Research Paper Proposal:
As much as we all hate to admit it, chores are an important and rather necessary part of people’s lives that help develop healthy households and habits. Doing chores like vacuuming and washing dishes is statistically known to drastically increase productivity when working from within the comfort of one’s home. However, with any positive activity there will always be a preventative that will prolong mundane tasks from occurring.
Humans naturally tend to procrastinate when applicable. No matter how hard people try to stop it, it’s enviable. With mundane, repetitive weekly tasks like folding laundry to be done, who would blame people for laying on their bed instead? And of course, with the development of the internet during the twentieth century this inability of completing anything useful will increase as technology progresses.
What makes this more interesting though, is that our go-to distractions these days are video games; Something that is notoriously known for their quick ability to grab people’s attention— even if it’s just for a second. Video games are designed with 2 goals in mind: to keep a player coming back to play, and to provoke a positive response. They accomplish this in many ways, one of them is ironically enough being held accountable to perform chores to get rare items, or to help progression on a specific task whether that be currency to build something, gear to strengthen one’s character— the list here goes on. With those two criteria filled, they can easily keep people coming back to get that ONE rare item needed despite the chances of getting it being so low.
So if video games have the same mechanics that we dread performing in person, then why would people rather ignore?
My idea from this stems from WNYC’s Note to Self podcast– the exact podcast I chose to cover for our project. I think in the grand scheme of things, the podcast will not be useful as a source itself, but it would be interesting it reference it at the beginning then go into my research topics.
As stated from that the Note to Self post, games like World of Warcraft supply a plethora of tasks to do with alludes to a greater reward. That 1% chance of possibly getting something means so much more than consistently getting something. I reference 2 videos from a Youtube channel named Game Theory, How Loot Boxes HACK YOUR BRAIN! and Candy Crush, Designed to ADDICT that show the power of a suggestive reward system instead of being consistently rewarded. I think these would both be excellent videos to bring up because they talk about the addictive qualities of video games and why they are considered addictive from the scientific aspect.
I wanted to also get more scientific papers on why people tend to procrastinate and how bad is work to procrastination ratio. Maybe even if technology has increased how much people procrastinate as well!
I was also considering toying around with using interviews and my own experiences as a first person source. While scientific breakdowns of why we procrastinate are nice to have a first hand look as to why people turn to video games instead of doing more productive.
– Katelynn Dibiccari