Overview



Online gaming is not very old and started in the late 1990's with the Caribbean government legalizing online gambling. This step paved the way for further advancement in this field. [|More..]
 * Overview: **

__Effects of gaming on people:__ Computer addiction can have a variety of negative effects on a person. The most immediate is social disconnection. The user withdraws from friends and family as he/she spends more and more time on the computer Relationships begin to wither as the user stops attending social gatherings, skips meetings with friends and avoids family members to get more computer time.

Eventually, excessive computer use can take an emotional toll. The user gradually withdraws into an artificial world. Constant computer gaming can cause someone to place more emotional value on events within the game than things happening in their real lives.

Over the long term period, constant gaming can also cause physical damage. Sleep deprivation and back problems are some of the ways gaming affects ones physical state.

With the help of this project, we are trying to create awareness and understanding amongst the gaming community. We want to make sure people are educated about the negative aspects of the gaming industry. We want to present the residents of Second Life with the knowledge of the effects of being too involved in the game.

Our goal and objective is to communicate across awareness and knowledge about the virtual world of Second life. This will assist the residents as well as the rest of the gaming community to make informed decisions about second life.Furthermore, to disclose the negative aspects related to the participation in second life. Such aspects consist of the psychological damage brought upon the resident itself as well as the real life residents residing in the same household. Also, the ruin of marriages as well as relationships between people and the effects this may have on the future generation who may have to witness or even become part of such a predicament.
 * Goals and Objectives: **

Play the game but do not get too involved in it. A healthy lifestyle is one that requires a balance of everything. If engaging in such games gives one pleasure and relaxation, then the residents of the game should play for the sake of enjoyment, rather than to engage physically and mentally in the game. We want to create a healthy society that is engaged in what is happening around and within the world, NOT the gaming world.
 * Key Message: **

Our target audience are the people/residents on Second Life. We want to create awareness amongst the current players of the game. With providing them with the knowledge of the negatives of Second Life, we want to stop healthy marriages from being ruined and allow a safe environment for the children/toddles of the family.
 * Target Audience: **

We will use research information and news material that is related to the topic. Information on the negative aspects of the use of Second Life and online gaming will be researched. We will show how this affects the individual, their family members and the society.
 * Content Planning **

-We will make use of social network websites such as, [|Wiki Space], [|YouTube] -We will also make a spoof video of Second Life and the negativity of the online game. -We will produce an interview of the players who take part in the Second Life community.
 * Medium of Representation **