User:Hancun123/Reflective essay

Reflective Essay of Wikipedia

As a source of information, Wikipedia provides me with a lot of useful and important information. In the fields of politics, economics, culture, and globalization issues, Wikipedia is at the forefront of its field. Even more conveniently, Wikipedia gives its readers the right to edit. On the one hand, this can expand its scope of content. On the other hand, this helps correct some of the misrepresentations in Wikipedia. In this assignment, I edited the Wikipedia page on the topic of Chinese e-sports. After completing this work, I completed my reflection from Critiquing Articles, My Contributions, Peer Review, Feedback, and task experience.

Critiquing Articles

To my knowledge, Wikipedia contains the most comprehensive information, including almost all major language versions. In addition, Wikipedia was created and developed by a non-profit organization, which allows it to remain largely impartial. Finally, Wikipedia allows users to edit entries to expand the source of information and keep it updated. In the course of my assignment, I learned more about Wikipedia. Wikipedia, for example, still has strong control over editing permissions to prevent some users from intentionally editing misinformation. In addition, Wikipedia's development in China has not been smooth, and it has been banned several times by the Chinese government.

In the preparation phase of this task, I chose Chinese e-sports as the topic of my article. First of all, I think this topic is very necessary. The e-sports industry in some Western countries has matured and formed a complete industrial chain, which means that these countries have specific introductions and descriptions of their own e-sports industry. However, the industry in China is still incomplete, which means that many people do not get systematic information about e-sports in China on Wikipedia. In this case, I highlighted the history of the e-sports industry in China, which can inform many readers about this topic. Besides, the topic is not entirely new to many readers. Many people have seen the news of the Chinese e-sports team winning medals on social media or in news reports. And, I think my article has some value, because it fills the gap in the introduction of the systematic development of China's e-sports industry.

Contributions Summarizing

During my editing of this page, I systematically added some content to make it look more like a comprehensive introduction. For example, at the top of the page, I added a general overview of the development of China's e-sports industry since 2000 and explained that China has now become a world power in the e-sports industry. Then, I introduced the development atmosphere of China's e-sports industry in three stages separately. For example, I call the Early 2000s the "Early Years." In this part, I mainly introduced the early development opportunities and obstacles of China's e-sports industry, such as the social acceptance of video games and the underdeveloped state of the Internet. In chronological order, I named the period around 2010 "Government Recognition". During this period, society had an objective perception of video games. For example, the government began to treat video games as an industry, which gave the industry a boost. At this stage, the barriers have decreased, but many parents still don't allow their children to play the game. They believe that these games will interfere with children's learning and make them addicted. The third phase of this industry is what I call "Global Dominance". During this period, China's e-sports industry developed rapidly due to the surge in users. In addition, the popularity of the Internet is also an important reason for the development of video games at this stage. In this part, parents' perception of video games is no longer a huge obstacle to the development of the video game industry. The emerging problem is that China has not adapted to the speed at which the video game industry is growing. More specifically, the development of the video game industry is beyond the general scope, and the Chinese government has not had enough time to formulate corresponding policies and industry rules. As a result, the Chinese e-sports industry tends to completely learn from South Korea, which has resulted in the industry not forming its own characteristics in China. The above content systematically explains the development status of the Chinese video game industry in various periods and the corresponding major obstacles. I think it is very valuable for readers to understand the development of China's e-sports industry. In addition, compared with the previous version, I also added the “Economic Impact, Challenges and Criticisms, and Future Prospects” of the Chinese video game industry, which made the article look more comprehensive.

Peer Review and Feedback

After I finished editing, I participated in peer review activities. In this activity, I received many valuable suggestions for improvement. For example, some peer reviews suggested that I add more literature to prove the viability of web information. Based on this suggestion, I increased the number of references to 10. In addition, some peer reviews have suggested that most of my literature focuses on the data side. In this case, I added literature to other sections to make my article look more reasonable. A third valuable peer review is the addition of “Future Prospects”. After seeing my web content, some people thought I should add some future expectations to make my articles look more complete. Sadly, I didn't get any feedback from other Wikipedia editors. This means that there is room for improvement on my page, so I look forward to new feedback.

Reflection

I learned a lot of new knowledge after completing the Wikipedia edit of Chinese e-sports, such as “Wikipedia's Five Pillars, Verifiability, and Notability”. Among other things, I learned how to evaluate sources and when it's appropriate to use them. With this information, I added documentation to my Wikipedia page. In the process of finishing the editing, I found that the Wikipedia assignment was completely different from anything I had done before. Wikipedia is more like a list of many knowledge points, which makes it seem less academic. I like this type of homework very much, because it makes me feel novel. Also, I can improve public understanding of the Chinese e-sports industry by editing Wikipedia, which is important. On the one hand, it makes me feel my role in global information exchange and communication. On the other hand, I am very willing to spread some information about China to other countries. Because the Chinese network is operated independently, other countries cannot use the Chinese network to gain a more detailed and comprehensive understanding of China's information. This has led many people to misunderstand China. In fact, some people think that China is still in the state of the 19th century, such as ignorance, backwardness, and tyranny. In other words, editing Wikipedia gives me a channel to introduce the real China to the world.

The editing of Wikipedia has opened my eyes to a different world of information. It gives me a chance to see the infinite possibilities of information dissemination. For example, I edited a Wikipedia page to introduce the Chinese e-sports industry, which is an unfamiliar area for many people. In other words, it allows some marginal industries or groups to get an audience, which solves an equity gap problem. As I edit content, I understand information sharing more deeply. In the Internet age, everyone is the creator, disseminator, and receiver of information. Therefore, I think the world has entered an era of information sharing.

Conclusion

In general, this assignment allowed me to receive new channels of information dissemination. Wikipedia has made everyone the creator of information, which has greatly promoted the fairness of global information dissemination. Because it gives everyone the right to edit and access information.