Gaming Apps: Friend or Foe?
Alissa Scott
Issue date: 3/5/10 Section: Entertainment
The average expectance of a college student is becoming almost completely unfeasible. Students are expected to study at least 20 hours per week, involve themselves in the campus community, and exercise 30 minutes a day, five times a week, all whilst tending the fields, generating mobster-like schemes, and slicing, dicing and sautéing their ways to becoming owners of their very own 5-star restaurants.
Noted popular networking sites like Facebook and MySpace host all of these extra-curricula online. It does not take away from the amount of time and love that is accumulated for the addictive time-consuming applications.
FarmVille claims to host over 118 million gamers, according to CNN.com. Even more impressively, a whopping 2.8 billion gamers play CafeWorld, while noting that over 20 million burgers have been cooked so far.
Ex-virtual gamer and freshman Chelsie Petras had to give up on FarmVille, an application advertised as "a game where you can farm with your friends."
"It became too much work," Petras said. "I got so upset when my crops withered."
After spewing out an extensive list of games freshman Sarah Brewer was a fan of, such as HappyPets, CafeWorld and the infamous FarmVille, she confessed that it also was just becoming too much work.
"I started taking time out of my day to harvest squash," she said. "I even had a reminder set on my phone."
Seemingly a common habit, freshman Shapri Parker also has a reminder set in her cell phone.
"I wake up at three in the morning to harvest," she admitted. "I can't let them wither after all I paid with those coins."
The "coins" Parker refers to are FarmVille's term for currency to purchase your crops; the coins are purchased using actual money or by successfully plowing the fields.
Keeping in mind that Facebook and other social networking sites were created with social networking objectives, it would be assumed that these games could be interrupting the communication process.
Noted popular networking sites like Facebook and MySpace host all of these extra-curricula online. It does not take away from the amount of time and love that is accumulated for the addictive time-consuming applications.
FarmVille claims to host over 118 million gamers, according to CNN.com. Even more impressively, a whopping 2.8 billion gamers play CafeWorld, while noting that over 20 million burgers have been cooked so far.
Ex-virtual gamer and freshman Chelsie Petras had to give up on FarmVille, an application advertised as "a game where you can farm with your friends."
"It became too much work," Petras said. "I got so upset when my crops withered."
After spewing out an extensive list of games freshman Sarah Brewer was a fan of, such as HappyPets, CafeWorld and the infamous FarmVille, she confessed that it also was just becoming too much work.
"I started taking time out of my day to harvest squash," she said. "I even had a reminder set on my phone."
Seemingly a common habit, freshman Shapri Parker also has a reminder set in her cell phone.
"I wake up at three in the morning to harvest," she admitted. "I can't let them wither after all I paid with those coins."
The "coins" Parker refers to are FarmVille's term for currency to purchase your crops; the coins are purchased using actual money or by successfully plowing the fields.
Keeping in mind that Facebook and other social networking sites were created with social networking objectives, it would be assumed that these games could be interrupting the communication process.

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