Reflecting for the Future

Entering this quarter, I expected this class to be much more linear than what we have done. Maybe a blog here or there about Biology, technology, and art, with a bit of overlap here and there. Yet the topics we have discussed not only surprised but impressed me. I find myself drawing connections between ideologies that I never knew had any connection between each other. Bread, Chinese Zodiacs, Pollution, and Video-gaming have somehow been able to find common ground in relation to COVID-19. Similar to how I have made these connections in academia, I believe this could be seen as a lesson and testament for people to apply this in all aspects of their lives. That two things can always share the same ground, no matter how unlikely. 


My first blog spoke about how death and COVID-19 have been creating an environment in the developed world that we may soon face in the near future. Over-encumbrance of corpses could be faced by many countries in the foreseeable future. And with a shrinking amount of space from a multitude of sources, this is one that we are not currently investing time and space for properly (Business Insider). While we try to save the living from the current pandemic, we must take time to also put our dead to rest properly, if that is something we should still value as a society. 



Following the causations of COVID-19, I found myself writing about the importance of bread during these trying times. Yet, along the way I had also discovered and rediscovered its uses and meaning amongst many avenues of life. These included both as necessities and spiritual aids, as seen through famine food and Holy Communion. The utilization, customization, and ubiquity of bread has allowed itself not only to serve in both secular and religious households, but act as a unifying agent even today, during a pandemic. Acting as food for the mind, body, and spirit (Pelo).


Figure 2. Bread seen here has been baked with orache and bran, not typically used for traditional bread but readily available ingredients especially during times of famine or poverty, also known as famine food (2007). 


Lastly we reviewed a movie named Spaceship Earth (2020), which experimented on the idea of creating a self-sustainable society. Though the mission ultimately failed, it created a conversation that most of the modern world still hasn’t fully accepted. By writing about the potential hazards of maintaining a beef-filled diet, people are contributing heavily to the CO2 emissions seen today that is not normally documented in most global warming risks. This helped me realize that media has a sway on what we believe to be root causes of problems, and shift our gaze in more desirable directions (Drovers 2020).


Figure 3: Statistical data representing carbon-dioxide emission for each food category, in gram per kilocalorie 


The themes showed in these blogs, and the ones that followed all included themes that varied greatly, but we deeply connected at some root cause. Because of this, I have chosen to write about how e-Sports can be both an artistic valve during such a stressful time. Acting as both entertainment through artistic merit by both the audience and players, respectively. While the pandemic has kept us quarantined and isolated, this new and upcoming genre of video entertainment to shine a light on itself during these dark times.



  1. Business Insider, D. Mosher. (2020, March 31). “I followed New York City 'deathcare' workers as they collected the bodies of people killed by the coronavirus, and I saw a growing, chaotic, and risky battle”. 

  2. Pelo, June “Famine Bread.” Genelogia, June Pelo, June 2005,

  3. Drovers, T. “COVID-19: Cattle Industry Losses Estimated at $13.6 Billion.” AgWeb, 15 April 2020. industry-losses-estimated-136-billion

  4. Shahbandeh, M. “Meat sector value world wide from 2018 and 2023”. Statista. 30 September 2019. seafood-market-value/

  5. Graham, L. “ Activision acquires MLG in order to create ‘ESPN of e-sports”, CNBC. 5 January 2016. -acquires-mlg-in-bid-to-create-the-espn-of-e-sports.html




Final Outline:


  1. Introduction

    1. COVID-19

    2. Quarantine

    3. Quality of life changes

  2. Video-Games

    1. Historical background of video-gaming

    2. What is a video-game?

      1. Different types of video-games

  3. Introduction of e-Sports

    1. Discuss e-Sports and background

    2. e-Sports and its ‘messy’ history

  4. Why is e-Sports growing

    1. Growing market due to overall expansion of the video-game market itself

    2. COVID-19 quarantine creates a desirable environment for e-Sports growth

  5. Established e-Sports teams

    1. Team 1: Cloud 9 Gaming

    2. Team 2: Team Liquid

    3. Team 3: Team Solo Mid

  6. Proposal for e-Sports team creation

    1. Different perspective on video-gaming and entertainment

    2. Utilization of dualities and an inclusive fan-base and team

  7. Conclusion