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Gissel Fuentes, Hassan Alrubie, An Tran

1. Topic: South Korea Gaming Culture

2. Purpose: To help gamers get help with their obsession

3. Audience: Mental health Experts

4. Specific primary research (Who/What/Where/When/Why/How)


Observing Korean gamers on twitch throughout the trial time. Choose a specific Korean
gamer to keep track of and stay consistent with.

5. 3-5 secondary sources (with MLA citation included)


Stewart, Kym, and Hyewon Park Choi. “PC-Bang (Room) Culture: A Study of Korean College Students’
Private and Public Use of Computers and the Internet.” Trends in Communication, vol. 11, no. 1, Feb.
2003, p. 63. EBSCOhost,
libproxy.estrellamountain.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN
=9789567&site=ehost-live

ELDER, SEAN. “Virtual Murder.” Newsweek Global, vol. 163, no. 6, Aug. 2014, p. 62. EBSCOhost,
libproxy.estrellamountain.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=f5h&AN=
97371268&site=ehost-live.

TODD, CHERIE. “COMMENTARY: GamerGate and Resistance to the Diversification of Gaming Culture.”
Women’s Studies Journal, vol. 29, no. 1, Aug. 2015, pp. 64–67. EBSCOhost,
libproxy.estrellamountain.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN
=112236761&site=ehost-live.

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