Proposal

Group Portfolio:

artistic mindset, use of dreamweaver, illustrator and photoshop. ||
 * Rachel MacKay || [[image:5814_117188222686_501812686_2870343_1569763_n.jpg width="512" height="290"]] ||
 * Skills || Data analysis, strong written and oral communication,

oral communication skill, efficient research skill, and positive work ethic. ||
 * Amadeo Ravettino || [[image:n507334905_390592_8059.jpg]] ||
 * Skills |||| Performs well under pressure, organized, strong writing skills, strong

Rules and Responsibilities 1. Meet Deadlines that are set collectively by the group 2. Be open-minded and accepting of other people’s ideas within the group setting 3. Each group member will take responsibility for their designated tasks 4. Standard operating procedure for decision making is done through consultation.

Overview Our main focus is to bring awareness to the severity of online gaming addiction and its consequences. Recent popularity in both the internet and video games such as Second Life, World of Warcraft and even traditional, recreational games such as poker has made addiction more accessible than ever. The convenience and user ease the internet offers has made online play more desirable and completely altered a generation's social interaction with one another.

Goals and Objectives Our goal is to bring awareness of online gaming addiction to our target audience by defining the following: - What is addiction? - Who plays online games? - Who is affected by addiction? (Ex. Specific personalities, sexes, age groups, etc.) - What are the positive and negative repercussions of online gaming? - How far is too far? - What are the solutions? - Is there a world after online gaming?

Audience Our target audience can be broken down into two main categories: - Members of society that consider themselves addicted to online gaming - Members of society that know others addicted to online gaming

Key Message We want our audience to learn that anything outside of moderation has the ability to turn into unhealthy addiction. In this case, online gaming.

Content Planning The content we plan to include varies from primary resources such as interviews and surveys as well as secondary resources such as journals, articles and research papers.

Medium of Expression Our main medium of focus will be the internet to better convey knowledge to and understand our audience. This will include first person game play, slide shows, pictures, short films and graphs.

Schedule Week 1 (Thursday, November 5): - Research possible social topics - Determine the questions that need to be answered - Plan to gather adequate information through various primary and secondary sources - Create project proposal

Week 2 (Thursday, November 12): - Conduct primary investigations - Research secondary sources thoroughly - Plan and organize information for final product - Review research and eliminate irrelevant information

Week 3 (Thursday, November 19): - Assemble all pertinent research and information - Create visual mediums (Powerpoint, pamphlets, videos, etc.) - Complete preliminary write up - Submit completed information onto wiki

Bibliography Our relevant sources of information are yet to be determined based on our findings and research to be done.

Visual and Conceptual Images Inspiration for advocacy of online gaming addiction is seen throughout different social mediums. For example, sports networks that encourage activity and movies that promote healthy lifestyles.