Research papers

profileStamp
Outlineforresearchpaper.docx

This is my idea that I would like to prove and do research

During COVID-19 time that people have to work from home and stay home all day, I started to play online game and watched some steamer( playing game on the live steam) in the Twitch, I have seen a lot of people become a steamer and I have seen that the business in eSport and steamer had grown a lot, However, esports has also played a vital role in helping the social life during Covid (The pandemic brought about lockdown), leaving several people consolidated in one area. Most activities stagnated, leaving several people idle. However, eSport grants an opportunity to keep the people engaged in doing something constructive. Additionally, it has been a source of income for several people, but some people or parent still haven’t accepted that Playing game could make a real job for their children, the children gain valuable skills when they play Esports from time to time. The sport teaches several essential skills and lessons not achieved in the classroom. These skills include enhanced teamwork, social skills such as using appropriate body language, strategic thinking and planning, time management, success and failure, and pro-social values such as persistence and respect. I am really interested in eSport and a steamer, I would like to learn how eSport could help children and give them online communities, and how could kids make a living when they are eSport Player? Alternative topic would be what are they going to do after they retried from eSport, how could they make a living after they retired? Or how steamers are so popular nowadays? Does it make a lot of money?

Outline for research paper

1) Abstract 1page

2) Introduction should be about 2 pages

a) The hook and Introduce what is game and what is eSport?

b) Give a history about game and eSport and how parent used to think about game to their kids.

c) Thesis statement.

3) Body

a) First body should talk about how games help kids and benefit for kids. Provide some evidence that games actually help kids.

b) Opponent point of view, like how parent think games is bad (you can used other ideas if you have better ideas)

c) Talk how eSport has grown nowadays and during the Covid, and how playing games has helped a lot during the pandemic time like mental health and entertain people and create so many jobs(like become steamer, or graphic designer or editor )

d) Talk about like how online community is bad and how become steamer is bad (like for a toxic in Chet on their steam)

e) How online communities are good for kids, like got connection become a good professional player, connection become an influencer (give an example of Shroud, an ex pro plyer and influencer like pokimane) (You can search and find an article about them in google) used their story as an example.

f) the children gain valuable skills when they play Esports from time to time. The sport teaches several essential skills and lessons not achieved in the classroom. These skills include enhanced teamwork, social skills such as using appropriate body language, strategic thinking and planning, time management, success and failure, and pro-social values such as persistence and respect.

g) how kids will be able to make a living by play games such as (play for an organization, play competitive level, become steamer, content creator) explain how cloud their make money by twitch, and marketing the product or got sponsor from the product brand.

h) If you have ideas, you cloud add it.

4) Conclusion

a) Restate the thesis

b) Conclude the body (like what we are trying the prove)

c) Give some thought and advise.

Here are some References:

INGRAM, J. A. (2019). Kicking It New School: Applying the Fifa Regulatory Model to the Esports Industry. George Washington International Law Review, 51(3), 483–523.

Brannon, J. (2018). Are You Not Entertained? Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers. Arizona Law Review, 60(3), 753–781.

Hollist, K. E. (2015). Time to Be Grown-Ups about Video Gaming: The Rising Esports Industry and the Need for Regulation. Arizona Law Review, 57(3), 823–847.

Rothwell, G., & Shaffer, M. (2019). eSports in K-12 and Post-Secondary Schools. Education Sciences, 9(2), 105. https://doi.org/10.3390/educsci9020105

Shen, J. (2020, April 8). Entertainment during COVID-19: How esports is filling a void. UWIRE Text,https://go.gale.com/ps/i.do?p=EAIM&u=lirn13050&id=GALE%7CA619801209&v=2.1&it=r&sid=ebsco

Vasilcovschi, A. (2015). Risks and Benefits to Consumers of Innovating IT Products. Social Online Gaming Applications. International Journal of Economic Practices & Theories, 5(3), 302–309.