This is how I envision my video story on U of M gamers:
I start off by stating that there are no clubs or organizations at Umich dedicated to gaming. I'll list some other random activities that were formed into clubs to indicate the wide variety of groups one can join, yet video gamers are left out. I'll then remind my audience that video games are indeed popular and are most certainly played at U of M, but ask where are they?
I'll begin my quest by asking my roommate some questions about games, the ones who play them, the University, and how they interconnect if at all. He will act as my transition to the Computer & Video Game Archive (CVGA) at the Duderstadt on North Campus. I will then travel there and speak with the main coordinator, David Carter. I'll inquire about why there was even a need for the CVGA and why was it created now as opposed to when the video game boom occured in the late 70s and into the early 80s. I'll ask him why there isn't a club at U of M for gamers and how that speaks to the gamer culture, American culture, and global culture. Are times changing? Are video games that prominent? Do students need an entire room for video games? I'll shift over to the future aspect and ask where he sees the CVGA in the next year, five years, 10, 20 years.
With time permitting, I may also travel to local video game stores in Ann Arbor to gauge what kind of insight they can give me. The Michigan Daily now has a whole section on their website for video game news so I can ask how that's going.
My underlyying point would concern finding how video games is affecting U of M, America, and the world by taking into account all of these recent changes at the University.
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