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Shaw believes identification is important however with research he wants us to not to think about everyone being able to identify with anyone , and because someone has a different culture
, we should not worry. The film takes us viewers on a ride to the gamers in a synthetic world.
Ever Quest 11, Takes a role in the documentary ,it is the game being played. For example; Chris, Andy meet on online and are roommates and contuine to play online games together.
Look at how strangers form a bond with each of these men ,have their own identity.
Two online relationships were form Heather and Kevin , being gamers in the synthetic world . It is interesting how 1 in 3 female dates are in virtual world. It is interesting how two people like this can form a relationship and understand things.
Way down in the film The gills have 600 members and that socialize and talk about social problems and relationship problems and they discussed this at annual meetings.
Another interesting point was how the producers did not leave out Dan ,the guy who had the addiction to gaming out. The stats of 8 hours of workings. 24 hours and 170 play days. In the film and text it maded like he was blaming Ever QUEST for destroying his life. Little is said about Dan and his emotional problems before he started playing Ever Quest. Safe Haven the place for addictions and the whole piece where the lady takes out the one work and replaces it with gaming.
1out of 5 say they are residents of the virtual world. Little is mention about how their identiny is change when the gills met for their monthly meetings, still in the outside world ,they are in a gill community.
It is interesting how grown men and women go to game stop and stand outside inline to get THE NEW VERSION OF EVER QUEST.
Shaw shows us no matter what culture difference effects our game play.