Sunday, January 26, 2020

Literature Review on Online Gaming

Literature Review on Online Gaming The purpose of this study is to map out and see the relationship between MMORPG game player personalities and style based on player type theory and game players’ thinking preferences in order to increase sales, opportunity to improve in game development and apply thinking preference to offer personalize in-game product or promotion by using framework of Player type theory and Whole brain thinking preference model relationship. This chapter provides a review of overall concept and theory among different researches from different authors which are discussed with different topics as follow: Online game MMORPG game Player type theory Whole Brain thinking preference model Brief history of PC/online games play important roles. Computer games’ influence is growing continuingly as research shows that the age of children playing games continue to be younger and internet usage among children becomes more popular. Moreover, the internet access has become widespread since 1990s, which impacted people’s working, socializing and behaviors (Dindar Akbulut, 2014). The Internet become an important media role in information age especially for children and youth who are a group that influences by internet use (Makesrithongkum, 2009). The internet also has a great impact on marketing concepts especially in the game sectors in terms of alerting relationship marketing activities with customers (Maklan Klaus, 2011). Online games become interactive because they allow game players around the world to interact with each other in one single platform. Eventually, online games began to becoming the important factor of our social culture (Nuangjumnonga Mitomo, 2012) and (Williams et al., 2008). Online games also bring people together to form society which players interact with each other in virtual world that are always on. These worlds, called â€Å"massively multiplayer online games† or MMOs (Steinkuehler Williams, 2006). As the computers and online games market grew rapidly many people especially teenager spend great amounts of time playing online games (Boyle, Connolly, Hainey, 2011; Gonzà ¡lez-Gonzà ¡lez, Toledo-Delgado, Collazos-Ordoà ±ez, Gonzà ¡lez-Sà ¡nchez, 2014). Challenges for marketing industry in measurement of online game players’ interaction with a game become critical since it is an important key for company sustainability (Tony, Richard, Paul, 2009). Moreover, there is a few knowledge about how customer experiences on online game that would be from their consumption which might be interpreted into customer value perception (Iyanna, Bosangit, Mohd-Any, 2012). Brief history of Massively Multiplayer Online Role-Playing Games (MMORPGs) play important roles. The history of MMORPG was born in 1970s and was started as a â€Å"Multi User Dungeons (MUDs)† on the Advanced Research Projects Agency Network (ARPANET) back in the mid-1970s and currently this industry is continue to grow rapidly (Daniel Daniel, 2012, chap. 41; Hou et al., 2011; Lo Wen, 2010; Rezaei Ghodsi, 2014). MMORPGs are form of MUD games that offer a persistent 3D virtual world to support thousands of players to playing together on the Internet or PCs (Lo Wen, 2010). â€Å"In an MMORPG, the world exists before the user logs on, and continues to exist when the user logs off† (Yee, 2006). In the year of 2003, â€Å"Ragnarok Online†, on of MMORPG licensed from Gravity Corporation, South Korea. It was localized into Thai language to serve Thai gamers. â€Å"This game was an immense success, with the highest peak Concurrent Users of over 110,600† (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). Massively multiplayer online role-playing games (MMORPGs) provide game players many game-play options. It allow players to connect and interact with other players in open-world virtual landscapes filled with a variety of possible activities. It able players to be able to create and control their own avatars to play with others either as allies or competitors in 3D graphical video environments (Steinkuehler Williams, 2006). These games attract lots amount of players of all ages, nationalities, and occupations, and average playing time for these games is usually in excess of 20 h per week (Griffiths, Davies, Chappell, 2004; Williams et al., 2008; Yee, 2006a). The popularity of massively multiplayer online role-playing games (MMORPGs) makes it very important to investigate how they impact on gamers’ lives (Zhong, 2011). Furthermore, it is even more important to understand how to design a successful MMORPG that can satisfy the target game players (Ang, Zaphiris, Mahmood, 2007; Lo Wen, 2010; Zhong, 2011) and retain them (Hou, Chern, Chen, Chen, 2011). In terms of game business, one of the leading game company in Thailand with the offering of 17 MMORPGs game (only count the ones offer in Thailand), Asiasoft Corporation Public Company Limited (the â€Å"Company† or â€Å"AS†) has generate their revenue by offering (1) Air Time sale in which players have to pay base on their hours of playing MMORPG games (2) Item sale in which players able to play MMORPG games free of charge but company will sell in-game items such as equipment, accessories or some other items that make that player become better in somehow than other player who does not purchase in-game items. In-game items sometime come with marketing campaign by offering on sales price in order to attract player to purchase them. Currently, revenue model of online game has shift from Air Time sale to Item sale. The reason behind is that there are more chance for game player to be attracted because they can play MMORPG game for free which also increase the chance to se ll in-game items later on (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). MMORPGs brought a significant role in online game player interactions within game industries. MMORPG users experience more complicate gaming behavior compared to other virtual games players so this issue leads to further research in the MMORPGs industry (Stetina, Kothgassner, Lehenbauer, and Kryspin-Exner (2011); Rezaei Ghodsi, 2014). In software industry, software developer which provide consumers with personalized product based on individual preference have been shown to be better choices (Murray Hà ¤ubl, 2009). There are multidimensional influences of motivational factors those were relatively neglected in previous related studies including research of (Nuangjumnonga Mitomo, 2012) which has done the research that seek for the correlation that exists between character roles in games and leadership in everyday life. The research is about roles in the game and leadership styles are linked and how they influence each other using (Multiplayer online battle arena) MOBA game genre and three styles of leadership which develop from IBM’s research project. The researchers also conduct a survey regarding gameplay behaviors and leadership behaviors distributed in Thailand to identify the game roles which taken by the game players and also to identify their leadership styles. The result shows correlations between relationship of game and leadership style. Some of research mention about gaming environment have tremendous impact and players are motivated to engage them (Ryan, Rigby, Przybylski, 2006). There are theories of motivations that have been applied to game and motivate player. Yee (2007) has presented studies focus on (Massively Multiplayer Online) MMO games that involve with players interact in virtual environment (in game) through online game character. In his research, he identified different factor analysis including overarching, non-exclusive, motives. These factors were derived from Bartle’s type theory. Another theory has been address which is called Self-determination. In its early development, researcher focus on motivation based on the inherent satisfactions derived from action (Ryan Deci, 2000a). Base on Self-determination theory, intrinsic motivation is the core type of motivation underlying play and sport (Frederick Ryan, 1993, 1995; Ryan, Rigby, Przybylski, 2006), and it is a type of motivation related to computer game participation in which people typically play these games because they are intrinsically satisfying (Malone Lepper, 1987; Ryan, Rigby, Przybylski, 2006) or, as Bartle (2004) state that players are seeking â€Å"fun†. Player type theory One of the major concern about MMORPGs study is to identify the motivations of game players to engage in gaming environments. Bartle’s (1996) player taxonomy was among the first studies to describe player motivations in virtual worlds. Bartle’s (1996) player type theory was stated that there are four main reasons why people continue playing Multi-User Dungeon (MUDs: ancestors of MMORPGs) which are to achieve in the game, imposition others, explore through the game, and socialize with other players. This theory first start off with taxonomy of game players of MUDs or Multi-User Dungeon which is the multiplayer online game that allow many players to join at the same time. According to Bartle’s player type theory, there are four things that people typically enjoyed personally about MUDs were: Achievement within the game context – Players set goals or mission by themselves and try to achieve them. In MMORPG game, they would be the ones that try to gain point and gaining level as their main goal. They will explore only to seek for new items or treasure. Socializing is needed when they wants to know about how to improving their points in the game and gain knowledge to apply to be better player in the game. They will be killing others only to eliminate rivals or get rid of people who get in the way or gaining some point which awarded from killing other players. Achievers are focusing on master the game. They analyze which way they would accomplish the game and achieve them base on their action. They focus on acting (role play in the game, mission and goal) and world (game environment that makes them accomplish something in the game). Exploration of the game – Players try to know as much as possible about the virtual world in terms of mapping. They usually go in the wild and out-of the way places. They seek for interesting places and features in the game. Scoring point is only necessary when it allows player to be able to access to other new places. They focus on interacting with the world. They are proud from knowing about the game more than other players. Socializing with others – Players use the role-playing game to interact with other players. They interest in people over than context of the game itself. Scoring point is only necessary when it allows player to be able to gain access to some communication which available only for the one who meet the target. Exploration is only necessary for players when they only want to know what others are talking about. Killing is only for revenge upon someone who has cause pain to a friend. Imposition upon others – Players use tools provided by the game to offend other players. They usually find weapons and apply it to another player in the game. Knowledge about the game does not needed but only need when it can apply to the person. They are proud of their reputation and fighting skills. Figure 5: Player type theory graph Whole brain thinking model In the past, there are numbers of researches that have tried to identify thinking style of people. There are some theories and research which able to identify different thinking style which will be apply in this research. Whole brain thinking preference model was develop in the year of 1996. This instrument is based on belief that parts of the brain (left and right hemisphere, cerebral and limbic brain) form a grid that divide into quadrants resulting in different brain dominance of each person (Orcik, Vrgovic, Tekic, 2013). Triune Brain theory Triune Brain theory was invented by Paul McLean in 1968. The theory itself separate human brain into three layers which works differently for each part (McLean, 1990). It consists of the reptilian brain (core brain), the limbic system (mid layer), and the cerebral system (outer layer) (McLean, 1990à ¢Ã¢â€š ¬Ã‚ ¬) which is described as follows: The Reptilian brain functional to controls every basic function of our living. It maintains patterns and habits of human body and controls primitive behavior, sensation, and survival. Environment does minimal effects to this part of brain. The Limbic system is considered to be primary centers of emotion thinking, form and sequence which play a key role in memory transformation and retrieval (Andrew, 2001). McLean acknowledges that the senses we feel about the rationality of our thoughts has its roots in this system of emotional intelligence (McLean, 1990). The Cerebral system (Neocortex) is a part that does all planning, analysis, synthesis, reasoning thinking, problem solving and decision-making which consider to be the most complex part. It provide logical and formal operational thinking possible and allows us to plan for the future. It is kept all gained knowledge and allows us to reuse that knowledge in the future. Left Brain/Right Brain theory Theory of Left Brain/Right Brain was discovered in 1970 by Roger Sperry. The experiments revealed that the left and right hemispheres of the brain were actually functioning independently from each other. Right side of the brain function as recognizing faces, expressing emotions, musical ability, intuition, creativity, humor and metaphor. However, left side of the brain is able to function as analytical, language, logic, critical thinking, numbers, time sequencing and reasoning. Whole Brain thinking preference model Whole Brain Thinking is the ability for individuals to act outside of their own preferred Thinking Preference (Brian, 2011). Each individual has their own dominance thinking preference therefore, tools to measure is needed. Ned Herrmann cluster human brain into four different parts by combining between the theory of Triune Brain (McLean, 1990) and Left Brain and Right Brain theory (Roger, 1985; Springer and Deutch, 1985). Ned Hermann developed the Whole brain model that can be measured each person and categorize them into one of the four quadrants by using Herrmann Brain Dominance Instrument as a tool. The result shows degree of dominance of a person in four thinking structures of human brain. The Whole Brain model divided human brain into a grid that contains four equal quadrants, and labeled by using first four letters of alphabet to indicate A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1996; Brian, 2011) as shown in the figure below and describe later on. Figure 6: Whole Brain Model Quadrant A refers to Analyzer who deals with logical, analytical, fact based, and quantitative. Analyzer tends to think logically, analyze facts and process numbers. Persons who rely in this quadrant will perform logic thinking to do problem solving and have realistic thinking (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant B refers to Organizer who deals with organization, sequential thinking, planning and detail. Organizer tends to make everything goes smoothly and perfectly based on their plans. Persons who rely in this quadrant also like to get things done on time. They are detail oriented and does not use emotion to make a decision and tend to avoid risks and do everything conservatively (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant C refers to Personalizer who deals with kinesthetic, emotional, feelings based and interpersonal skills. Personalizer tends to be people-oriented and tender. Persons who rely in this quadrant always care others’ feeling and looks to other people’s values. They will be a friendly, trusting and empathetic person (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant D refers to Visualizer who deals with intuitive thinking, integration, synthesizing, and a holistic approach. Visualizer tends to be able to see the big picture and try to solve problem based on their instinct. Persons who rely in this quadrant are visionary and imaginative. They like changing, challenging and risk taking; dislikes any forms of rules and regulations (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Each of human being has different brain dominance. Moreover, most people tend to have at least one dominant or preferred quadrant based on whole brain model. There are no better or worse among each of dominance quadrants. Eventually, each of the dominance quadrants will express Thinking Preference in that person. These will lead to different game playing style in MMROPG genre. Herrmann Brain Dominance Instrument (HBDI) Herrmann Brain Dominance Instrument (HBDI) is a tool to measuring the degree of preference between each of the four individual thinking structures (quadrants) and each of the four-paired structures (modes). HBDI is the only assessment based on the metaphor of how our brain actually works. It is only used to determine thinking styles and preference rather than the psychology of personality or behavior. The Whole Brain model divided human brain into four equal quadrants, and labeled by using first four letters of alphabet including A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1995; Brian, 2011).  © 2014 Tanarat Hongpaisanvivat All Rights Reserved

Saturday, January 18, 2020

Entrepreneurial

CHAPTER 2: THE ENTREPRENEURIAL MINDSET IN INDIVIDUALS TRUE/FALSE 1. Entrepreneurs are pessimists who see the cup half empty, rather than half full. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 29 2. Good entrepreneurs seek feedback from others. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 31 3. Commitment, determination, and perseverance are the only characteristics one needs to become a successful entrepreneur. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 30 4. Entrepreneurs are fiercely independent but understand the need for a strong entrepreneurial team.ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 36 5. There are four causes of entrepreneurial stress. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 40 6. The entrepreneur is driven by a strong desire for control over their venture. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 42 7. Entrepreneurs ar e often unrealistically optimistic. ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 44 MULTIPLE CHOICE 8. Which is not a source of entrepreneurship research? |a. |textbooks |c. conferences | |b. |biographies |d. |water cooler conversation | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 29 9. Which of the following is not a trait of successful entrepreneurs? |a. |initiative |c. |perseverance | |b. |frustration |d. |strategic thinking | ANS:PTS:1NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 30 10. A clear pattern among successful entrepreneurs is |a. |setting goals that are just out of reach. | |b. |the fear of failure common to all people. | |c. |their focus on opportunity rather than resources. | |d. |not fitting in to traditional organizations. | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 32 11. Which of the following is not a common characteristic of entrepreneurs? |a. |vision |c. |lack of motivational drive | |b. team building |d. |independence | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 34 12. If an entrepreneur believes in himself/herself and that their accomplishments and setbacks are within their own control, they possess a (n) . |a. |confidence level higher than most entrepreneurs | |b. |internal locus of control | |c. cockiness level too high to be an entrepreneur | |d. |high energy level | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 34 13. In the Monroy-Folger Model of Risk Typology, profit-seeking activity is associated with: |a. |strong desire to maximize profit |c. |strong desire to minimize profit | |b. |weaker desire to maximize profit |d. strong desire to maximize sales revenue | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsTOP:pg 38 14. The four major causes of entrepreneurial stress are |a. |loneliness, immersion in business, people, need to achieve. | |b. |people, size of business, need to achieve, fear. | |c. |fear, failure, pressure, competition. | |d. |drive for success, loneliness, fear, competition. | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 40 15. Entrepreneurs with a sense of distrust |a. |scan the environment. |c. |ignore everything. | |b. |examine the business. |d. become fearful. | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 42 16. Which of the following is an aspect of the â€Å"dark side† of entrepreneurship? |a. |a need for control |c. |both a and b | |b. |a sense of distrust |d. |bouts of euphoria | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 42 17. Which of the following is not one of the four major traits that characterize the â€Å"dark side† of entrepreneurs? |a. an external optimism |c. |knowing when to take a vacation | |b. |a desire for success |d. |a sense of distrust | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 42 18. When outcomes meet or ex ceed expectations, _____________________ is positively reinforced. |a. |entrepreneurial behavior |c. |desire for success | |b. |entrepreneurial motivation |d. |entrepreneurial ego | ANS:PTS:1NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 44 19. Which is not a factor in the Model of Entrepreneurial Motivation? |a. |the entrepreneur’s outcomes meet their expectations | |b. |personal goals are met | |c. |implementation of the entrepreneurial plan meet the entrepreneurs outcome perceptions | |d. |winning awards | ANS:PTS:1 NAT:AACSB Reflective Thinking | Motivation ConceptsKEY:pg 45

Thursday, January 9, 2020

All About Essay Samples for Business Majors

All About Essay Samples for Business Majors Want to Know More About Essay Samples for Business Majors? So, the organization should have the correct support group and system. The writing samples don't need to be published but having an on-line presence where people are able to view your work is always beneficial in regards to standing out among a pool of several qualified candidates. The most frequent job for business majors is truly an administrative assistant. The employment history in functional resume is much more different from what is given in the standard resumes. Whatever sample you decide on, make sure your CV is readable and gets attention from the recruiters at first. Looking at case study samples is a great means to get familiar with cases so you can be comfortable working with them. Once you choose the language, you've got to design your CV and a cover letter in the very same language. The Fundamentals of Essay Samples for Business Majors Revealed The organization should ensure the rates are low in order to ensure students from other financial backgrounds are in a position to access the research paper writing services. Our professionals are among the very best in the marketplace, and they can help you compose the perfect essay that exceeds all of your academic expectations. Information Technology majors, in addition to students studying Engineering and Humanities, want to be a portion of the organization's 60,000 employees. KPMG KPMG rounds out the very best companies business students wish to work for in addition to the top rated professional services firms on the planet. How to Find Essay Samples for Business Majors Online Your own personal essay will permit the selections board to find out whether you're well-suited to the course or field of study or you have sufficient experience and interest to make you a nice candidate for the slot. The readers, however, may want to hear more than just a single career objective. Students should use many sources when writing research papers. First, they find it hard to write quality research papers because they do not have enough time. To get a good job after graduation, they must learn how to write a good research paper. For instance, the students are expected to use primary resources and secondary resources. General overview would incorporate information that's covering the topic for language essay for a whole while specific overview will just speak about particular problems. The major also offered many unique minors I could pursue, thus giving me a selection of options. If you like overcoming new challenges and learning new things, you might also move to another career path or begin your own company. Irrespective of how much you'll be taking that day, there are a few ways that will allow you to get through the essay with a very low quantity of stress. Essay writing is normally practiced is schools. Proofreading is what helps to get rid of the mi stakes you might have omitted! There's no ideal solution about how to compose an effective essay. Our service also provides free essays which is an element of what makes us unmatched. If you are worried about school or college essay submission, check out some on-line websites and see for the best yet inexpensive providers and receive the best essays written on any topics and score best. The very first step to any essay writing is to select a subject of interest. It is possible to also take advantage of sample excerpts when writing a powerful and intriguing introduction to your essay. An essay outline will allow you to organize the general structure of your essay. Creating an outline is a significant portion of writing.

Wednesday, January 1, 2020

Witches And The Salem Witch Trials - 1272 Words

Historians called this period the dark time when men and women hunted for witches known as the Salem Witch trials. European descents brought them the belief in witches and the devil. These beliefs that they believed in so much were from the teaching of the catholic church. During the seventeenth century, people were executed for being believed they were witches and followers of Satan. Most of these executions were performed in Salem, Massachusetts in 1692. Mainly all of the accused victims were women, many historians believe that the charges of witchcraft were a way to control the women who threatened to take the power away from the men. During the Salem Witch trials how did the outbreak of the trials start and did religious beliefs of the European descents affect the relations of the Salem witch trials? At this time Salem Village had a population of 550 people and 90 houses. This town is referred to as the Salem Farms because they are separated by two towns that had class and style. The Village was a fantastic port because they had fine merchants, houses, and well stocked shops. The European descents of this town were mainly Puritans, they were english settlers that had few emotions but were very deep in text religious. In the Roman Catholic they thought the puritans that witches, demons, and evil spirits were all real. (Kallen 14) On may 26, 1992 there was a fasting and prayer day because that is what the puritans reaction against an attack against the devil (Kallen 60).Show MoreRelatedThe Witches Of Salem Witch Trials1371 Words   |  6 PagesMrs. Tammen Salem Witchcraft Trial Theories In the 1690s â€Å"The â€Å"afflicted† girls [whom] made the accusations were some of the most powerless members of their society† (â€Å"Part II: The Witches of Salem†). Salem Witch Trials quickly became famous and researchers began exploring the multiple possibilities behind the trials. Although many theories were considered, none could explain why so many were accused and hanged. Notably, ergot poisoning was a highly considered theory for the Salem trials. Farming conditionsRead MoreWitches And The Salem Witch Trials1676 Words   |  7 PagesWilliams, Mary Walcott, and Mary Warren are very important people in the Salem Witch Trials. There are conflicting opinions on whether or not witches exist. However, when taking a more in-depth look at the trials, it is very evident that witches in 17th century Salem did not exist; children were accusing people out of boredom, parents were using this as a type of revenge, and the witch tests were unjust. The 17th century Salem witch trials all started when 9-year-old Betty Parris and 11-year-old AbigailRead MoreWitches And The Salem Witch Trials1309 Words   |  6 Pageswhat when men and women hunted for witches known as the Salem Witch trials. This time will be forever remembered for the people in the town and the victims and family members of the horrifying time. European descents brought with many of them was the belief in witches and the devil. These beliefs that they believed in so much were from the teaching of the catholic church. During the seventeenth century, people were executed for being believed they were witches and followers of Satan. Most of theseRead MoreThe Witches Of Salem Witch Trials1760 Words   |  8 PagesSalem, Massachusetts, the new English settlement for 17th century Protestants who wanted to purify the Church of England, was and is known for the atrocity that rattled the land. This atrocity, or The Salem Witch Trials, began around 1692, several years af ter the Puritans settled in Salem. During the Trials, an absurd amount of women, men, and even dogs were accused of being possessed by the Devil, thus making them perform witchcraft or wizardry on both townspeople and the townspeople’s valuablesRead MoreThe Witches : Salem Witch Trials Of 16922179 Words   |  9 Pagesrole did Tituba s confession to be a witch start the mass hunt for the witches in the Salem Witch Trials of 1692? This investigation will include details on the events that occurred after Tituba’s confession in Salem during 1962 and 1963. It will also include a brief description of society at the time and what societal pressures may have led to this horrific time. The first source that will be evaluated in depth is Stacy Schiff’s book â€Å"The Witches: Salem, 1692†, published in October 2015.Read MoreThe Witches : Suspicions, Betrayals And Hysteria Of The Salem Witch Trials Essay1169 Words   |  5 PagesIntroduction Stacy Schiff’s national bestseller The Witches highlights the suspicions, betrayals and hysteria of the Salem Witch Trials. In 1692, the commonwealth of Massachusetts executed five men, fourteen women, and two dogs for witchcraft. One might wonder how and why this Puritan colony became so caught up in this witch frenzy. In this book she is able to paint a clear picture of the panic that occurred among the people of Salem. â€Å"In three hundred years, we have not adequately penetratedRead MoreThe Salem Witches: Real or Imagined?1289 Words   |  5 Pages The Salem Witches: Real or Imagined? The Salem Witch Trials began because of a mysterious illness contracted by 11-year old Abigail Williams and her cousin Betty Paris (Burgan). Instead of looking for a logical explanation, the community immediately jumped to the conclusion that witches caused the girls curious behavior. Doctors commonly would diagnose an unknown illness as witchcraft, rather than looking for other explanations (Wolfinger). Erot of Rye, which causes severe contortions and hallucinationsRead MoreThe Hunt For Witches By William Golding1513 Words   |  7 PagesThe Hunt for Witches In 1692, Puritans practiced purity, worked hard and believed that God was the center of everything. The children were to be obedient to their parents and follow the ways of â€Å"pureness† outlined before them. They were to serve God and not participate in any form of witchcraft. The Puritans believed that anything that happened was either an act of God or the devil. However, the children loved the stories told by Tituba, a Barbadian slave, belonging to Reverend Parris and dancingRead MoreThe Salem Witch Trials : A Time Of Chaos And Panic Essay1676 Words   |  7 Pages The Salem Witch Trials were a time of chaos and panic. It began in 1692 in Salem Village, Massachusetts. Three girls named Elizabeth (Betty) Parris, Abigail Williams and Ann Putnam began acting strange. They uttered odd words and sounds, threw things and had trance-like states. People were terrified and they didn’t know what to do. The fact that the girls had been playing a fortune telling game bef ore the strange behavior didn’t help the cause. After Reverend Parris (Elizabeth’s father) performedRead MoreSalem Witch Trials1478 Words   |  6 PagesThe Salem Witch Trials of 1692 were a series of trials in which twenty-four people were killed after being accused of practicing witchcraft. These trials were caused by different social climates of the area including the very strong lack of a governor, the split between Salem Village and Salem Town, and the strict puritan lifestyle during the time period. Tituba, the black slave, was a foreigner from Barbados. Her role in society was to take care of Mr. Parris’s family. Tituba’s situation contributed