kid but as a successful gamer who had a lot of character and inner drive to be the best gamer.
The higher part of the esteem need is more inner-self, what the person feels and sees themselves as, based that can only be fulfilled by the individual. Achievement, mastery, and freedom are very important to fulfilling the higher level. The most important of this sub level is that individuals have to have self-respect. To reach self-respect one has to conquer the other needs of the higher part. Video games have all the components for a gamer to fulfill this higher part; it is all on what the gamer can get out of the game.
A feeling of freedom can do a lot for a gamer. It has the ability to sweep them away from an environment, like the real world, and put them into another like the virtual world. Marty is a young male that has a stressful job and used to use “transcendental meditation to relax” (Turkle 508). He switched to video games because he has “to have something to do which is so hard that he can’t think of anything else (Trukle 508).” Coming from Turkle, Marty found his replacement in video games. Playing video games “force him into another mental space where the thoughts and the cares of his day cannot intrude (Turkle 508).” This is a perfect example how a video game’s power can completely erase the real world from the minds of gamers and let them enter into a realm of freedom. Video games give the gamer a sense of freedom that Maslow describes in his theory.
According to Maslow, one has to feel a sense of achievement in their lives. A gamer can feel this everyday from video games. Achievement comes from an individual setting goals and accomplishing those goals. A true gamer sets plenty of goals during their play. A goal could range from beating a level of Halo 3 to conquering the entire game. My roommate plays Madden a lot and his goal going into every game is to either beat his opponent, the computer, by at least fifty points or not let the other team score any points. This is a pretty hard task when the difficulty level is pre-set in Madden, the toughest skill level. He plays at least one game a day and sometimes more until he achieves his goal. For example, I walked out of my room and into the common room to see that he was winning 42 to 7 with 30 seconds left. I said good game to him and he was mad about it. I asked him what his problem was and he simple replied, “I didn’t score enough points”. Adam ended up playing three more games until he achieved his goal. Adam’s only concern was that by the end of the day he achieved his pre-set goal. After some more questioning I came to the conclusion that Adam had an obsession. He was so obsessed with the feeling of achievement that he has to have it everyday. Video games, Madden imparticular, are the route he uses to obtain that feeling. When asked, “why don’t you do something else?” Adam replied, “Madden is the quickest way to get it and reaching my goal is still a challenge, when this becomes easy is when I’ll move on to something else”. For now this video game fulfills Adam’s sense of achievement everyday.
Mastery is one of the easiest needs to relate to video games. This is so because the only one stopping the gamer from obtaining are the gamers themselves. With anything else in life that person has to compete with other people and with themselves. To obtain mastery, from a video game stand point, the gamer has to have knowledge and understanding of the game and be in command. For Adam mastery is harder to obtain because you have to beat the whole game in order to understand it and to have the knowledge to beat the games. He never calls himself the master of Halo 3 but he has all the knowledge on what to do and where to go to conquer the game. Do people become masters in real life? Whether they do or don’t, the virtual world of video games allows gamers to experience the feeling of being a master in the virtual world. Video games allow the average person to experience only what the elite people of the real world have achieved. The average person can obtain this in a quicker and less risky atmosphere playing video games than someone in the real world who takes all the risks and usually it takes them a who career to reach a level of mastery. Adam likes it because it didn’t take his whole life to reach that point. He said, “Halo 3 was fun, challenging, and now I can pass on my knowledge to other gamers just like old people passing on what they know in real life”.
Now that video games have completed the past two levels, gamers can move on to the final level, self-actualization. In the real world, this level is the hardest to obtain. “It isn’t surprising, then, the world being as difficult as it is, that only a small percentage of the world’s population is truly, predominantly, self-actualizing (Boeree 2).” The virtual world of video games is different; it’s just the gamer and the game, nothing else. Even though there are a lot of parts to this level, I am only going to prove these five parts of the self-actualization: reality-centered, problem-centered, freshness of appreciation, creative, and peak experience can be obtained from video games.
Adam will be the Ginny pig for the final level. Starting with reality-centered, one must understand and be able to determine what is real and what is digital or not real. Adam is an intense gamer he twists, jumps, flinches, yells, and talks to himself. All the noise and motions he makes looks as if he is the virtual character in the game. Even though it is obvious that the characters in the Halo 3 are not real and he is in college I still asked him if he thought Halo 3 is real or not. He laughed, “No it isn’t real, the meaning of war is real, but the game isn’t”. With Adam knowing and understanding that video games are not real but some of the concepts, like killing in times of war, are real. He clearly has a firm grasped on what is real and what is not and is one-fifth of the way done for completing Maslow’s last level.
Following the part of reality-centered, problem-centered is the next to be analyzed. It is how an individual perceives problems. Most people see a problem as an obstacle or “personal trouble (Before 3),” that get in the way of a certain goal. An individual that is problem-centered does not see a problem but views a problem as a task that is in need of a solution; gamers perform this every time they play a video game. Most problems are different due to different video games but all in all every gamer does this whether he/she knows it. One example can prove Adam has fulfilled this part of self-actualization. The example deals with Adam playing Madden. He realized that the computer/other team was blitzing on just about every down. Because of the blitzing Adam did not have enough time to run his favorite standard package of plays. So, after the fourth time he got sacked he changed his play calling to short passing routes and always made sure that a running back was going into the flats. Adam saw his situation as a task to figure out a way to beat the blitzing scheme of the computer/other team. He did not see it a problem that he would have to deal with but as part of the game that needed a solution. This is a good example of how a video game presented a problem, the other team blitzing and Adam developed a solution of shorter passing routes and sending running backs into the flats.
Freshness of appreciation is the next test level. To fulfill this part Adam needs to have the “ability to see things, even ordinary things, with wonder (Boerne 4).” For this I asked, “Have you ever thought about how the new video games developed from older ones like Pac man?
Being creative is another part an individual has to fulfill to complete the last level of Maslow’s theory. This part entails, thinking outside the box, using your imagination, and at the same time being “original (Boerne 4).” Adam is creative in two ways. The first way is a part of the game that allows the gamer to design or create plays. Adam does this to the extent that he has a large playbook of his own. After playing a game he goes to his playbook that he developed and draws the plays that he thinks will work against the defense he just played. This lets Adam’s mind run wild with experimentation and creativity that Maslow says is a part of self-actualization. This part of the video game allows him to be creative, which completes the fourth out of the five parts of the last level.
The last part dealing with self-actualization is peak experiences. “A peak experience is one that takes you out of yourself, that makes you feel tiny.”(Boerne 4) Adam experienced this about a week ago. He held the imagery title, for the ritual with his friends, for three straight weeks and just beat the game for a second time. He was boasting all day about how good he was at Halo 3. His attitude changed when he checked to see where he was on the ranking system of Halo 3. Halo 3 has a rating system of players based off of certain statistics and when you play online it pairs you up with your level of competition to play against. Adam knew about the rating system and the day he logged on to play some random gamers he realized that he was not even in the top 25,000 gamers. He did not talk for the rest of the day he just sat in his room. He thought his recent success would have had him in the top 5,000. Certain video games, like Halo 3, can put a gamer into his or hers place. Video games can let you think you are the best of the best but then there is a reality shock on where you stand as a gamer. This situation with Adam is what Maslow was referring to about peak experiences. Adam was in an element of his own but when he saw his rankings he was taken out of it and put into the huge pool of gamers, where he was just another gamer trying to climb the ranking system of Halo 3.
After reading this paper one still may have some objection to my thinking, but what would the world be without critics. For the people who think video games are a waste of time, I see video games as a way for the gamer become one with themselves. “Humans think and understand best when they can imagine (simulate) an experience…” (Gee 2005). Video games can provide gamers with an experience every time they play, it is up to the gamer to get as much out of it as possible. The thought process, experiences, and an understanding of situations are all provided by a video game and thus it is easy to linked Maslow’s theory of needs to video games. Also, Maslow made reference that only a small number of people actually complete all the levels, I have to disagree because Adam has completed all the levels through video games and if he could not or did not play video games he would not be the person he is today.

Bibliography:
1. “Abraham Maslow.” 31 October 2007 .
2. “impactcomputer.pdf (application/pdf Object).” 31 October 2007 .
3. “MASLOW’S HIERARCHY OF NEEDS.” 31 October 2007 .
4. “nmr-34-turkle.pdf (application/pdf Object).” 31 October 2007 .
5. “Why video games are good for the soul: Pleasure and learning.” Gee, J.P. (2005). .

Rough Draft

December 5th, 2007

Garrett Temchulla
2 November 2007
Research Essay Draft
English 202 – 9:05am
Dr. Sherwood
Maslow and Video Games
In today’s world video games are a rapidly, expanding branch of technology. They not only capture the attention of many people but captivate their minds as well. The countless hours people devout to playing is enough to classify gaming as a growing obsession. One can ponder whether such an “obsession” for a particular game is because people purely enjoy engaging in it? Or they could look deeper into the “need” and wonder if gaming goes into the individual’s thoughts and personality, so much so that a person needs to “game” in order to properly function? If a person desires to game instead of simply wanting to game, some may question if such “need” is even necessary. Psychologist, Abraham Maslow, is considered “the father of humanistic psychology,” he has categorized needs into several categories creating a hierarchy of human needs. This hierarchy is based upon what he observes as results of humans’ innate curiosity; they are divided into four lower levels, deficiency needs associated with physiological needs and a top level consisting of growth needs associated with psychological needs. Thus, while some people may consider gaming a hobby, Maslow’s Hierarch of Needs can be used to test whether video games can successfully fulfill the top three levels, out of five, of Maslow’s theory of Hierarchy of Needs.
Loving/Belonging is the first of three needs and had two important parts pertaining to this topic. These are the need for friends and the need to be apart of a community. Maslow believes people will start to search for belonging amongst friends and even a certain established group or part of a community. This demonstrates the importance of people knowing who you are and feeling that you have played a vital role among society. Two individuals and their stories will help explain how video games satisfy Maslow’s loving/belonging level.
The first story is written by Sherry Turkle in 1984, taking place before the eruption of video games in 1985. This was a time when owning an arcade was a profitable business. Jarish was twelve years old then and infatuated with video games. He held almost all of the high scores in the arcade near his home. He was viewed as different, but when at the arcade Jarish was seen as an accomplished gamer. Because of his extraordinary capabilities with video games his popularity skyrocketed within the realm of “gaming.” In fact, Jarish once said, “ Everybody knows my initials (502).” Due to a combination of everyone recognizing his name and playing video games with so many people, Jarish developed many new friendships. His love for video games brought him to the arcade and certainly helped him blend in as a gamer with the rest of the people there, but also standout as one of the best!
When trying to make new friends, most people have to break a boundary of trust and find acceptance within a group. In Jarish’s story, his passionate game playing and knowledge allowed the boundary to already be broken. Developing friendships was easier because of many peoples’ interests in video games. Along with producing friendships, Jarish’s excelling abilities at game play lifted him to a respectable position in his town’s community of arcade gamers. A position, which may normally be hard to obtain elsewhere by a twelve-year-old boy, changed his image from being a young boy to an elite gamer in his town.
Because of advances in technology, the newest way video games bring people together is being able to login online and talk to other people that are playing the same game. After reading that last sentence, one may conclude that gamers simply talk to random people every time they login and to a certain extent that is true. To be able to understand, apply, and compare these topics I conducted a personal interview with my roommate Adam, who loves video games and plays for hours upon hours a night. He said that he did not belong to any gamer groups or clubs, but did inform me about a ritual he had with his friends from home. It is a weekly event that they started when the X-Box Live game, Halo 3, came out. Every Wednesday at seven p.m., Adam and his friends login to the interactive part of the game. They then select a location of battle for the evenings “contest.” I tried to understand why he is such a gamer in order to test the need for belonging. Currently, due to constraints of college life, Adam logs in once a week, every Wednesday evening at seven with five of his friends from back home and they play Halo 3 until around mid-night. During that time frame, after logging in, they all put on their headsets and pick a location or setting that the game has and start their own “free-for-all”; every man for himself, no teammates or partners. The players run around a location or setting and try to kill each others’ virtual player. As they play, the game tracks how many kills and the shooting accuracy as well as other statistics. While this whole ritual is occurring there is a lot of name calling, swearing and celebrating with every up and down during the game. My roommate’s group is only interested in who has the most kills.
Whoever accomplishes that at the end gets to carry that imaginary trophy of “glory and satisfaction” for the week knowing that he was better than the rest. Yet, most importantly when they are not expressing themselves through interactions of the game they talk about what is going on in each of their lives. What they do may not have a membership card or be apart of an established league but it is an understood group of gamers that share a common interest and a video game. The most vital point is that even though they all went their separate ways for college, Halo 3 is the key that keeps this group of “gamers”, this group of friends together and in touch.
Following the fulfillment of Love/Belonging, an individual will seek out all the needs of the Esteem level. There are two categories in this level, a lower and higher part. The reasoning behind the two parts is due to the different categories of need. The lower part mainly consists of getting respect from other people. The higher level is about how individuals respect themselves. “Note that this is the “higher” form because, unlike the respect of others, once you have self-respect, it’s a lot harder to lose!”(Boeree) The lower part, obtaining values from others, can be achieved in a numerous ways. Respect from others, recognition, and dominance are three characteristics of the lower level that will be compared to video game play and its outcomes.
For Adam, my roommate, respect from his friends is the most important value that he gets out of playing Halo 3. This is due to him already having their approval as a friend. Thus, he looks for the respect as a gamer to be just as important of that of being a friend. “My group of friends is very competitive at anything we do. When they are talking about me in terms of me being the best or trying to take the title away from me it is an indication to me that they know I am better than them and they give me the respect I earned. It is very satisfying for me to have respect as a gamer because I have worked hard and practiced for countless hours.” With their ritual, Adam sometimes loses that respect as fast as he gained it. If he wants to keep the respect of his friends he has to be on top of his game week in and week out. Adam’s comments really show how important his friends view him as a gamer. As he was playing, there was a relationship to how many virtual enemies he killed and how much he grinned. For every virtual enemy that he kills, signifies a little bit more of respect that he took from his friends. Along with gaining respect, Adam has to defend it also because it can be lost the next week. Gaming has aloud Adam to renew his sense of respect from is friends over and over again.
For Jarish, recognition of him and his gaming talents was one of his concerns. Jarish liked the way his high scores showed up every time someone started a game. Everybody knew whom he was because the arcade games saved his high scores and his initials, which enabled any gamer to view his accomplishments. The machines saving the high scores also lets other gamers, who cannot beat the high score, know how good Jarish really is. Being able to put your initials beside your score gives Jarish recognition as a true gamer. This recognition goes deeper than being a gamer but is also recognizes Jarish’s dedication, commitment, gaming skills, and hard work that he puts into every game to get the high score of a particular game. Because of the recognition that Jarish has obtained people see him don’t as a little kid but as a successful gamer who has a lot of character and an inner drive to be the best gamer.
Dominance is another need that falls under the lower part of esteem. The common misconception of an only child is a kid that gets whatever he/she wants and runs the house to a certain extent. My roommate was an only child and he was anything but spoiled, When he was little, his parents were always telling him what to do and he didn’t have any decision making authority for himself. So when he had free time he spent it wisely playing video games. Video games were the only thing that gave him a feeling of dominance, being in control of what his virtual character did. His favorite game when he was younger was Grand Theft Auto (GTA). When asked about why it was his favorite game he replied “Because I could do almost anything I wanted to, I could go around steeling cars, doing missions, shooting people, beating people up, whatever I wanted I made the guy do it”. Having complete dominance over his virtual character opened new doors to life that he never experience before. Before GTA Adam could blame his parents for every thing that he felt was a wrong outcome. Now, while playing GTA, he can only blame himself. GTA gave him the feeling of dominance and that feeling led to him wanting more and more. Adam said that the only time he was satisfied was when he dominated the whole game or in other words beat it.
The higher part of the esteem need is more inner self based and only the individual can fulfill it. Achievement, mastery, and freedom are very important to fulfilling the higher level. The most important of this sub level is that individuals have to have self-respect. To reach self-respect one has to conquer the other needs of the higher part. Video games have all the components for a gamer to fulfill this higher part it is all on what the gamer can get out of the games.
A feeling of freedom can do a lot for a gamer, it has the ability to sweep them away from an environment, like the real world, and put them into another, like the virtual world. Marty is a young male that has a stressful job and used to use “transcendental meditation to relax” (Turkle 508). The reason he switched to video games is because he has “to have something to do which is so hard that” he “can’t think of anything else.” (Trukle 508). With this said he found his replacement in video games. Playing video games “force him into another mental space where the thoughts and the cares of his day cannot intrude.”(Turkle 508) This is a perfect example how a video game’s power can completely erase the real world from the minds of gamers and let them enter into a realm of freedom, the digital world.
According to Maslow, one has to feel a sense of achievement in their lives. A gamer can feel this everyday from video games. Achievement comes from an individual setting goals and accomplishing those goals. A true gamer sets plenty of goals during his/her play. A goal could range from beating a level of Halo 3 to conquering the entire game. My roommate plays Madden a lot and his goal going into every game is to either beat his opponent, the computer, by at least 50 points or not let the other team score any points. This is a pretty hard task when the difficulty level is set at all madden, the toughest skill level. He plays at least one game a day and sometimes more until he achieves his goal. For example, I walked out of my room and into the common room to see that he was winning 42 to 7 with 30 seconds left. I said good game to him and he was mad about it. I asked him what his problem was and he simple replied, “I didn’t score enough points”. Adam ended up playing three more games until he achieved his goal. Adam’s only worry, at that juncture of the day, was to achieve his goal that he set. After some more questioning I came to the conclusion that Adam had an obsession. He was so obsessed with the feeling of achievement that he has to have it everyday. Video games, madden unparticular, was the route he use to obtain that feeling. When asked why don’t you do something else? Adam replied, “Madden is the quickest way to get it and reaching my goal is still a challenge, when this becomes easy is when I’ll move on to something else”. For now this video game fulfills Adam’s sense of achievement everyday.
Mastery is one of the easiest needs to relate to video games. This is so because the only one stopping the gamer from obtaining are the gamers themselves. With anything else in life, that person has to compete with other people and with themselves. To obtain mastery, from a video game stand point, the gamer has to have knowledge and understanding of the game and be in command. For Adam mastery is harder to obtain because you have to beat the whole game in order to understand it and to have the knowledge to beat the games. He never calls himself the master of Halo 3 but he has all the knowledge on what to do and where to go to conquer the game. Do people become masters of real life? Whether they do or don’t, the virtual world of video games allows gamers to feel the feeling of being a master at the virtual world. Adam likes it because it didn’t take his whole life to reach that point. He said “Halo 3 was fun, challenging, and now I can past on my knowledge to other gamers just like old people passing on what they know in real life”.
Now that video games have completed the past to levels gamers can move on to the final level of self-actualization. In the real world, this level is the hardest to obtain. “It isn’t surprising, then, the world being as difficult as it is, that only a small percentage of the world’s population is truly, predominantly, self-actualizing.” (Boeree) The virtual world of video games is different, its just the gamer the game nothing else. Even though there are a lot of parts to this level we are only going to talk about five of them. Reality-centered, problem-centered, freshness of appreciation, creative, and peak experiences are the five that will be covered.
Adam will be the Ginny pig for the final level. I asked him questions concerning those five parts to see if he has acquired the final level of self-actualization do to video games. Starting with reality-centered, one must understand and be able to determine what is real and what is fake. Adam is an intense gamer he twists, jumps, flinches, yells, and talks to himself. All the noise and motions he makes looks as if he is the virtual character in the game. Even though it is obvious that the characters in the Halo 3 are not real and he is in college I still asked him if he thought Halo 3 is real or not. He laughed, “no it isn’t real, the meaning of war is real but the game isn’t”. Adam is a fifth of the way done to being complete.
Following reality-centered problem-centered is the next part. This part deals with how an individual perceives problems. Most people see a problem as an obstacle or “personal troubles”(Beoree) that get in the way of a certain goal. An individual that is problem-centered doesn’t see it as a problem but as a task that is of need of a solution. Gamers perform this every time they play a video game. Most problems are different due to different video games but all in all every gamer does this whether he/she knows it. One example can prove he has fulfilled this part of self-actualization. The first example deals with Adam playing Madden. He realized that the computer/other team was blitzing on just about every down. Because of the blitzing Adam didn’t have enough time to run his standard package of plays that he likes run. So after the fourth time he got sacked he change his play calling to short passing routes and always made sure that a running back was going into the flats. This is a good example of how a video game presented a problem, the other team blitzing, and Adam developed a solution, shorter passing routes and sending running backs into the flats.
Freshness of appreciation is the next test. To fulfill this part Adam needs to have the “ability to see things, even ordinary things, with wonder”(Boeree). For this I asked, what do you have you ever thought about how the new video games arrived from the old, like Pacman?
Being creative is another part an individual has to fulfill to complete the last level of Maslow’s theory. This part intels thinking outside the box, using your imagination, and at the same time being “original”(Boeree). Adam is creative in two ways, one-way is madden has a part in the game that allows you to draw up plays. Adam does this all the time. After playing a game he goes to his playbook that he developed and draws the plays that he thinks will work against the defense he just played. This lets Adam’s mind run wild will experimentation and creation. This part of the video game allows him to be creative, which is the fourth of the five parts complete.
The last part dealing with self-actualization is peak experiences. “A peak experience is one that takes you out of yourself, that makes you feel tiny.”(Boeree) Adam experienced this about a week ago. He held the imagery title, of Halo 3, for three straight weeks and just beat the game for a second time. He was boasting to me about it all day, about how good he was a Halo 3. Halo 3 has a rating system of players based off of certain statistics and when you play online it pairs you up with your level of competition to play against. Adam knew about the rating system and the next day he log in to play some random gamers and realize that he wasn’t even in the top 25,000 gamers. He didn’t talk for the rest of the day. He was on an emotional rollercoaster ride and the cars just came off the tracts. Video games made can do that to a person. They let you think you’re the best of the best and the next minute is a reality check on your skills. Since Adam’s emotional breakdown he has recovered and is climbing the rating system until he is satisfied.
After reading this paper one still may have some objection to my thinking but what would the world be without critics. Even thought Maslow referred to the fact that a small number of people actually complete all the levels I have to disagree because video games open up another world to people and in this world of video games a lot of gamers complete all the levels. Maybe this is why video games are so popular in today’s world.

2. Reflection on Draft Revision

December 5th, 2007

Developing a rare but interesting research question had its pros and cons. Trying to relate the theory Hierarchy of Needs and video games had one con that was particularly hard. That con was finding legitimate sources to use for the paper. It seemed as if all the search results would come up as video games and how they relate to fighting or learning. My problem in the beginning was the fact that I was looking for sources that dealt with my question. The problem with that was, to my knowledge, nobody else has thought about applying the two topics together. After acclimating to this problem, I started to pull bits and pieces from research dealing with video games in general. After getting past finding some resources, the paper was moving along, so I thought. When Dr. Sherwood looked over my paper and I got it back I saw there was a lot of revisions to be made. One revision that obviously needed to happen was the fact of relating my stories to the theory to show proof towards my opinion of the two topics and how they relate. To gap this bridge, I went back through the paper and when I found a point that both topics could be legitimately related I pleaded my case on why as best as I could. For example, in the beginning of writing I just told to the story of my roommate and Halo 3 and did not try and relate it to Maslow’s theory. But on my final draft near the bottom of the fourth page I gave clear reasons to why and how it relates to Maslow’s theory. Another method that I used once was deleting a weak idea/relation between the two topics. On page six, of my paper, is where I deleted the weak argument of “domination”. The reason for being weak was after I got done revising the paragraph about domination it still sounded more to the idea of freedom instead of domination. Finally, two things that I need to improve greatly are making the paper flow better and equally distributing my thoughts on each part of the paper so it is not long and detailed on one idea and short and brief on another.

1. Reflection on one Process Step

December 5th, 2007

In my blog, (Can You Hear Me Now) I had a negative outlook on technology. I feared that even though you could talk to anybody at any time, I felt that the technology itself was reducing the time that the a working indivdual was getting to spend with his or her family or friends becuase of the developement of technology and communication. With the latest in communication it seems that the regular 40 hour working week no longer exists, it has grown to 50 to 60 hours a week. This is all due to your boss being able to reach you with work assignments at any time or place and also, allows the worker to do more work from anywhere, like home, business trips, or even on vacations. Thus, during my brainstorming of ideas for my paper, I wanted to write a paper with a positive outlook on technology and also try to connect it to the past to show a positive relation for myself to develope a better understanding of technology and what it does for an individual.

Steps to revising paper

November 9th, 2007

1. Find more sources to draw from.
2. Reorganize specific areas of confusion.
3. Strategically insert new source information.
4. Broaden the comparison range.
5. Provide better evidence for reasoning.
6. Provide clarity to whole paper.
7. Add new sources to bib.
8. Fix grammatical errors.

Body of Paper (part 1)

October 23rd, 2007

Video games, with their mixed reviews, have been influencing culture since they have been mainstreamed. With their popularity, video games are being used to teach and sharpen the minds of people of all ages. Some critics say that games today influence players to act like the games themselves. For an example, Halo 3, is a video game that has an excessive amount of fighting, blood shed, and killing but there are not any news of gamers fighting or killing other people. In fact, many studies have been conducted on anger relating to games and the majority of the studies have resulted in no correlation between the two.
Since many studies have resulted in games not having a negative effect on the mind’s of the gamers, that argument by the critics has been quieted and the focus has turned to what benefits can this cultural changing craze, the video games, bring to people of all ages. These new waters that are being waded by scientists and physiologists have video game designers putting enormous amounts of energy and money into developing educational games that are still fun to the gamer. With being said, many people have not looked in the beginning of video games and what they brought to the gamers. This is where Maslow’s Hierarchy of Needs comes into the picture as a foundation to what video games can do for the gamer, on a psychological level.
The third level out of the five will act as the starting point to test this theory of video games meeting the top three levels of the Hierarchy of Needs. This is revered to as the need for belonging. During the belonging stage, a person starts to search for acceptance and belonging to different organizations, groups, and clubs. Some critics would automatically say there is no way that a video game can act as a substitution of a human being and they are exactly right, but a video game brings people together in many ways. The newest way that video games brings people together, due to the advances in technology, can now log on online and talk to the other people that they are playing against or working with to defeat there opponent or a level in a certain game. After reading that last sentence, one might say that the gamers are just talking to random people every time they log in. To a certain extent that is true but one of my roommates is a true gamer and I interviewed him and will be referring back to his thoughts and answers throughout these levels. To answer the critics, my roommate logs in once a week, every Wednesday evening seven o’clock, with five of his friends from back home and they play Halo 3 till about midnight. What do they do during that time frame? After logging in, they all get put on their headsets and pick a location or setting that the game has and start their own, what they refer to it as a free-for-all. A free-for-all is every man for himself, no partners or teammates. All my roommate and his friends do is run around a location or setting, chosen by them, and try to kill each other’s virtual player/person. Halo 3 keeps track of how many kills, shooting accuracy and among other statistics, as they play. My roommates group is only interested about how many kills each of them have. Whoever has the most kills at the end gets to carry that imaginary trophy of satisfaction that he was better than the rest for that week. Also, as this whole ritual is going on there is a lot name calling, swearing, and celebrating with every up and down during the game and when they are not expressing themselves in that way they are talking about what is going on in each of their lives. What they do may not have a membership card, or apart of a established league but it is an understood group of gamers that share a common interest and a video game, Halo 3, is the key to keeping this group of gamers together, even though they all went there separate ways.

Outline

October 12th, 2007

Intro to paper
Why video games
Negativity towards video games
Another outlook on video games
Who is Albert Maslow
Stating the question

Bulk of paper
Third level of theory
Needs of level
How video games meet those needs
Extra information from sources dealing with interviewing gamers
Studies
Arguing the point
Types of games
Fourth level of theory
Explanation of the level and the needs
How can video games complete this level
Opposing arguments
Countering with sources and thoughts
Frustration VS determination
Final level of theory
Mental stimulus from video games
Self actualization
Results/feelings of defeating the game
Achieving the gamers’ goals

Conclusion
Persuasive arguing between pros and cons
Final personal comment of thinking negative and through the development of paper ending up positive

Research Proposal

October 11th, 2007

Video Games and Hierarchy of Needs
Garrett Temchulla
English 202 (9:05 – 9:55), Fall Semester

Abstract

Many questions concerning the effects of video games have surfaced due to the explosion of game play in the past decade. Many questions are direct results of video games. The question that is being asked in this paper is not looking at the actions of the gamers but what does the video game do for the gamer on a personal/mental level. For a reference point, Maslow’s “Hierarchy of Needs” will help determine the extent of stimulus that video games bring people. Thus, can video games fulfill the top three levels of Maslow’s “Hierarchy of Needs”, children, young teens, and college?

Introduction

For this paper there will be three main topics and several sub-topics. The first part of the paper will briefly give an overview of the focus of the paper. While doing that, the research question will be stated at the end of the introduction paragraph. To dig deeper into the question the third level of Maslow’s theory will be explained in detail. To follow up the details of the third level, there will be some discussion about video games and how they fit with the third level. Continuing on, the next two topics of discussion will be the fourth and final levels of Hierarchy of Needs. After the Hierarchy of Needs are well understood by the reader, the focus of the paper will turn towards explaining and answering the question. Children, young teens, college students and what video games bring them will be discussed in a convincing way that will make readers think in about how video games can help the gamers by opening their minds and fulfilling the Hierarchy of Needs. With video games being apart of today’s world and technology, this paper is just one part of the many subjects in the digital culture of the world today.

Overview of Sources

With the source below I will be able to have conversations about Albert Maslow and his theory, studies on the effects of video games, and most importantly how gamers feel what and why they play video games.

Abraham Maslow. 8 October 2007 .

Video Game Addiction: Do we need a Video Gamers Anonymous? 8 October 2007 .

Game Studies 0102: Cultural framing of computer/video games. By Kurt Squire. 8 October 2007 .

nmr-34-turkle.pdf (application/pdf Object). 8 October 2007 .

PRESENCE2001_Virtual_Team_Interactions_in_Networked_Multimedia_Games.pdf (application/pdf Object). 8 October 2007 .

Sources

October 8th, 2007

http://www.gamestudies.org/0102/squire/

http://abcnews.go.com/WNT/Health/story?id=814080

http://www.usatoday.com/news/nation/2005-04-02-obesity-video-game_x.htm

http://www.librarything.com/subject.php?subject=Learning%2C+Psychology+of

http://www.nordicom.gu.se/common/publ_pdf/222_egenfeldt_nielsen.pdf

http://www.techdirt.com/articles/20070121/204559.shtml

http://www.tol.oulu.fi/~tmannine/publications/PRESENCE2001_Virtual_Team_Interactions_in_Networked_Multimedia_Games.pdf

http://webspace.ship.edu/cgboer/maslow.html

http://www.newmediareader.com/book_samples/nmr-34-turkle.pdf

http://serendip.brynmawr.edu/bb/neuro/neuro02/web2/mschlimme.html