Major Assignment #3: Composition in Three Genres Draft # 2

Genre #1:  Infographic

Genre #2 : Tumblr blog

https://toxic-gaming18.tumblr.com/

Genre #3 : PSA

Rationale

My assignment aims to show the toxicity of the online gaming community and hopefully help people combat this. My first genre is an infographic; they are a great way to give short and concise information. Mine is about how online gaming affects kids. This is great for parents, teachers, and other concerned adults as they can read this at the doctor’s office or a waiting room, and they can pass it out to their friends or co-workers. The infographic explains how bullying in online gaming can lead to depression or suicide. It also informs you how to help your children. If your child is experiencing harassment, urge your child to continue to play if they want to and block or mute the toxic players. I tried to make the infographic clean, simple, and easy to read by writing down only the most crucial pieces of information. My graphics came from one of my sources. I fell in love with their dark blue and red color scheme. It felt dark, cold, and lonely, just like how many of the minorities felt in the gaming community.

My second genre was a blog. I chose a Tumblr blog because I wanted to reach the youth, preferably the zoomers (Gen Z). After all, zoomers are more vocal about social injustices and are more likely to be interested in the gaming community’s toxicity. However, I also wanted to reach the millennials because they make up a significant portion of gamers. Since Tumblr has both millennials and zoomers, I thought I would kill two birds with one stone. The Tumblr blog posts are mostly of other people who have had to deal with the harassment and are sick and tired of it, sharing their experiences and venting about it. The other posts are gamers informing other gamers on how to avoid and deal with the harassment. My purpose of reaching the younger group of people is to hopefully stop this cycle of toxicity and give them advice on how they can deal with the harassment.

The third and last genre is a public service announcement. The purpose of this PSA is to highlight how prevalent harassment is in the gaming community. The message is to stand up for your fellow gamers when you see them being harassed. My audience for this announcement is fellow gamers who do not know the severity of the harassment or try to ignore it. I hope this public service announcement will be a kick in the butt for them, so instead of being a bystander, they’ll be an active ally.

Reflection

The infographic was the hardest to do. I initially thought it would be the easiest or one of the easiest, but surprisingly it was not. The infographic was the most difficult because most of my sources do not have data such as percentages and graphs for me to use, so it took a surprisingly long time for me to get my thoughts together to form a relatively short and concise infographic. Even though it’s not the best infographic I’ve made, I am still happy with the end result. My second genre, the Tumblr blog, was the easiest to do. All I did was find other posts and repost them, and added a few of my own. Even though it was the easiest, it was still very informative, and even I learned new information. My last genre, the public service announcement, was very fun to do. I had a lot of creative liberty. Although It consisted of very little writing, I think it brought the point home.

In conclusion, this assignment was a roller coaster but a fun one. I got to stretch my wings at many different genres, especially ones I’ve never used before. This assignment was a little bit harder than the other ones simply because I’m not very artistic. I feel as if I was able to attract my audience easier because I had so many different genres to work with.

Post Write

Did this assignment remind you of any writing that you’ve done previously?  Please describe that work.

This assignment reminded me of major assignment number two which was about picking a research question and researching it.

What was new about this assignment?  Please be precise.

This assignment had us tackle different genres first hand.

What kinds of knowledge/writing skills did you draw on to produce this draft?  Please begin to use some of the key terms that have begun to form the basis of your theory of writing.  For example,  did you draw upon your understanding of audience awareness or genre?  How so?

I used my knowledge of purpose to decide which genre would attract my target audience

When drafting and revising, what choices did you make? Please explain.

I had to change my genre to best match my target audience.

What questions do you have for readers about the piece?

Which genre do you feel spoke to you the most and why?

Works Cited

“Public Service Announcement Poster.” ktufsd, https://www.ktufsd.org/cms/lib/NY19000262/Centricity/Domain/129/Government%20Documents/Portfolio%20Documents/Section%20II/PSA%20-%20Poster.pdf.

“Two-Thirds of U.S. Online Gamers Have Experienced Severe Harassment, New ADL Study Finds.” Anti-Defamation League, www.adl.org/news/press-releases/two-thirds-of-us-online-gamers-have-experienced-severe-harassment-new-adl-study.

Smith, Noah. “Racism, Misogyny, Death Threats: Why Can’t the Booming Video-Game Industry Curb Toxicity?” The Washington Post, WP Company, 23 July 2020, www.washingtonpost.com/technology/2019/02/26/racism-misogyny-death-threats-why-cant-booming-video-game-industry-curb-toxicity/.

Campbell, Colin. “Gaming’s Toxic Men, Explained.” Polygon, Polygon, 25 July 2018, www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained.

Tucker, Staci. GRIEFING: POLICING MASCULINITY IN ONLINE GAMES, 2011, p. 131. Google Scholar, https://scholarsbank.uoregon.edu/xmlui/bitstream/handle/1794/12140/Tucker_Staci_ms2011fa.pdf?sequence=1&isAllowed=y.

Major Assignment #3: Composition in Three Genres Draft # 1

Genre #1:  Infographic

Genre #2 : Tumblr blog

https://toxic-gaming18.tumblr.com/

Genre #3 : PSA

Rationale

The purpose of my assignment is to show the toxicity of the online gaming community and to hopefully help people combat this. My first genre is infographics. Infographics of a great way to give short and concise information. My infographic is about how online gaming affects kids. I think that this is great for parents, teachers, and other concerned adults as they can read this at the doctor’s office or waiting room and they can pass it out to their coworkers or friends. The infographic explains how bullying in online gaming can lead to depression or suicide but it also talks about how you can help your children, for example, if your child is experiencing harassment urge your child to continue to play if they want to and block or mute the toxic players. I try to make the infographic clean, simple, and easy to read by writing down only the most important information. My graphics came from one of my sources. I fell in love with their dark blue and red color scheme. It felt dark, cold, and lonely just like how many of the minorities felt in the gaming community.

For my blog I chose a Tumblr blog because I wanted to reach the youth, preferably the zoomers (Gen Z) because zoomers are more vocal about social injustice and are more likely to be interested in the toxicity of The gaming community. However, I also wanted to reach the millennials because they make up a significant portion of gamers. Since Tumblr has both millennials and zoomers I thought I would kill two birds with one stone. The posts on the Tumblr blog are mostly of other people who have had to deal with the toxic gamers and who are sick and tired of it showing their experiences and venting about it. And the other posts are gamers informing other gamers how to avoid and deal with the toxicity in gaming. My purpose of trying to reach the younger group of people is to hopefully stop this cycle of toxicity and to give them advice on how they can deal with the harassment.

My third and last genre was a public service announcement. The purpose of this public service announcement was to highlight how prevalent the harassment is in the gaming community. The message is to stand up for your fellow gamers when you see them being harassed. My audience for this announcement is fellow gamers who do not know the severity of the harassment or try to ignore it and I hope this public service announcement will be a kick in the butt for them instead of being a bystander to be an active ally.

Reflection

The infographic was the hardest to do. I originally thought that it was going to be the easiest or one of the easiest but surprisingly it was not. The reason why the infographic was the most difficult is that most of my sources do not have data such as percentages and graphs for me to use so it took a surprisingly long time for me to get my thoughts together in order to form a relatively short and concise infographic. Even though it’s not the best infographic I’ve made I am still happy with the end result. My second genre, the Tumblr blog, was the easiest to do. All I did was find other posts and repost them. Even though it was the easiest it was still very informative and even I learned new information. My last genre, the public service announcement was very fun to do I had a lot of creative liberty. It consisted of very little writing but I think it brought the point home. In conclusion, this assignment was a roller coaster but a fun one. I got to stretch my wings at many different genres, especially ones that I’ve never used before. This assignment was a little bit harder than the other ones simply because I’m not very artistic. I do feel as if I was able to draw in my audience easier because I had so many different genres to work with.

Post Write

Did this assignment remind you of any writing that you’ve done previously?  Please describe that work.

This assignment reminded me of major assignment number two which was about picking a research question and researching it.

What was new about this assignment?  Please be precise.

This assignment had us tackle different genres first hand.

What kinds of knowledge/writing skills did you draw on to produce this draft?  Please begin to use some of the key terms that have begun to form the basis of your theory of writing.  For example,  did you draw upon your understanding of audience awareness or genre?  How so?

I used my knowledge of purpose to decide which genre would attract my target audience

When drafting and revising, what choices did you make? Please explain.

I had to change my genre to best match my target audience.

What questions do you have for readers about the piece?

Which genre do you feel spoke to you the most and why?

Works Cited

https://www.ktufsd.org/cms/lib/NY19000262/Centricity/Domain/129/Government%20Documents/Portfolio%20Documents/Section%20II/PSA%20-%20Poster.pdf

https://www.adl.org/news/press-releases/two-thirds-of-us-online-gamers-have-experienced-severe-harassment-new-adl-study

https://www.washingtonpost.com/technology/2019/02/26/racism-misogyny-death-threats-why-cant-booming-video-game-industry-curb-toxicity/

https://www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained

https://scholarsbank.uoregon.edu/xmlui/bitstream/handle/1794/12140/Tucker_Staci_ms2011fa.pdf?sequence=1&isAllowed=y

Short Assignment #10: Research Sources Report

The first source that I’ll be using is my Washington Post (https://www.washingtonpost.com/technology/2019/02/26/racism-misogyny-death-threats-why-cant-booming-video-game-industry-curb-toxicity/) source. I think it would be great and my infographic since it talks about the mental health effects that the  harassment on online video games have on young people. I’ll also use “GRIEFING: POLICING MASCULINITY IN ONLINE GAMES” (https://scholarsbank.uoregon.edu/xmlui/bitstream/handle/1794/12140/Tucker_Staci_ms2011fa.pdf?sequence=1&isAllowed=y.) for my infographic because it provides a great definition of griefing it also provides a short and concise explanation of why some gamers grief. My third source is from Polygon (https://www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained) and will also be for my infographic and will explain what people in The gaming community have done to try to spread awareness of the harassment and to stop the harassment. 

My two additional sources are from the ADL (https://www.adl.org/news/press-releases/two-thirds-of-us-online-gamers-have-experienced-severe-harassment-new-adl-study) and a guide on how to make a public service announcement poster (https://www.ktufsd.org/cms/lib/NY19000262/Centricity/Domain/129/Government%20Documents/Portfolio%20Documents/Section%20II/PSA%20-%20Poster.pdf). I chose the specific guide because it was very informative and easy to read, It did not waste it’s time on unnecessary details. I do realize the guide is made for students however I think that’s what makes it as helpful as it is. My second additional source is the ADL because the PSA guide recommended identifying a hook to grab the viewer’s attention and I thought that the fact that two-thirds  of online gamers have experienced severe harassment was very eye-catching.

Short Assignment #9: Audience Strategy

Our textbook describes profiles as painting a “picture of some piece of a person’s life, leading to an interpretation of what is interesting or important about that person and that person’s world” George Clooney profile matches the textbook requirements because the writer wrote about real moments that happened to Clooney however it paints him in a certain light. Which is that he is manly, lovable and charming. All of the stories in the profile paint him in this light. I would describe Esquire readers as men who like fashion, politics and food Esquire brings him more of a professional crowd. The writer of George clooney’s profile met the readers need one quote I feel as if perfectly shows how well this panders to Esquires audience “On the walls of Clooney’s home, there are a lot of photographs from powerful people, such as President Obama, who have written him in friendship and in gratitude. There is also a framed selection of neckties that once belonged to one powerful person in particular, John F. Kennedy.” as you can see this quote mentions both fashion and politics and how George Clooney looks up to these powerful men.

I think my target audience two major assignments #3 all gamers who are also fed up with the toxicity and the community. I will be meeting the expectation of my audience by giving them suggestions as to how they can mitigate this toxicity and also why this toxicity is happening in the first place.

Short Assignment #8: Potential Genres Proposal (for Major Assignment #3)

The characteristic of obituaries as a genre is that they include quotes from families and friends stories of important achievements in their lives. I believe the New York times obituary has all of those characteristics for example they have quotes from family and friends ““May Allah be with you always,” Jermaine Jackson concluded”. They also wrote about his greatest achievements “Music stardom on an unprecedented level, however, was. Mr. Jackson’s first solo album for Epic, “Off the Wall,” released in 1979, yielded two No. 1 singles and sold seven million copies, but it was a mere prologue to what came next. His follow-up, “Thriller,” released in 1982, became the best-selling album of all time and helped usher in the music video age.”. I believe that there is a bias towards Michael Jackson to try to paint him in a better light however since the writer is a journalists they could not help but to talk about his Fall from Grace. I believe that the obituaries audience are fans of Michael Jackson because the first line of the obituary describes how the fans of Michael Jackson think about him “For his legions of fans, he was the Peter Pan of pop music: the little boy who refused to grow up.” 

For my genre I want a brochure, photo essay and a public service announcement.By research question I’m not sure if you mean the research question I did in the last major assignment. But if so then my research question is “why is the gaming community toxic towards certain groups of people?” I picked brochure because I’ve done those before and I’m well versed in what to put in them and it would match one of my audiences who are people who don’t know much about the video game community, that demographic is usually made of older people and I feel as if older people like brochures. For the second genre I picked the photo essay because I love taking pictures and I figured that this would be fun. From my last genre I picked public service announcement because it sounded like it would be an entertaining genre to write. Also because it matches my other audience which is people who know about the toxicity in The gaming community and want to put a stop to it.

Short Assignment #7: Reflection on Research

Who is your intended audience?

My audience are gamers who are aware of the toxicity but do not think it is a big deal and people who are not gamers

How do you address the needs of your audience?

I addressed my gamer audience who didn’t think it was a big deal by showing the consequences of trolling and bringing up that women have been in video games ever since it started. I addressed my non-gamer audience by making sure all of the gamer terms were easily described and by giving them an explanation of how the online gaming community uses trash talking.

What is your purpose in this essay?

The purpose of this essay was to bring to light the toxic nature of the gaming community and to hopefully find a way to end this toxicity.

What did you know about your subject before researching it?

I knew a good amount about the subject before researching it because I have experienced the sexism from the online gaming community not as much as other female gamers 

What new knowledge about the subject have you acquired?

I did not know that women have been in video games ever since it started. The first programmers were women

What sources were key in providing that knowledge?

Academic sources because they spent a lot of time gathering data that others haven’t gathered which was extremely useful for me because I had a vast amount of data that I could use for the paper.

Major Assignment #2: Inquiry-based Research Essay Draft #2

My research question is “why is the gaming community toxic towards certain groups of people?”. I have been a part of the gaming community for years and it is well known inside of the community that certain gamers are toxic to specific groups of people, usually minorities. This has been a problem that has plagued the gaming community pretty much ever since it started and the addition of online gaming has made the toxicity even worse. So then why hasn’t this problem been fixed yet, well it’s because most gamers do not find this toxicity to be a problem and just think that it’s just trash talking. Many online gamers would make “jokes” to people who did not like racism, sexism, and homophobia in the community saying that they would not last an hour in a Call of duty lobby. Women often don’t turn on the mic for fear of being bombarded with sexist remarks. My hypothesis as to why the gaming community is toxic to a certain group of people is that game companies have always targeted games to change boys. This made a lot of gamers think that only boys play video games, however that is untrue according to Christina Gough a research expert covering sports and video gaming 41% of gamers are females. But most women do not play games online and even less of them play with a mic on and when they do play with mic on the male gamers feel as if they’re taking over the space.

My first source for this research paper is “Right-Wing Extremism in a Video Game Community? A Qualitative Content Analysis Exploring the Discourse of the Reddit GamerGate Community r/KotakuInAction” By Ashley Peckford. This source is analyzing the connection with the gamergate gate community r/KotakuInAction and right-wing extremism. Gamergate is an important yet shameful period for The gaming community The Washington Post describes gamergate as “an Internet culture war. On one side are independent game-makers and critics, many of them women, who advocate for greater inclusion in gaming. On the other side of the equation are a motley alliance of vitriolic naysayers: misogynists, anti-feminists, trolls, people convinced they’re being manipulated by a left-leaning and/or corrupt press, and traditionalists who just don’t want their games to change.” since games have become more accessible to a wider group of people and not just the stereotypical gamer group young, white, male and straight there have been growing tensions between the stereotypical group of gamers and the new group of gamers which are women, people of color, trans people and the gay community, Gamergate was a symptom of a bigger problem. The gamers who participated in gamergate with congregate and many different websites three of the most popular websites they would use are 4chan, 8chan, and Reddit they would also use Twitter but mostly to attack minority gamers and journalists. This source speculates that The gaming community is toxic towards women and minorities because of geek masculinism and right-wing extremism creeping into the gaming community especially during the gamergate era. Ashley Peckford describes geek masculinity as “ Geek masculinity is aligned with geeky or nerdy interests like comic books and video games while also being entrenched in heteronormative and patriarchal ideas of gender and sexuality, and is threatened by the presence of those deemed to be “others” the gamergate supporters felt women and minorities were taking over their space and their identities as gamers so they resorted to what they knew best which was to trash talk and “troll” them. The gamergate supporters were mostly white men they did not have anything to fight for except for video games, minorities have to fight for racial equality, gender equality, and sexual equality, the white men didn’t need to fight for equality so they latched onto video games and defended it with all their might, they felt as if minorities were taking away the one thing they had as an identity. This led to us-versus-them mentality “Opinions expressed by GamerGate supporters, as shown in previous literature, often mirror those of right-wing extremists; namely, the “us versus them” mentality of feeling disenfranchised, as well as the opinion that their community largely made up of white men had been “invaded” by women and people of colour” (Ashley Peckford, 2020)

My second source is “The use of homophobic pejoratives among games critical Discourse Analysis of Slurs Within the Gaming Sphere” By Desirée Elveljung. This source investigates what homophobic slurs gamers use and why they use them. The conclusion Elveljung came that gamers often use homophobic slurs to show power and dominance “ The data also showed instances of how the concepts of power and dominance came into play when players used homophobic slurs to cause offense” (Desirée Elveljung, 2020). Elveljung goes into detail about why gamers use homophobic slurs to gain power and dominate other players “a casual conversation can derail into one consisting mostly of using homophobic slurs to gain power over others. This could also be connected to Tucker’s (2011) point on “homohysteria”, i.e. the fear of being homosexualized” (Desirée Elveljung, 2020) other players when being called gay instead of just ignoring it will attack other players with homophobic slurs to try to protect the masculinity. When Elveljung was collecting data in the world of Warcraft gaming sessions she found that the reaction towards homophobic slurs from The gamers was often mixed. Slurs were used often and other gamers would ignore or did not react. Elveljung that the liberal use of slurs and the apathy towards the slurs being used are because of the deindividuation effect which is when “a loss of sense of self that leads to antisocial behavior, including various types of online harassment. Users could, because of the deindividuation effect, be numb to such language occurring.” (Desirée Elveljung, 2020) for many gamers homosexual slurs have been normalized and they are now numb to it and expected this sort of normalization can lead to bigotry and hatred.

My third source is “Griefing: Policing Masculinity in Online Games” By ‪Staci Tucker touches upon griefing in online gaming and how big of a problem it is. Tucker says “Griefers derive pleasure from causing havoc and distress, with little or no ludic gain and often at the expense of their own in-game characters. Griefing can manifest as hate speech, team-killing, virtual rape, unprovoked violence, or theft of virtual currency or items. Griefers are often powerful players, trolls,” (‪Staci Tucker, 2011) I’ve experienced many griefers especially in online survival games my friends and I would build a base and collect weapons and food for survival, and griefers would usually come and destroy our base, steal our food and weapons and we can do anything about it. Griefers are often more dangerous than the actual enemy NPCs in the game; they have no mercy and they do this just for fun, not for survival. So why do people grief? Well, there are two different types of griefers. The first type is the ones who attack you for no reason and will attack their teammates for no reason, they do this for fun, they get pleasure from the suffering of other gamers. The second kind of griefers are those who attack specifically people who are minorities, they’re usually normal gamers but as soon as they see or hear someone who is a minority there one goal is to make that person’s time in the game a living hell. Tucker thinks the second kind of griefers are like this because video games use a lot of stereotypes for minorities “. Among the few characters of color, stereotypes are rampant, as demonstrated by Cuban drug dealers in Vice City, violent rappers in Def Jam Vendetta, Asian martial artists, black athletes, and Arab terrorists in popular war games.” (‪Staci Tucker, 2011) this can lead to “Video games promote the idea that whiteness is to be celebrated, and while color is exotic, foreign, bizarre, and often evil.” (‪Staci Tucker, 2011). Gamers will troll minorities because they think at least subconsciously that they are evil, foreigners, and invading their gaming community. Video game companies have no real reason to have good representation for people of color, women, and the LGBT community because most gamers are white straight males however that is changing more and more minorities are joining The gaming community and soon video game companies will have to face this problem.

My fourth source is “Racism, misogyny, death threats: Why can’t the booming video-game industry curb toxicity?” By Noah Smith Published By The Washington Post. This source doesn’t talk as much about why some gamers are toxic but mostly the outcomes of their toxicity. Kristen a gamer said that she was called fat and ugly and that she shouldn’t be on the internet. Valnicek a twitch streamer reported that “things got so bad at one point that she went to her local police chief over threats of swatting,” swatting is when someone makes a prank call to the police hoping that they will dispatch a large number of armed police officers to the address they want to be swatted. This is an extremely dangerous and illegal act “ in 2017 resulted in the death of Kansan Andrew Finch, 28, with the perpetrator, California-based Tyler Barriss, 26, ultimately pleading guilty to 51 federal counts in November 2018 and facing a sentence of 20 to 25 years in prison.”(Noah Smith, 2019) the harassment isn’t only bad for your physical health but also you’re mental health many teenagers and young adults have been facing the extreme amount of bullying “there have been reports suggesting a link between online bullying and increases in depression, and perhaps even suicide, noting females experience higher incidences of depression overall than men.”(Noah Smith, 2019). So how do we combat this harassment well, there are some temporary quick fixes like muting the player who is harassing you however this compromises the team’s effectiveness in the game because real teammates I’m not able to communicate their current situation so you can help them. Players can also report toxic players and they will get banned however the band is temporary and usually once the band is over they go back to the same pattern of behavior. “The challenge in eliminating toxicity, Figueiredo believes, is that it doesn’t stem from the games themselves but rather the still-young culture of communicating over the Internet, where people are connected with others from different backgrounds, cultures, languages, and interests. What’s accepted as common in one part of the world may be seen as unwelcome or negative in another.”(Noah Smith, 2019). Gamers are toxic to each other because of the difference in culture clashing with each other. That’s unfixable with banning or muting, eventually, people are going to have to get used to having people from different cultures and backgrounds in their games.

My last source is “Gaming’s toxic men, explained” By Colin Campbell and Published By Polygon. Bailey Poland explains how when video games were first being made women played an important part because they were the programmers “Programming was seen to be menial labor, like secretarial work. It was boring and repetitive, so they decided it was work for the women to do.” (Kate Miltner,2018) ,However in the ’60s when it was clear that programmers were in demand they switched the narrative to programming being a creative profession instead of a media profession and phased women out of the programming field. Anita Sarkeesian brings to light that video games weren’t always catered to boys they used to be catered to the whole family “But that shifted in the ’90s with the super-sexist advertising that took place both in print and commercials. I remember a commercial for PlayStation 1. There’s a man playing and he locks his girlfriend in the closet. He’s sitting on the couch with Lara Croft.” (Anita Sarkeesian,2018) This caused women to be devalued in the marketing of games and the actual games themselves. Instead of the marketing focusing on how great the mechanics of the game is, it was sexualizing female game characters. So in summary the toxic nature of gamers began when in the ’60s female developers were no longer welcome in the gaming industry. In the ’90s games stopped being marketed for the whole family and instead just for boys which caused the sexualization of female game characters.

In conclusion, there are many different reasons why gamers are toxic to certain groups of people. But one thing we definitely know is true is that combating the toxicity is extremely difficult and near to impossible. The game companies have realized that this is a problem however many of the gamers still think the toxicity is normal. Before we can combat the toxic behaviors we need to persuade the broader gaming community that this behavior is unacceptable and has caused a lot of pain and suffering.

In conclusion, there are many different reasons why gamers are toxic to certain groups of people. But one thing we definitely know is true is that combating the toxicity is extremely difficult and near to impossible. The game companies have realized that this is a problem however many of the gamers still think the toxicity is normal. Before we can combat the toxic behaviors we need to persuade the broader gaming community that this behavior is unacceptable and has caused a lot of pain and suffering.

Postwrite

Did this assignment remind you of any writing that you’ve done previously?  Please describe that work.

Yes it did it reminded me of short assignment four, five and six

What was new about this assignment?  Please be precise.

In this assignment we had to find academic peer-reviewed sources.

What kinds of knowledge/writing skills did you draw on to produce this draft?  Please begin to use some of the key terms that have begun to form the basis of your theory of writing.  For example,  did you draw upon your understanding of audience awareness or genre?  How so?

I drew upon my knowledge of the research paper genre and made sure all of my answers were based in facts

When drafting and revising, what choices did you make? Please explain.

I tried to get rid of repetition and my introduction paragraph and I properly cited my sources. 

What questions do you have for readers about the piece?

Did this paper inform you as to why the gaming community is toxic?

Bibliography

Gough, Christina. “U.S. computer and video gamers from 2006-2020, by gender.” statista, 2020, https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/#:~:text=The%20statistic%20shows%20the%20gender,increase%20over%20the%20previous%20year.&text=The%20global%20gaming%20industry%20has,fast%20pace%20in%20recent%20years. Accessed 1 11 2020.

Campbell, Colin. “Gaming’s toxic men, explained.” polygon, 2018. polygon, https://www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained.

Elveljung, Desirée. THE USE OF HOMOPHOBIC PEJORATIVES AMONG GAMERS A Critical Discourse Analysis of Slurs Within the Gaming Sphere, 2018, p. 48. Google Scholar, https://gupea.ub.gu.se/bitstream/2077/57935/1/gupea_2077_57935_1.pdf.

Peckford, Ashley. “Right Wing Extremism in a Video Game Community? A Qualitative Content Analysis Exploring the Discourse of the Reddit GamerGate Community r/KotakuInAction.” A Closer Look in Unusual Times: Criminological Perspectives from Crim 862, Crim 862, 2020, p. 180. Google Scholar, https://www.sfu.ca/~palys/ACloserLookInUnusualTimes-2020-HR.pdf#page=71.

Smith, Noah. “Racism, misogyny, death threats: Why can’t the booming video-game industry curb toxicity?” The Washington Post, 2019. The Washington Post, https://www.washingtonpost.com/technology/2019/02/26/racism-misogyny-death-threats-why-cant-booming-video-game-industry-curb-toxicity/.

Tucker, Staci. GRIEFING: POLICING MASCULINITY IN ONLINE GAMES, 2011, p. 131. Google Scholar, https://scholarsbank.uoregon.edu/xmlui/bitstream/handle/1794/12140/Tucker_Staci_ms2011fa.pdf?sequence=1&isAllowed=y.