Here are the examples from the slides (but make sure to watch the video and look through the slides first!):
1) Transition Exercises
Video games can serve as a means of relaxation for players (citations).
Video games often cause stress for a variety of reasons.
Approximately 50% of video game players are women (ESA, 2016).
More men play first-person shooter games (Yee, 2017). More women than expected play titles like Assassins Creed Syndicate and Dragon Age: Inquisition (Yee, 2017).
*Between paragraphs, you need to link broader ideas together. For example
Defining Success
[Paragraph that would have a better concluding sentence than this, but this is just an example
] Gender does not influence video game players ideas about success.
Defining Skill
Gender influences the way that players see skill.
2) Synthesis Exercises
- Example One [Made Up Examples/Quotes]:
The majority of respondents preferred to have a variety of options for breakfast (Jones, 2010).
For many Americans, income can be a major deciding factor in whether or not they have breakfast (Rodriguez, 2014).
One possible diet is intermittent fasting, which leads to many people skipping breakfast to lose weight (Carter, 2017).
- Example Two [Real information]:
Women make up approximately 50% of the gaming audience (Entertainment Software Association [ESA], 2016).
People tend to associate computers, technology, and video games with boys and men (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter & Blodgett, 2012; Shaw, 2014; Taylor, 2006; Thornham, 2011).
Women have been found to spend more time and money on video games (Williams, 2014; Williams et al., 2009; Yee 2008).
Women have been found to spend less time on video games, focusing on other obligations instead (Lucas & Sherry, 2004;Taylor, 2006; Winn & Heeter, 2009).
Part Three
Make sure to respond to another student!