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Letter of Transmittal

Mr. Ron Christiansen,

English 1010- What a class it has been. Going through all the English classes from 7th
grade and onward, I felt as though I was doing nothing but the same things. Five paragraph
essays, journals, vocabulary and grammar practice, sentence structure, etc. They have been
helpful to some degree, however the repetitive nature of these assignments really dragged on. I
felt as though I was learning nothing, which is why this class has blown me away. For the first
time in 9 years, I feel as though I have finally learned countless new things. In only three and a
half short months no less. The bulk of which has centered around the Threshold Concepts.

Yes, we have had three major assignments (four if you include the annotated
bibliography in the final unit), but while those had a focused goal to teach us students things
that would carry on with us throughout our lives, they werent the most essential thing we
learned. What we actually learned focused around six concepts that were slowly introduced
and fed to us. This slow and steady progression made it easy for us to ease into the mindset
that these concepts provide and have easily become the greatest thing of all to take away from
this college class. The Threshold Concepts.

As we went through the Flash Narrative unit in the beginning, we were taught about the
importance of getting out our ideas as soon as they enter our heads, then coming back to our
writings to tweak and edit them. We also discussed, both in our assignments and our assigned
discussions, the idea that our choices are important and how we go about making those
decisions. We were told how execution of these choices were key and how we set things up
can make a dierence in how our audience perceives our narratives. On the surface, that
seems like some good tips. However, they arent tips. They are concepts. Literate Practices
and Processes, Choices, Action, and Context. At this point, while we were told that these were
indeed concepts, not a ton of emphasis was placed on these being absolutely essential. But
what we were learning was actually 4 of the six cornerstones of writing, and this was only the
first unit!

After that was finished and we wrapped up with Literate Practices and Processes, we
moved onto a unit that was a concept in and of itself- Rhetoric. Meaning and reason. This unit
was all about finding the rhetoric of a paper, analyzing exactly what the purpose of the paper
was. But no, this wasnt just about the concept of Rhetoric. This was about choices the author
made, actions taken and context. We analyzed how their choices and actions had an eect on
the reader, whether or not their text appealed to pathos, ethos, and/or logos to persuade the
audience to take their side. Us students also looked into the credentials of the authors and the
history of the issue being discussed to get some context. While this may seem like it is just a
way to understand the purpose of an article, this translates to life so easily.

There is so much that we can now understand from what we learned from even just this
unit alone. As I was on my honeymoon this semester in Florida, driving with the radio on, I
listed to the talk about the recent hurricane and how even though things were bad you could
still help. I couldnt stop thinking about how this was made to appeal to pathos, aiming to tug
at the strings of all the listeners hearts. By this point I knew that these werent just things to
do. These were concepts to be conscious of, because they are used virtually everywhere. This
is when I realized that in ran so much deeper than an English class. This would stay with me
wherever, helping me assess anything rhetoric.

Though this wasnt the end, as we still had one last unit. The Viewpoint unit. This unit
almost completely focused on the concept that Writing is a Resource. In this unit we were
tasked to find at least three views on an issue, using at least eight sources, and finding where
we stand as a result. And by the end, we needed to have a viewpoint synthesis and an
annotated bibliography. This helped us not only learn how to do a research paper and see how
we can use writing as a way to find information, but we also had to use our rhetorical skills to
find how credible a source is on the subject in relation to where they stand. That also
demonstrated the concept of choices.

I could go on and on, discussing about how discussion assignments also honed our
understanding of the Choices concept, or how labs helped me grasp the Threshold Concepts
and how to implement them, but I may go on for several more pages. This letter has already
become too long. Yet with how much I have learned about how to do future school
assignments and even how to implement these concepts into every day life or even work life, it
is really hard not to regurgitate a rambling mess.

Some might say that they have come out of this class knowing how to do three things
more eciently. Writing a story, analyzing a purpose of an article, and doing a research paper.
But me? I would say I know how to do ten things better in both everyday life, and academic/
career life. The previous three mention, making an annotated bibliography, and using/
implenmenting the 6 Threshold Concepts. Literate Practices and Processes, Rhetoric, Action,
Choices, Context, and Writing is a Resource.

Thank you, Mr. Christiansen for all of the help.

Parker Kipp

Flash Narrative

His watch read 6:37PM. Looking from his watch to the cloudy sky, fading quickly to
gray, he let out an exaggerated sigh. John dreaded what mind numbing chores that awaited
him at home as he made his way back to his dumpy apartment from his dead-end job, making
his way through the slushy, grimy, cold street.

The impending doom of being unable to avoid being productive loomed over him. His
whole place reeked of mold, due to his leaking swamp cooler the maintenance wouldnt take the
time to fix. It filled the apartment with an unpleasant aroma. John has grown used to this,
making it hard to find the motivation to take out his trash, mounding off the top which was hard
to distinguish if it was also adding to the smell of the mold or not.
The bathroom door was also needing work. The cheap wood of the door swells every
time he takes a shower, causing the door to get stuck in the door frame daily with the only
solution being to sand it a little around the edges. And as bad as the door needed work, the sink
needed drain-o equally as bad, as it is difficult to brush his teeth without the sink overflowing.
As the thoughts of what a magnificent time waited for him at home, Johns stomach roared.
Likely loud enough to have turned a couple heads on the busy sidewalk. John reached in his
pocket to see what money he had left since his last payday a week and a half ago.
$29.41, he softly spoke aloud to himself. Then put it back in his pocket as he looked
around him to find an inexpensive meal, but there was nothing in sight.
Guess Ill need to go to the Wendys by the subway station. Frustrated that he once
more has to resort to the value menu of a fast food restaurant, he began walking again but at a
quicker pace.
Speed walking for what felt like an eternity, it was difficult for him to not mull over his
frustration. But he tried to get his bearings and stay positive.
I can deal with the frustrations of being broke. I can deal with the poorly maintained
apartment. As hard as it is, I can make it by. But my job I just want to contribute more. I want
to do something meaningful, affect others for the better. I want-
THUMP! Johns thoughts were interrupted by the collision with something big and cold.
Once he got his wits about him, he looked to see what he ran into. Oddly, this cold object was a
person. A tall man, big framed man. His hair was thinning and mostly gray. He was probably in
his late 40s. His clothes were dirty and wet, and he had a saltly, sweaty odor.
Oh, I am so sorry, the man exclaimed. He appeared to be in quite a hurry. In a panic,
he was looking around the ground for something. John turned his eyes towards the ground, and
saw a pair of classes a couple feet away.
John leaned over and picked them up, handing them to this mysterious older gentleman.
Youre totally okay, John reassured him. Are you okay? You seem to be quite distressed.
I dont know what I am going to do, the gentleman went on. I lost my wallet and I cant call a
cab or get a quick bite, I got splashed by a puddle and it ruined my phone as I was trying to lock
cards. And I wanted to take my wife out tonight where work has been demanding lately, but right
now I have to figure out how to get home.
The more he explained, the more he distressed. Looking around, pacing, unable to
figure out what his next move would be. John was feeling very empathetic. He desired to help
the man, but his $29.41 is all he had left until payday. He began to feel the pressure, but he
knew he needed to do the right thing. Despite hurting for cash, his morals spoke too loud. As
hard as it was, he couldnt keep his morals from speaking louder than struggles that repeated in
his head like a broken record.
Whats your name, sir?
Dan.
Well Dan, my name is John. Extending his hand to Dan, he held out a $20 bill. There
is actually a Wendys down the street 4 blocks from here and a payphone next to it. Go get
yourself a meal and call a cab.
The distraught face melted into astonishment. He was amazed a stranger would offer to
do that much for him. No, no I couldnt.
Please. You need it more than me. Go home and be with your family. John once again
spoke to Dan reassuringly, handing him his $20 bill.
Pleasant emotion slowly returned to Dans face, filling with gratitude and appreciation. I
cant even begin to thank you enough, John. You are a life saver. I appreciate it more than you
know. Just hearing those words filled John with happiness. The stresses of his life draining
away.
Youre absolutely welcome. Im glad to help, he told him whole-heartedly.
They exchanged goodbyes, and Dan went on his way. As John watched him heading
down the wet sidewalk, earring his shoes squishing with water and fading as he got further and
further, he looked at the now black sky and smiled wide. Despite his own troubles, he put his
troubles aside to help another person in need.
Feeling the stress of his own life fading away and being replaced with a wholesome
feeling, John brisk fully made his way to the subway with his remaining $9.41, no longer being
too apposed to going home.

******

John stepped out into the morning light. He could almost taste the food from the local
food cart as he was out in the 2 inch snow. His lungs filled with the abnormally dry air, as he
began to walk towards the cart.
Its been 4 days since he met up with Dan. He still felt great about being able to help
someone. It gave him much more optimism. But was beginning to wish he could do more again,
when the man in front of him in line turned around after receiving his food and stopped.
John! the man excitedly put out his warm, embracing hand. Caught off guard, John
instinctively responded with a reciprocated hand shake and looked at the bright figure greeting
him.
Woah, hey there, Dan! How are you? Are things better? John inquired sincerely. They
talked for a couple minutes. Dans body language talked more than his words. Just from the way
he waved his hands as he talked, it spoke louder than words how much better he was.
Well Im glad you're doing so much better. But I must apologize, I must be off to work. Take
care! John smirked as he started to rotate and began to walk away when he was beckoned
back by his new friend. John stopped dead in his tracks and spun back around in awe, his jaw
now dropping with shock.
A job? For me?
I told you, work was demanding lately. And we could really use a guy like you.
Dan gave him a reassuring smirk then further explained the job. A job that he would not
only have room to grow in, but to also make a difference where Dan believed this man could
absolutely do just that.
With the most accepting of handshakes, John headed with his friend to go get him
started.
Rhetorical Analysis - Overpopulation is Not the Problem by Erle. C Ellis

Overpopulation is Not the Problem, the subject matter of this analysis, is written by Erle
C. Ellis and was published to the New York Times website on September 13th, 2013. The topic
that his article touches upon is the concern scientists have of the ever growing population of our
planet. This is brought up by the biologist, Erle C. Ellis, to persuade scientists who believe that
we are populating too much to sustain ourselves to see what he sees as fact. Ellis does not
believe this. Instead, he thinks we are looking in the wrong place to find the answer we seek, so
he wrote this article to persuade people through his rhetoric that what we have all thought is the
issue is not the battle we are wanting to fight.
In the article Overpopulation is Not the Problem, Ellis tells how many scientists believe
that our numbers are growing too large to sustain ourselves, between both the space we have
left and the resources we use. Biologist and author Erle C. Ellis, who once believed this,
exclaims that this is nonsense and we need to wake up. He argues that it isnt our numbers that
are the issue, but our technologies and agricultural systems that need to be addressed. By
improving our ways to maintain sustenance and our social systems, Ellis believes that there is
no such thing as global capacity.
As once a man of science who used to believe the claims of other scientists, he feels
compelled to inform and correct other scientists who are still looking in the wrong place-
Persuade them that the answer lies within our technologies and social and agricultural systems,
rather than the increasing population. Overpopulation is Not the Issue does a very effective job
in telling the audience facts and refers to others studies in a single paragraph, using logos and
ethos incontestably to back his claim. All while doing this, Ellis effectively adds in sharp pathos,
within the appeals to ethos and logos, to get the attention of the audience, telling them to open
their eyes and we dont need to use up any more land if we improve those systems through
strong opinions he states.
Erle C. Ellis did indeed use logos a fair amount to help him in his quest to persuade the
scientists of this generation (and the next to come) that his claim is the correct one. The logos
was used to bring about reasoning in his claim, stating that history shows that we have been
able to alter our systems and ecology to suit our needs in response to our ever growing
population and that todays day and age will be no different by any means. He even refers to the
history of our agricultural and hunter-gatherer societies we established as far back as before the
ice age. This statement further backs his argument in regards to logos by providing the fact that
this is how it was, and this is how it will always be.
Ellis tries to give his article a sense of credibility to his claim and even his own findings
through the appeal to ethos, referring to anothers work. Unable to explain how populations
grew for millenniums while increasing the productivity of the same land, I discovered the
agricultural economist Ester Boserup, the antidote to the demographer and economist Thomas
Malthus and his theory that population growth tends to outrun the food supply. This is quite an
effective way to use ethos where it references the work of someone credible in the field and
even Ellis own findings on the topic.
However, the quote provided was not only an example of ethos put to good use in his
article, but pathos as well. As aforementioned, his wording is very strong and almost appears to
push his opinions onto others. This appears to be a much more subtle rhetoric strategy, but
subtle can be very effective. In the quote, claiming that Esters work was an antidote to the work
of Thomas Malthus really tells a lot about the opinion of the author and how he feels, and also
expresses a lot of the tone the author is trying to give off. By using a word such as antidote, it
really expresses how Ellis feels about the work of those who try to prove that we are dooming
ourselves by overpopulation- He feels as though it is wrong and almost sickening, based on the
word choice. Almost as though their work being a plague, spreading the wrong idea that
overpopulation is the issue. But this is just one example.
The way the word choice is very sharp and subjective, Ellis gives off a tone that is
commanding, as though he is telling the reader to drop all they have believes and open their
truth. The word choice and phrases tell us he is saying THIS is how things are, and THESE
actions are what need to be taken to fix the issues. This has the potential to be both be effective
and ineffective. The way Ellis comes off commanding and pressures readers really challenges
the mind to rethink what we believe to be truth and that is a really persuasive way to influence
us. However, not everyone reacts the same way to being told what to think. This could be really
off-putting to others because not everyone would appreciate being told that what they believe is
wrong just because someone else strongly believes something else.
The overall consensus of this texts proclaims that, yes, we are facing an issue of
resources and space, but it is not because of overpopulation. It is because of our technology
and our social, ecological and agricultural systems. Mixing it the claim with effective ethos,
logos, and very sharp and subjective pathos, it gives this article a very commanding tone. It
demands that we stop blaming our issues on overpopulation, and we should open our eyes and
direct it towards the real issue, being very upfront in trying to persuade the audience and start
working on the solution.
Annotated Bibliography - What causes video game addiction?

Video games. They're everywhere nowadays. Set ups at stores, in people's pockets, on
their phones, and especially in many homes. Video games are a fun distraction. So much so
that many parents give their kids their phone to occupy them. Maybe too much. Video games
are a controversial topic, and it only becomes more controversial the easier they become to
access. This makes me wonder- What causes people to become addicted to video games?
Video game addiction has been an issue that has become more talked about as of late, and I
want to find out what the root cause of it is.

Steenhuysen, Julie "Addiction experts say video games are not an addiction." uk.reuters.com 24
June 2007 Online
https://uk.reuters.com/article/oukin-uk-addiction-videogames/addiction-experts-say-video-
games-not-an-addiction-idUKN2425415820070624
"Addiction experts say video games are not an addiction" by Julie Steenhuysen is an
article that talks about the validity of video game addiction being a mental disorder. It expresses
the opinion of several psychiatry doctors on the issue and eventually they come to the
conclusion that there is not enough to go on to officially proclaim that video game addiction is a
mental disorder, but if there is enough evidence in five years it would be reconsidered.
This article quotes a lot of doctors that have been engaged with the issue, showing that
they don't feel that there is enough evidence to back up that video game addiction is actually a
mental disorder. The quoted doctors and where they are from do show credibility, but all the
support for the claim is that doctors are saying that there isn't enough to go on. There isn't really
any statistics or other forms of credibility which makes this article a little weaker, however the
quotes from the doctors still do establish opinions of professionals on the matter. Although the
quotes do admit to some people having issues with video games in extreme cases, saying that
treating it is no different than someone who is an alcoholic. That offers a different perspective
and does give some validity to the fact that they can be additive.
In all, back when this was written, these doctors didn't believe that there was enough to
go on which offers a perspective that maybe gamesaren't addictive.However this was written
back in 2007, so gaming has evolved since then and more recent sources need to be dug up.

Bresnahan, Samantha "When video games become an addiction." CNN.com 6 January 2016
Online
http://www.cnn.com/2016/01/06/health/video-games-addiction-gentile-feat/index.html
Samantha Besnahan turns to several other sources in her article, "When video games
become an addition." Beginning with Douglas Gentile, a psychologist studying the idea of video
game addiction for decades, came to the conclusion that between 4%-10% of all gamers are
addicted after going into the research to prove the opposite. Besnahan then goes on to explain
that Gentile states that a big factor is exposure to video games, as well as games satisfying the
ABC needs. Another psychologist's findings are referenced, Mark Griffiths believes that even
the willingness to find a reward in a game is one of the biggest contributors to addiction. Lastly,
Besnahan discusses Griffin Mathieu, a 16 year old boy that suffers from addiction. Gentile
believes it becomes an addiction once one starts letting gaming be destructive, which is what
Mathieu suffered from at even a young age.
This article is does an excellent job of using credibility to prove that video games do
have the capability to be addictive. Using the findings and quotes from two psychologists and
even covering a teen who has suffered from addiction himself really provides perspectives and
even evidence that video games canbecome addictiveand backs it up with several reliable
sources on the matter.
Overall, this text shows three different perspectives on video game addiction,specifically
why they can be addictive. The recent findings and observations from the two professionals the
recent 2016 really shows that video games can be addictive, clashing against the first
perspective.It comes to the conclusion that video games are addictive because they fulfill our
ABC needs and they are rewarding to play.

Bean, Sara "'Does My Child Have a Video Game Addiction?' How to Set Limits Around Video
Game Use" empoweringparents.com 20 June 2016 Online
https://www.empoweringparents.com/article/does-my-child-have-a-video-game-addiction-how-
to-set-limits-around-video-game-use/
In the article "'Does My Child Have a Video Game Addiction?' How to Set Limits Around
Video Game Use", Sara Bean appeals to her directed audience (parents who are concerned
their children have an unhealthy relationship with video games) by asking the audience if they
are worried about gaming use by their children, then reassures them that they aren't alone to,
feeding on the emotion of the audience. Bean then goes on about statistics of children's
average video game use, quoting the Kaiser Family Foundation's survey that found that children
spend over 7 hours a day looking at a screen. She then claims that sometimes video games do
have benefits, but then lists examples that show video game use has likely gone too far. The
article then gives steps that could potentially help parents give their children support to assist
them in easing off gaming, and ends with a couple of specific examples to keep children from
being antisocial.
This article feeds on the concern of the audience by asking about their concern for their
children's gaming exposure outright, asking if they are concerned about their kid's game use
and letting them know they aren't alone. This article also has some credibility added to it where
it quotes a survey's findings about evidence that children are having what is considered too
much screen time which was done by the Kaiser Family Foundation in 2010. "the Kaiser Family
Foundation surveyed 2,000 children ages 8-18 in 2010 and found childrens screen time totals
an average of 7 hours and 38 minutes per day. Do the math: thats more than 53 hours per
week in front of a screenmore than a full-time job!" This article does a good job in discussing
what can be done to help a child to overcome video game use, and it does touch on behaviors
that can point to a problem with playing video games, however it doesnt so much touch upon
what causes an unhealthy relationship with video games other than stating that children have a
tendency to get stuck on positive feedback loops that games provide.
In conclusion, while this article doesn't really touch on thewhyvideo games are
addictive,it does say that children have a hard time stopping with all the positive feedback
games provide them with, or, rewards. This is something that was talked about in the previous
source, showing that rewards may be a big factor in what can make a video game addictive.

Gray, Peter. Video Game Addiction: Does It Occur? If So, Why? Psychology Today,
Psychology Today, 2 Feb. 2012
www.psychologytoday.com/blog/freedom-learn/201202/video-game-addiction-does-it-occur-if-
so-why
Gray begins talking about how people are quick to blame video games for things that
happen due to video game influence and addiction, but quickly shuts it down saying that it isn't a
problem because of how many people are truly affected out of the 7 billion people there are
globally. The article then discusses the findings in research between video games and violence,
stating that even in the best designed study to date (which is annotated) there has been no
relation found. Gray then states work he did previously saying that gaming is social.
Gray makes a claim that gaming is not the same beast as gambling, where gambling
you do almost nothing but gaming is a skill that you rewards you. Though he does go on that
gaming has negative connotations because it isn't as widely accepted of an activity, despite it
having good effects on others. However, Gray ends the article by admitting that game use can
go too far if people start to depend on it to be happy or fill a void.
This article did a great job at discussing some causes of overuse of video games, talking
about people who feel like they need it and use it as a crutch. Peter Gray does a lot of arguing
that video games are not an issue and people just think they are because sometimes people
have issues and use games to escape, giving them a bad reputation and even goes as far as to
touch on the fact that games can be good and healthy. But he does have insight on what causes
game addiction and how it affects people.
Within this article, a lot is discussed. The author's perspective is that video game
addiction isn't a cause for concern given the scope of things, and that people just over worry
because it isn't widely accepted.However, he still states that video games can be used to fill a
void, make them happy or even use it as an escape. This is a new perspective which holds a lot
of ground due to this man having his PhD and has been looking into the issue. And while he
offers a new perspective on what can cause addiction in those rare cases, he even says that
games can be rewarding, which backs up other sources covered.

Adair, Cam The Four Reasons Your Child Plays Video Games. Addiction.com, 9 Mar. 2015
https://www.addiction.com/expert-blogs/four-reasons-child-plays-video-games/
The article starts out talking directly to the target audience (parents that feel that their
kids can't stay off their games long enough to spend time with them), bringing up the question
as to why? Adair explains that he is familiar with the scenario because he was that child, and he
wanted to figure out why he first became addicted, learning that there was four reasons. Games
are social, challenging, provide measurable growth, and are an escape from reality.
The former game addict then claims that it is important to understand why your child is
playing games so that you can find them what they're looking for somewhere else. Then Adair
ends the article by saying that the best way to figure out the why is by asking out of curiousity
rather than out of judgement because gamers invest and defend the games they like.
This article provides a great perspective on video game addiction as it is written by a
former addict. This gives a load of credibility to the four reasons listed of why we ultimately play
video games. This article would be a primary source, as it is coming straight from a former
addict of video game.
In all, this article is fantastic going over what a gaming addict truly plays games for.And
according to Adair, his first-hand perspective is because games can be social, they are a
challenge, show growth, and can be an escape. Two of these have already been discussed in
previous sources listed, showing that games being addictive because of being an escape, a
challenge and show growth (or rewarding) hold even more ground as to why we become
addicted, while also showing a new insight. That being that games can be addictive because
they can make us more socially connected online.

Hellman, Matilda, et al. "Is There Such a Thing as Online Video Game Addiction? A Cross-
Disciplinary Review." Addiction Research & Theory, vol. 21, no. 2, Apr. 2013, pp. 102-112.
EBSCOhost, doi:10.3109/16066359.2012.693222
The authors introduce the topic in the beginning by first trying to define addiction, and
saying that it is difficult to draw a true line between addiction and casual play when it comes to
games, but that it boils down to online use being too widespread for contemporary life. The
article then goes on to give social context to online gaming at large such as defining MMORPGs
and talking about those who have had issues and what could contribute (addicted Taiwanese
adolescents typically are older, have low self-esteem, and aren't as happy with daily life). The
article then talks about symptoms and connections between gambling addiction, saying that a
symptom is always being preoccupied with the game and that there are many reasons for
feeling dependent. Being lonely or depressed, seeking safe social iteration, needing to escape
or cope with issues, among others. Then the authors begin to dive into neuropsychological
effects that game addiction has on the brain. The article ends with a discussion, restating and
concluding the overall article and thoughts as a whole.
This article does a lot for credibility, being a peer reviewed text and having plenty of
resources cited. It is yet another article pointing to the relation between voids people feel and
their addiction to video games, yet again suggesting that people don't tend to get addicted
unless there is something the game is helping them manage. The authors argue that video
game addiction is very similar to that of gambling, but also do claim that there is a lot more to
learn about it due to its new nature and not being sure how long game addiction tends to last
where it is newer.
This article is overall very strong.Yet again, it is another article discussing that people
can become dependent on games due to the need of social interaction, as well as to help them
be less lonely or depressed (like filling that void that was talked about earlier). It states that they
do it because they want to be happy and satisfied with life (something comparable to what Adair
talked about in his article) and the authors also drew a comparison to gambling, something that
contradicted what Gray had to say.

Cause and Impact of Video Games Addiction. Cause and impact of video games addiction .
Some children get into bad habits with their homework because, Ndri.com, 12 Dec. 2010
http://ndri.com/article/cause_and_impact_of_video_games_addiction_-211.html
The article, "Cause and Impact of Video Game Addiction," begins by stating that if
parents help their children cut back on activities such as games and sports that take away from
productivity, they will improve. Then the author goes into the content of video games, discussing
that video games contain advertising, sexual themes, and violence. On the topic of violence, the
author goes further into it and sources a doctor's findings back from 2001 that observed that
violent video games have a tendency to make kids more violent and less caring towards other
people. The research also states that violent games are worse for kids than violent movies. The
article then discusses a study done byinvestigators from the University of Rochester and
Immersyve Inc. on what makes gamers want to keep playing. "games can provide opportunities
for achievement, freedom and even a connection to other players." Richard Ryan also claims
that while not all games fulfill basic psychological needs, it's the ones that do that keep players
coming for more. The article thentalks about the rating system by the ESRB for games and
finishes the articles with tips to keep children from being exposed to violent games and how to
keep them from playing games too much.
This article is great in the viewpoint it offers on what makes games addictive,even again
discussing that games are rewarding and are a social experience that leads players away from
reality.Something though that hurts the article's credibility is that the author is no where to be
found. You just need to take the word of the author that they know what they are talking about.
But on the flip side, the text itself has sources listed that have done research and/or studies
which really makes it feel more credible to follow, showing that the author did do their research.
In all, this article mostly focuses on violence in games and the effects if has on children.
Howeveris still does talk about the subject of why games are addictive and even an older
source like this still finds that it is because of the social, rewarding nature that these virtual
getaways have to offer.

What Really Causes Video Game Addictions (And What To Do About It) Asperger Experts.
Asperger Experts, Asperger Experts LLC, 20 Jan. 2017
https://www.aspergerexperts.com/video-games/the-true-cause-of-video-game-addictions-and-
what-to-do-about-them/
"What Really Causes Video Game Addictions (And What To Do About It)" wastes no time
in getting into the thick of the topic. Right away the article says the first step in helping those
addicted is understanding why and states that the general consensus of addiction is that people
are addicted to what causes the addiction. Then the author offers the view that addiction is the
opposite of connection. Therefore, "Because people who are addicted to video games usually
have a hard time connecting in the world, they turn to video games in an attempt to A) Numb
the pain, and B) Connect with something that is dependable." The author then claims that those
addicted to games aren't actually addicted. Rather a defense mechanism to connect to
something when they aren'tconnecting to anything. Then the article says that we shouldn't keep
them from playing, "Play video games with them. Connect with them. Join their world." The
author states that in doingthis, they will play less. The article then shows a screenshot of a
Facebook post of someone attempting this and getting more connected to their child than they
have in a long time. Lastly, the article talks about children with Aspergers having a hard time not
playing games and offers advice on how to identify the situation and approach it rather than
being mean and negative.
This article may have no true author identified which may be hard for someone to find
that it's a good source of information, but it is still an article by a company that revolves people
with Aspergers and their about them information is included in the page. This to me shows a lot
about the credibility and shows that they are knowledgable. They may not cite sources or have
quotes, but they offer some amazing insight as to what causes game addiction. Why I feel that
this article has better insight and credibility to it is because of the approach. They not only have
the cause of the issue so clear and upfront, but their resolution is just as upfront. But best of all,
the screenshot shows that their solution really can work. It has first hand evidence from a real
person that their resolution has had an effect. That shows that they truly have a grasp on the
cause and solution of the is
This article is another source that claims that the cause is disconnection and issues with
happiness. This links into my other findings that video games can be addictive because they
take us away from our depression and anxiety for a while.It also makes a claim that it is
something that is dependable.

In all, my research findings have shown the most correlation between rewards and
depression/desiring to fill an emotional void when it comes to gaming addiction. It definitely
seems to me that there is also more at play, such as the social side. But to me, my findings
have mostly pointed me towards the two reasons aforementioned. In conclusion, games are
mostly addictive because of an emotional emptiness and the longing for a reward.
Viewpoint Synthesis - What causes video game addiction?

Video games. They're everywhere nowadays. Setups at stores, in people's pockets, on


their phones, and especially in many homes. Video games are a fun distraction. So much so
that many parents give their kids their phone to occupy them. Maybe too much. Video games
are a controversial topic, and it only becomes more controversial the easier they become to
access. This makes me wonder- What causes people to become addicted to video games?
Video game addiction has been an issue that has become more talked about as of late, and I
want to find out what the root cause of it is.
While most of the stakeholders would agree that the effects of video game addiction is
an issue, they dont always agree about what caused it. Some say peoples video game
addiction is caused by lack of connection to their needs and feelings, their desire to socially
connect, trying to avoid bullies at school, or even a subpar environment at home. Others say
that rewards obtained in the game or the psychological accomplishment of completing things in
the game is the cause. Still, some others argue that there isnt enough proof to even state that
video games are actually addictive. However, not all stakeholders are feel conflicted about
these. In many cases, they tend to agree that a lot of these causes are true and sometimes
sometimes believe these causes take place simultaneously.
Filling a void, avoiding reality, being a crutch to feel happy and find relief of depression
an anxiety. These are all ways people use video games to establish a connection that they dont
feel in reality. This is one of the most agreed upon reasons for people becoming addicted to
video games- Feeling as though they need games to feel connected or happy. Peter Gray from
Psychology Today feels as though games arent the reason people are addictive. This PhD
blogger is one that believes that in these rare cases that gamers are actually addicted, it is for a
reason outside of games. He recounts an example of a husband who was a workaholic,
devoting his time to work because of a rough home life. Peter Gray [1] then suggests that this
is the same deal with video games before using a report of a woman addicted to playing an
MMORPG (Massive Multiplayer Online Role-Playing Game), Playing Final Fantasy was not
cause of her depression, but was her way of coping with it during this difficult time in her life.
The online game provided social connections and pleasure at a time when nothing else did.
Gray even cites a study performed by University of Rochester [2] done on 1300 gamers of
different ages, finding that a small percent of them stated that they NEEDED to keep playing
due to troubles they were facing in their lives.
Though Gray and Rochester are only two of the many people that feel this way, even a
former game addict weighed in on this cause as well. Cam Adairs perspective supports Grays
cause of addiction as he states that he himself became addicted after a break-up, using it as a
way to escape and cope. However, Adair found that there are 3 additional reasons for becoming
addicted beyond establishing a lacking connection/escaping reality. Adair [3] claims that games
are also addictive because they show measurable growth, they are rewarding, and also social.
The first two of the three I believe go hand in hand. Observing the growth feels rewarding in and
of itself. And rewards make people feel as though they have achieved something and made
progress when they may not feel as they have achieved much in reality. Though the biggest
thing I found here was that games are social and connect people with other players.
Another article I have found that agrees with this finding of games providing a form of
social connectivity was done by a company in Seattle, Washington called Asperger Experts [4].
Asperger Experts state that the opposite of addiction is connection, and that people are using
games to connect and numb their paid, claiming that in that sense video games are actually not
an addiction. Rather a defense mechanism due to being unable to connect to the world.
Aspergers Experts then go on saying, So instead of getting help for your sons video game
addiction problem, heres a radical idea (to some): Play video games with them. Connect with
them. Join their world.
The more that you do that, the more they will actually begin to open up, trust you, and in
a weird paradox play video games less. They also show a screenshot from the results of a
member of the AE+ support group that tried to connect to their children rather than seek outside
help. The member stated that their child talked to them more during that time than they had in
over a year, providing proof that a sense of lost social connection could absolutely be a cause
for a persons gaming addiction. While finding credentials of the author is impossible as the
article is attributed to just Asperger Experts, this source is very credible as it provides evidence
that human connection helps those with game addiction.
But while many people also agree with a desire for connection to be a reason as to why
games are addictive, there is another reason very agreed upon by many, including the
aforementioned Adair. This being that video games are rewarding. We all know that video
games provide a challenge, which is a lot of the reason why they are fun. It is fun to see what
has been overcome. Samantha Bresnahan from CNN [5], Sara Bean from
empoweringparents.com [6], and an uncredited author from ndri.com [7] all discuss about how
the rewards video games provide can feel empowering and offer positive feedback that makes it
hard to stay away as it is human nature to desire positive feedback after devoting hard work.
And despite ndri.com not having a credited author, these still feel very credible as they are
different sources with different followings that all agree upon the same cause.
Many, many stakeholders agree on rewards being a cause of video game addiction, as
well as needing connections and social interaction. None of these ideas clash, despite them
being different perspectives. Some stakeholders even list all of these in their articles. But one
perspective I found did clash, which was that video games addiction shouldnt be classified as a
mental illness.
Julie Steenhuysen from uk.reuters.com [8] reports in her article that doctors claim that
there isnt enough to go off of to state that video game addiction is a real issue. It talks about the
diagnostic manual being updated every 5 years and video game addiction not being on the
manual, though it was being considered to be placed on it despite doctors not believing there is
enough to go on to officially classify it as a mental disorder. Steenhuysen does list many quotes
from doctors on the committee that makes the manual, which does show credibility from
experts, but it is undeniable that despite this, over use of video games can definitely be an
issue.
As one who has grown up playing video games all my life and even struggled with
keeping off of them in my teenage years, I feel as though I started my research with some
insight, and this research has only furthered my understanding. I believe that it depends on the
person and what is going on in their life, but I do believe that video game addiction is a real
thing and what causes it is a combination of desiring connection/needing escape, desiring
rewards, and also desiring social interaction. Depending on the person, I think one of these
reasons will contribute to their addiction more than another, but I believe that all of these things
are simultaneous factors. When I was younger, I struggled with depression and felt like I had no
social connectivity. These were the biggest reasons as to why I struggled with staying away
from games, but I cannot deny that the rewards the games gave me werent a reason I played
them as well. Rewards were a reason, but they were the lesser of the three. Like Adair, I began
to struggle for several reasons as he did. Many of these sources I have listed causes that I have
found through my own experiences. Gray believes that it is to escape and bridge missing
connections, while Asperger Experts find that connecting to someone who is addicted to games
gives them the social interaction they long for. These people who discuss causes that I have
found in my own experiences are the reasons that I believe that these three causes are all true
causes but the degree to which differs from person to person.

Work Cited

[1] Gray, Peter. Video Game Addiction: Does It Occur? If So, Why? Psychology Today,
Psychology Today, 2 Feb. 2012
https://www.psychologytoday.com/blog/freedom-learn/201202/video-game-addiction-does-it-
occur-if-so-why
[2] A. Przybylski, N. Weinstein, R. M. Ryan, & G. S. Rigby (2009). Having versus wanting to
play: Background and consequences of harmonious versus obsessive engagement in video
games. CyberPsychology & Behavior, 12, 485-492
[3] Adair, Cam The Four Reasons Your Child Plays Video Games. Addiction.com, 9 Mar. 2015
https://www.addiction.com/expert-blogs/four-reasons-child-plays-video-games/
[4] What Really Causes Video Game Addictions (And What To Do About It) Asperger
Experts. Asperger Experts, Asperger Experts LLC, 20 Jan. 2017
https://www.aspergerexperts.com/video-games/the-true-cause-of-video-game-addictions-and-
what-to-do-about-them/
[5] Bresnahan, Samantha "When video games become an addiction." CNN.com 6 January
2016 Online
http://www.cnn.com/2016/01/06/health/video-games-addiction-gentile-feat/index.html
[6] Bean, Sara "'Does My Child Have a Video Game Addiction?' How to Set Limits Around Video
Game Use" empoweringparents.com 20 June 2016 Online
https://www.empoweringparents.com/article/does-my-child-have-a-video-game-addiction-how-
to-set-limits-around-video-game-use/
[7] Cause and Impact of Video Games Addiction. Cause and impact of video games
addiction . Some children get into bad habits with their homework because, Ndri.com, 12 Dec.
2010
http://ndri.com/article/cause_and_impact_of_video_games_addiction_-211.html
[8] Steenhuysen, Julie "Addiction experts say video games are not an addiction."
uk.reuters.com 24 June 2007 Online
https://uk.reuters.com/article/oukin-uk-addiction-videogames/addiction-experts-say-video-
games-not-an-addiction-idUKN2425415820070624

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