User:NikPirounis/sandbox

Video Game Related Programs (Universities/Colleges)
Video games play an essential role in the educational field, acting as a supporting factor for learning. Through its success, video games have started to influence multiple post-secondary institutions (Universities and colleges) to provide educational programs to help students expand their knowledge within the field of creating video games or through the use of them. These programs that are being offered are based around the process of game development and the ways in which video games are created, covering all aspects from the technical coding to the innovative art design. Programs that are offered by select institutions surrounding video games usually cover three key aspects: game developmen t and the its two subsets, game design and game art. The program of game development acts as the overall branch, encompassing both the technical and managerial aspects of the development process. Acting as a relevant subset, game design involves determining and balancing mechanics, as well as outlining the overall purpose/procedure for a game. The final subset of game art primarily focuses on the digital recreation of visual aspects within video games such as, character modelling and graphical design. These educational programs are designed to help students learn key skills like: "problem solving, communication, resourcefulness, and adaptability", which will help advance possible careers in the gaming, interactive media, and simulation industries.

eSports and Live Streaming
Video games can cover multiple different genres, from open-world adventure games like The Witcher 3: Wild Hunt (Single-player) to fast paced first-person shooters like the Call of Duty franchise (Multiplayer). These multiplayer based games have created a new division in competitive sports, known as eSports. The term eSports refers to a form of competition involving highly skilled gamers, either solo or as a team who are tasked to play a multiplayer based video game like Call of Duty or Fortnite against an assigned opponent(s). In 2013, it was estimated that over 75 million people watched some form of eSports, either in a physical arena setting or through online streaming services like Twitch.tv. When professional eSports players are not competing in tournaments for winnings, their alternative for earning money is through live streaming. Streaming on services like Twitch.tv can allow players to earn money through advertisement revenue, subscriptions, and sponsorships. The most notable streamers today like Ninja, Timthetatman, Shroud, and many more make millions of dollars every year from streaming competitive video games. Many university and college students take up streaming as a part-time job/hobby, allowing for them to pay for their necessities like: tuition, rent, or even for better gaming equipment.

Intercollegiate eSports Programs and Scholarships
As the idea of eSports continue to grow both in popularity and in recognition of it being considered an actual sport, it has also started to infiltrate many post-secondary institutions with the creation of "intercollegiate athletic sports programs". In the United States, in 2014, both Robert Morris University in Pittsburgh and the University of Pikeville in Kentucky were both the first educational institutions to officially accept eSports as a varsity sport, allowing for the full financial support from their athletic departments. Through this official recognition, these institutions offer "gaming" scholarships to applying students, covering both 50% tuition fees and 50% boarding fees for their athletes, resulting around $20,000 a year. The Collegiate StarLeague (CSL) is the official intercollegiate organization in the United States and Canada, having over 500 active varsity eSports teams today. Students at these select universities and colleges are now able to pursue their learning of one of the many subcategories that fall under game development, and if they are highly skilled in playing these games, they will be able to prove it on a varsity level of eSports.

When evaluating an article
Article: Video games in education


 * Is everything in the article relevant to the article topic?
 * Majority of the article's information does stick to the topic of the ways in which video games are being used (or can be used) in the field of education.
 * Under the section of Educational Setting it mentions how video games can be used in a military setting.
 * The article's main focus is on the use of video games in a school/educational facility and not really based around a military setting.
 * Is there anything that distracted you?
 * For the most part the article doesn't distract as it focuses on the topic of video games.
 * The article is written like a personalized essay.
 * The introduction paragraph could be improved on.
 * Mentions how the article focuses on the "history" of video games being used for education and it doesn't really discuss its history.
 * Is any information out of date?
 * Most of the information on the article is somewhat up to date.
 * Is anything missing that could be added?
 * Mostly mentions how video games are used in a high school setting
 * Could possibly include some points on how post secondary institutes (Universities and colleges) are offering programs/scholarships that are video game related.
 * Game development
 * Game design
 * Game art
 * What else could be improved?
 * The section of possible "negative effects" could be expanded on
 * Is the article neutral?
 * The article has somewhat a neutral point of view as it includes both the possible strengths and weaknesses that video games have in the educational field.
 * Are there any claims that appear heavily biased toward a particular position?
 * No signs of heavy bias within the article.
 * Are there viewpoints that are overrepresented, or underrepresented?
 * The viewpoint of "possible negative effects" is underrepresented when compared to the "positive effects".
 * Check a few citations. Do the links work?
 * The citation links do work
 * Does the source support the claims in the article?
 * Yes. Majority of the sources are in relation to the overall theme of how video games can be used in an educational setting.
 * Examples of some sources used:
 * Using the Video Game Model in the Classroom
 * Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?
 * Is each fact referenced with an appropriate, reliable reference?
 * Yes
 * Where does the information come from? Are these neutral sources?
 * The information that is presented within the article comes form neutral sources.
 * Presenting the ways video games are being used or can be used for the benefit of education.
 * Yes
 * Where does the information come from? Are these neutral sources?
 * The information that is presented within the article comes form neutral sources.
 * Presenting the ways video games are being used or can be used for the benefit of education.
 * Presenting the ways video games are being used or can be used for the benefit of education.

After evaluating (Talk Pages)
Article: Video games in education


 * What kinds of conversations, if any, are going on behind the scenes about how to represent this topic?
 * In the talk page of this article, discussions about transforming this standalone article to become a more condensed version to be placed within Educational video game article is present.
 * The idea of merging the articles of Video games in education and Educational video game as it was considered a very low information article.
 * The idea of merging the articles was disapproved, allowing for the two to remain separate.
 * "Educational video games can deal with this actual genre of games and the corresponding game design aspects while video games in education can take on the use of video games (educational or not) in educational settings." - Reason for not merging.
 * How is the article rated?
 * Education rating: N/A
 * Video game rating: Start-Class and Mid-Importance
 * Is it a part of any WikiProjects?
 * The article is apart of WikiProjects (Education) and WikiProjects (Video games).
 * How does the way Wikipedia discusses this topic differ from the way we've talked about it in class?
 * The original Wikipedia article of Video games in education mainly discusses the ways in which games can be used, mainly in a high school classroom setting. This article should also focus on how video games can be used in a higher education setting, like universities and colleges. Mainly to cover ways to expand basic knowledge, either about video games or through the use of them.
 * How does the way Wikipedia discusses this topic differ from the way we've talked about it in class?
 * The original Wikipedia article of Video games in education mainly discusses the ways in which games can be used, mainly in a high school classroom setting. This article should also focus on how video games can be used in a higher education setting, like universities and colleges. Mainly to cover ways to expand basic knowledge, either about video games or through the use of them.
 * The original Wikipedia article of Video games in education mainly discusses the ways in which games can be used, mainly in a high school classroom setting. This article should also focus on how video games can be used in a higher education setting, like universities and colleges. Mainly to cover ways to expand basic knowledge, either about video games or through the use of them.

Format

 * Universities and Colleges offering video game related programs
 * Game development
 * Game design
 * Game art
 * Technical and Creative
 * Also offering scholarships to play on a variety of varsity espo rts teams
 * https://www.scholarships.com/financial-aid/college-scholarships/sports-scholarships/esports-scholarships-scholarships-for-gamers/
 * Playing video games is a possible career path now
 * Professional esports
 * esports takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.
 * Content creator (streamer/youtuber)
 * Streamer: plays video games on an online platform (usually with a live audience)
 * Youtuber: plays and/or creates video game related videos online
 * Game development (working for video game producing companies)
 * Companies: Ubisoft, EA, Blizzard, Bioware, etc.
 * Positions: Programmer, game designer, project manager, artist, sound engineer, etc.