Preface Before starting this project, my experience with research projects was, for lack of better words, fairly standard; I would be given a topic to research and give an opinion on. Like I said, fairly standard. I don't recall many research projects in the vein of this one, but I suppose there is a first for everything.
My original intent with this project was a sort of comparison between the FromSoftware game Bloodborne and the United States with themes from the game I saw as potentially political. This idea was left in dormancy for a time due to how I simply couldn't get it to "click" for lack of better terms. The idea was eventually scrapped in favor of an other one that I honestly don't remember because of how fast it was gone. It wasn't until my teacher mentioned the word "FOMO" or Fear Of Missing Out that I finally got something that clicked. I then decided to do this project on FOMO in video games, due to how I was both invested in the topic and had some familiarity with the subject. Now, after some talking with my teacher, the final project has gone from "how FOMO in video games affecting consumers" to "how harmful and addictive technologies in video games affecting consumers" as the subject. I haven't really written any blog posts about this yet, and as such I cannot link any posts here at this time. This will be amended as I complete the posts that go with this project.
How is 'harmful and addictive technologies affecting video games' an american zeitgeist?
Op-Ed genre; Digital Media Citation
The theme I'm shooting for is that: harmful and addictive technologies in video games are bad and need to be regulated.