throbber
LEARNING STRATEGIES IN PLAY DURING BASIC TRAINING FOR
`MEDAL OF HONOR AND CALL OF DUTY VIDEO GAMES
`
`Yadi Ziaeehezarjeribi
`
`Submitted to the faculty of the University Graduate School
`
`in partial fulfillment of the requirements
`
`for the degree
`
`Doctor of Philosophy
`
`in the Department of Instructional System Technology
`
`in the Indiana University School of Education,
`
`Indiana University
`
`October 2010
`
`Gree Exhibit 2004
`Supercell Oy v. Gree, Inc.
`PGR2018-00071
`Page 00001
`
`

`

`
`
`
`
`UMI Number: 3432149
`
`
`
`
`
`
`All rights reserved
`
`INFORMATION TO ALL USERS
`The quality of this reproduction is dependent upon the quality of the copy submitted.
`
`In the unlikely event that the author did not send a complete manuscript
`and there are missing pages, these will be noted. Also, if material had to be removed,
`a note will indicate the deletion.
`
`
`
`
`
`
`
`
`UMI 3432149
`Copyright 2010 by ProQuest LLC.
`All rights reserved. This edition of the work is protected against
`unauthorized copying under Title 17, United States Code.
`
`
`
`
`
`
`
`
`ProQuest LLC
`789 East Eisenhower Parkway
`P.O. Box 1346
`Ann Arbor, MI 48106-1346
`
`
`
`
`PGR2018-00071 Page 00002
`
`

`

`
`
`
`
`
`
`
`
`
`
`
`
`
`
`Accepted by the Graduate Faculty, Indiana University,
`
`in partial fulfillment of the requirements for the degree of Doctor of Philosophy.
`
`
`
`
`
`
`
`
`
`
`
`Doctoral Committee
`
`____________________________________________
`
`Committee Chair: Curtis J. Bonk, Ph.D., IST.
`
`
`
`____________________________________________
`
`Director of Dissertation: Robert L. Appelman, Ph.D., IST
`
`
`____________________________________________
`
`Thom Gillespie, Ph.D., South University
`
`
`___________________________________________
`
`Lee Sheldon, MFA., Telecommunications
`
`
`
`
`
`
`Dissertation Defense Date: October , 2010
`
`
`
`
`
`
`
`ii
`
`PGR2018-00071 Page 00003
`
`

`

`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`© (2010)
`
`Yadi Ziaeehezarjeribi
`
`ALL RIGHTS RESERVED
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`iii
`
`PGR2018-00071 Page 00004
`
`

`

`Dedication and Acknowledgements
`
`
`
`This dissertation is dedicated to my brother Morteza and my sister Miriam
`
`Ziaeehezarjeribi. My brother and sister‟s childhood memories gave me the strength to
`
`accomplish my goal of completing my doctorate and a new appreciation for the meaning and
`
`importance of life. They were very young when they passed away. I did not have a chance to see
`
`them over thirty years before departing this world. Their memories live forever. I owe many
`
`thanks to my family, brother, and sisters, especially to my mother and father who believed in me
`
`even when I struggled.
`
`My many thanks and appreciation to Dr. Robert Appelman (aka Dr. Bob), Clinical
`
`Professor, and Director of Technology at the Department of Instructional Systems Technology,
`
`Indiana University who was my advisor throughout my entire graduate program. As my mentor,
`
`he continued working with me throughout the time until the completion of this research and the
`
`finalization of my dissertation. Dr. Appelman is the reason I hold an advanced degree. He
`
`believed in me, continued working with me unconditionally, and provided me with all the
`
`necessary technological and pedagogical skills to fulfill my graduate program. Additionally, he
`
`always welcomed me to his home for occasional lounging. His lovely wife, Rebecca Appelman
`
`(aka Becky/my adopted sister) made me feel like at home and made me an honorary Hoosier. I
`
`will never forget her kindness and Hoosier hospitality.
`
`I am obliged as well to Dr. Curtis J. Bonk (aka Dr. Jay), Professor in the Department of
`
`Instructional Systems Technology, Indiana University, overseeing my progress. I am grateful for
`
`his untiring support and mentorship which gave a new life to my education. His timely advice
`
`made it possible for me to complete my degree from a distance. Dr. Bonk is another person who
`
`iv
`
`
`
`PGR2018-00071 Page 00005
`
`

`

`helped me attain an advanced degree. His courses were very challenging, but he made me a
`
`better writer and showed me how to multitask in 100 plus different ways. Dr. Jay is very
`
`generous and known for his hospitality. He often invited his students and colleagues to his home
`
`for intellectual discussion and occasional sports events.
`
` The inspiration for doing video game research came from Dr. Thomas Gillespie the
`
`founder and Director, of the Masters in Immersive Mediated Environments (MIME) at
`
`Indiana University, currently Associate Professor, Department of Information
`
`Technology, South University. Dr. Gillespie encouraged me to join several other Video Game
`
`player “geeks” to attend the Game Developer Conference in San Jose, California in 1992. The
`
`Game Developer Conference experience and along with the advanced degree program at the
`
`Instructional Systems Technology Department, Indiana University influenced my research
`
`greatly. Thom has been a great mentor and a friend. He was an inspiring and motivating
`
`individual who helped me develop my individual identity and become a free thinker.
`
`I was also very excited to have Professor Lee Sheldon, Associate Professor, Master’s in
`
`Immersive Mediated Environments (MIME) at Indiana University, who at the time
`
`was an Associate Professor, Department of Information Technology, is currently in the
`
`Department of Language, Literature and Communication, Co-Director Games and Simulation
`
`Arts and Sciences, Rensselaer Polytechnic Institute. He was very kind to accept my invitation to
`
`join my dissertation committees. Lee‟s experience with video games and Non-Fiction character-
`
`driven storytelling, Television and Films has given my dissertation and research a new life. His
`
`expertise with the gaming industry provided me an inside scoop and the necessary lingo to make
`
`my dissertation worthy of reading.
`
`
`
`v
`
`PGR2018-00071 Page 00006
`
`

`

`The members of my dissertation committee, Robert Appelman, Curtis Bonk, Thomas
`
`Gillespie, and Lee Sheldon, have patiently and unconditionally given me their time and expertise
`
`to improve my research study and my dissertation. I thank them for their contribution and
`
`support. To the Instructional Systems Technology department, who assisted, advised, and
`
`supported my research and writing efforts over the years, I am grateful to the entire Instructional
`
`Systems Technology faculty and staff.
`
`I am grateful to my all time favorite person, Dr. Ingrid Graves, my best friend and
`
`research partner. Ingrid never gave up on me. Without her unconditional support, I would have
`
`never finished my dissertation. Additionally, Ingrid‟s family shared their memories and
`
`experiences with me during many happy occasions. To Dr. Bret Smoker, M.D. (Ingrid‟s brother),
`
`who generously shared his home in Santa Fe, New Mexico for holidays and family gatherings. I
`
`send many thanks to Christopher Graves, Ann Klas, and Kurt Smoker, who accepted me as one
`
`of their own. Their generosity and kindness is truly humbling.
`
`I must especially thank Dr. Hassan Danesh who has been a great friend and mentor for
`
`over twenty years. His dedication to my school and personal life is second to none. Hassan was
`
`the person who introduced me to the Instructional Systems Technology program. Without his
`
`friendship I would not have been able to maintain my sanity as I chose my graduate program.
`
`I must acknowledge the friendship and support I received while staying in Bloomington,
`
`Indiana and Spearrfish South Dakota. I must thank my dear friends, Eva Bruce, Joey Bruce, Ted
`
`Brown, Bob Carteaux, Dennis Ellis, Robert Fischler, Susan Funke, Thomas Gabriel, Siobhan
`
`Harper, Rich Loose, Erik Novak, Dr. Devrim Ozdemir, Scott Taylor, John Wardrop, Michael
`
`Wood, Sonny, and Jamie Kirkly. I need to express my gratitude and deep appreciation to Dr.
`
`Thomas Schwen, who admitted me to the Instructional Systems Technology department and
`
`vi
`
`
`
`PGR2018-00071 Page 00007
`
`

`

`mentored me in throughout the program. Professor Elizabeth Boling, Dr. Theodore Frick, Dr.
`
`Michael Molenda, and Dr. Charles Reigeluth consistently encouraged me to finish my degree by
`
`adding fresh perspectives to the way I looked at the field of Instructional Systems Technology.
`
`
`
`vii
`
`PGR2018-00071 Page 00008
`
`

`

`ABSTRACT
`
`This study, based on experiential play methodology was used to explore student
`
`engagement while playing Medal of Honor (2002) and Call of Duty (2003). It identifies some of
`
`the key issues related to the use of video games and simulations during the training phase of
`
`game play. Research into the effects of gaming in education has been extremely widely varied
`
`and limited in terms of the methodological rigor incorporated. An Experiential Mode Framework
`
`(EMF), a newly designed micro-analysis methodology of student engagement during game play
`
`(Appelman 2005 & 2007b), was used for data collection and analysis. This study sought to
`
`determine if there is a consistent pattern between the manner in which a Novice and Expert
`
`player engage with a particular game. This was accomplished through observation at a micro
`
`level while players learned, strategized, and performed as they entered into new gaming
`
`environments. The results of this study are limited. However, the data analysis conducted here
`
`demonstrates the player‟s ability to problem solve through difficult obstacles using navigational
`
`strategies in virtual spaces. It also reveals distinct player abilities to manipulate alternatives or
`
`information within the game. Medal of Honor and Call of Duty training components provided
`
`explicit instructions needed to play the game. Although results were skewed by time constraints
`
`and convenient sampling, it was found that while the game instructions were redundant, some
`
`players did not necessarily attend to spoken or written instructions which were critical
`
`components of the training session and often crucial for successful completion of milestones
`
`(objectives).
`
`
`
`
`
`
`
`
`
`viii
`
`PGR2018-00071 Page 00009
`
`

`

`TABLE OF CONTENTS
`
`Abstract ......................................................................................................................................................... viii
`
`Chapter 1: Introduction ............................................................................................................................ 1
`
`Attributes .......................................................................................................................................................... 3
`Strategies ......................................................................................................................................................... 4
`Player Experience .......................................................................................................................................... 4
`Fidelity ............................................................................................................................................................... 6
`
`Research Questions ........................................................................................................................................... 6
`
`Chapter 2: Review of the Literature ................................................................................................... 7
`
`Laws of Learning ................................................................................................................................................ 7
`How Video Games Facilitate Learning ................................................................................................... 9
`Gaming Conventions .................................................................................................................................. 10
`Historical Perspective of Research on Simulations and Games in K-12 ................................. 12
`
`Interactive Multimedia ................................................................................................................................... 13
`
`Handheld or Portable Devices ..................................................................................................................... 14
`Virtual Manipulatives .................................................................................................................................. 15
`Critique of Methodology from Studies on Gaming and Simulations ........................................ 21
`Experiential Mode Framework ................................................................................................................ 23
`Criteria for Selecting the Appropriate Video Game ........................................................................ 26
`Examination of Learning in Digital Learning Context .................................................................... 30
`
`Chapter 3: Methodology ......................................................................................................................... 38
`
`The research questions are: ........................................................................................................................ 38
`Preliminary Exploratory Research ......................................................................................................... 38
`Pre-play Analysis ......................................................................................................................................... 38
`Establishment of Ideal Play Time .......................................................................................................... 42
`Participant Selection/Categorization .................................................................................................... 42
`Facilities .......................................................................................................................................................... 43
`
`Data Collection Procedure ............................................................................................................................. 44
`Player Demographics ................................................................................................................................. 44
`Tasks ................................................................................................................................................................ 46
`Post-Game Play Interview ........................................................................................................................ 46
`Post-Play Analysis ....................................................................................................................................... 46
`Initial Phase of Study ................................................................................................................................. 54
`Participant Selection ................................................................................................................................... 55
`Comparison Chart of Players................................................................................................................... 58
`
`
`
`ix
`
`PGR2018-00071 Page 00010
`
`

`

`Chapter 4: Data Analysis ........................................................................................................................ 62
`
`Medal of Honor Expert Player Trajectory ........................................................................................... 66
`Medal of Honor Novice Player Trajectory ........................................................................................... 73
`Milestone 4 ..................................................................................................................................................... 74
`Milestone 5 ..................................................................................................................................................... 76
`Milestone 6 ..................................................................................................................................................... 78
`Milestone 8 ..................................................................................................................................................... 79
`Milestone 9 ..................................................................................................................................................... 80
`Call of Duty Expert Player Trajectory .................................................................................................. 83
`Call of Duty Novice Player Trajectory .................................................................................................. 88
`M3 Open gate................................................................................................................................................ 93
`Trends in Data .............................................................................................................................................. 95
`
`Chapter 5: Discussion and Conclusions ........................................................................................ 101
`
`Research Questions ....................................................................................................................................... 101
`Learner Control .......................................................................................................................................... 102
`Audible and Visual Attributes ................................................................................................................ 102
`Content Design ........................................................................................................................................... 103
`
`Game Conventions ......................................................................................................................................... 104
`Rules of Engagement ............................................................................................................................... 108
`Experiential Learning ............................................................................................................................... 109
`Keyboard Conventions ............................................................................................................................. 111
`On Demand List of Objectives .............................................................................................................. 112
`Medal of Honor and Call of Duty Fidelity .......................................................................................... 112
`Functional Fidelity ..................................................................................................................................... 112
`Expert and Novice Players Demonstrated Different Learning Approaches During Player
`Action ............................................................................................................................................................. 114
`Expert Players Quick to Utilize Affordances when Advancing through Training Session
` ......................................................................................................................................................................... 115
`
`Summary of Research Findings ................................................................................................................ 120
`
`Conclusions and Implications .................................................................................................................... 121
`
`Limitations ........................................................................................................................................................ 122
`
`The Impact of this Study on Future Directions ................................................................................... 124
`
`References: ................................................................................................................................................. 127
`
`
`
`
`
`
`
`x
`
`PGR2018-00071 Page 00011
`
`

`

`APPENDICES
`
`Appendix A: Sample Game Play Analysis Log Sheet .............................................................. 136
`
`Appendix B: Video Game Rating System..................................................................................... 137
`
`Appendix C: Video Game Selection ................................................................................................ 138
`
`Appendix D: Demographic Survey .................................................................................................. 139
`
`Appendix E: Post Game Interview ................................................................................................. 143
`
`Appendix F: Medal of Honor Keyboard Functions .................................................................... 145
`
`Appendix G: Call of Duty World at War Keyboard Functions ............................................ 147
`
`Appendix H: Call of Duty and Medal of Honor Game Fidelity Chart ............................... 149
`
`Appendix I: Medal of Honor Game Play Analysis Expert Player Log sheet ................ 157
`
`Appendix J: Medal of Honor Game Play Analysis Novice Player Log sheet ............... 163
`
`Appendix K: Call of Duty Game Play Analysis Expert Player Log sheet ....................... 170
`
`Appendix L: Call of Duty Game Play Analysis Novice Player Log sheet ....................... 174
`
`
`
`
`
`xi
`
`PGR2018-00071 Page 00012
`
`

`

`
`
`CHAPTER 1: INTRODUCTION
`
`Video gaming is now an industry that is appealing to more than just stereotypical
`
`computer geeks (Annetta, Murray, Laird, Bohr, & Park, 2006; Graves & Ziaeehezarjeribi, 2008).
`
`The shift in the culture of video gaming has moved beyond entertainment and into gaming as a
`
`serious learning endeavor in health, science, military, and corporate training. Video games have
`
`had a major impact on the world economy (DeMaria, 2007). According to Pew‟s (2010)
`
`research survey, among Millennials, the only significant difference, according to age, is the
`
`number of postings to an online profile;
`
` More Millennials posted to an online profile in the previous 24 hours (37% vs.
`26%).
`
` More young men than women played video games (37% vs. 18%) and watched a
`video online (39% vs. 26%) in the 24 hours prior to the survey.
`
` More women posted a message to someone‟s online profile (37% vs. 28%).
`
` There were very few differences by race and ethnicity; however, more white
`Millennials (61%) sent or received an email in the previous 24 hours than did
`blacks (47%) or Hispanics (45%). (p. 36).
`
`
`
`Consider for a moment that more than a third of all video gaming software purchased in
`
`2006 was intended for adults and half of the members in massively multi-player online games
`
`are now women (Simpson, 2005). Research is beginning to establish the cognitive complexity of
`
`learning to become members of a gaming community. As Bielaczyc and Collins (1999) state,
`
`learning communities develop more than just “content knowledge and skills” and deliver
`
`learning process in different ways that have all the components of plans, goals, and assumptions.
`
`While the understanding among most in the gaming industry is that not all games are suited for
`
`1
`
`
`
`PGR2018-00071 Page 00013
`
`

`

`the classroom (Aldrich, 2005), educators are now beginning to take note of the important
`
`elements of traditionally identified leisure video games which hold the potential to be carefully
`
`embedded in the classroom curriculum. Thiagarajan (2003) points out that “many people are
`
`desperately seeking research evidence to prove that training games are more effective than
`
`traditional strategies” (p. 2), and that the incorporation of games into classroom pedagogy has
`
`potential to improve instruction for students who do not learn through traditional instruction. Is
`
`this really the case? Perhaps the answer to whether training games are more effective than
`
`traditional didactic instruction can be found by examining the empirical research of a few studies
`
`and capitalizing on both the findings and limitations. For the most part, video games contain
`
`challenging educational rules with repetitive content which supports the acquisition of problem-
`
`solving through cognitive-based activities. Becker (2007) has even claimed that video games are
`
`“a new instructional technology with exciting potential.”
`
`To begin to understand what makes “gaming” compelling for educators, it is important to
`
`understand the esoteric language that surrounds descriptions of game play as well as the games
`
`themselves. A glossary of these macro descriptions is provided at the end of this study to
`
`facilitate the reader‟s understanding of the new and complex domain of game-based
`
`instruction/learning. Prior to this study, the micro variances between game play and the specific
`
`interactions with the attributes of a game have been lost in methodological approaches. In other
`
`words, the granularity of focus in previous studies (Barab,et.al., 2007; Hickey, Moore &
`
`Pellegrino, 200; Horwitz, Schwartz, Kindfield, Yessis, Hickey, Heidenberg, & Wolfe 1998;
`
`Macaulay, 2003; Reime & Moyer 2005; Rosas, Nussbaum, Cumsille, Marianov, Correa, Flores,
`
`Grau, Lagos, López, López, Rodriguez, & Salinas, 2003; Squire, 2004; Steinkuehler, 2004)
`
`seems to produce small results. As each player navigates through a game, a myriad of decisions
`
`2
`
`
`
`PGR2018-00071 Page 00014
`
`

`

`confront the player, some of which are posed by the game itself, while individual decisions are
`
`more cognitive in nature. Simply put, the player is always reacting to the components of the
`
`games. A short list of game concepts are discussed in the following sections.
`
`ATTRIBUTES
`In many video games player interface characteristics such as graphic and cinematic
`
`realism, imagination, interactivity, challenge, conflict, creativity, abstraction, music, language,
`
`and within-game structure contribute to player‟s engagement. Fictional and non fictional games
`
`have similarities. Important non-player controls such as sound track, background voices,
`
`cinematic themes, and narrative are generally consistent with real world situations. Historical
`
`characters may emerge at timely intervals (Civilization III) to both influence the aesthetic nature
`
`of game play and support the cognitive function of the player. For instance, Medal of Honor and
`
`Call of Duty contain realistic drill and practice which simulate actual training in the United
`
`States military. The commander in MOH and COD provided verbal prompts to assist the player
`
`with the nuances of using the keyboard (spacebar used to jump over fence, press [C] to crouch).
`
`Well designed drill and practice simulations use the action of the game to engage learners.
`
`According to Squire (2003)
`
`The strength in high-fidelity simulations lies in their ability to produce particular
`
`situations consistent with other situations in which learners are expected to participate . . . . low
`
`fidelity simulations are also used when the emphasis is on developing a conceptual
`
`understanding because they allow students to interact with complex systems while reducing or
`
`eliminating extraneous variables. (p. 5)
`
`
`
`
`
`
`
`
`
`3
`
`PGR2018-00071 Page 00015
`
`

`

`STRATEGIES
`DeMaria (2007) notes that strategies used for “resource management, long- and short-
`
`range planning” provided players some ability to monitor the expiration of time, to achieve a
`
`quick recovery by restarting the game, or avoid elimination within the game. Video games vary
`
`in this structure of game play. Some video games are structured in an extremely linear manner
`
`which clearly moves a player through specified goals or objectives. For instance, the training
`
`portion of Medal of Honor and Call of Duty contains highly structured guidance which moves
`
`players through a training session. Even though these two games are “highly structured,” this
`
`does not mean the games are sequenced in the same manner. Many games provide information or
`
`instruction to the player which affects the player‟s strategy. By tracking the information flow
`
`within a game, while also monitoring the player‟s game play, it may be possible to identify
`
`cognition through shifts in player strategy.
`
`PLAYER EXPERIENCE
`The strategies players used are dependent on prior experience with game play. Novice
`
`players may not be familiar with game conventions such as using the forward and backward
`
`buttons to move through the game. They tend not to notice subtle cues such as written objectives
`
`randomly displayed on the screen or may not listen to verbal instructions at the beginning of a
`
`play session. With many complex attributes in a game, Novice players may suffer “cognitive
`
`overload” which holds the potential to impede progress. Expert players are generally able to
`
`multitask and demonstrate familiarity with components of a game even if they have never played
`
`a specific video game before. Expert players transfer prior game experience and conventions to
`
`unfamiliar settings. According to VanDeventer and White (2002), the acquisition of expertise
`
`involves two key factors, vast knowledge of and extensive varied experience in the field. They
`
`
`
`4
`
`PGR2018-00071 Page 00016
`
`

`

`add, “The process of becoming an expert generally requires hundreds and usually thousands of
`
`hours of practice and study, however experts in any field share a set of common characteristics”
`
`(VanDeventer & White, 2002, p. 29). Expert players are comfortable and excel in their own
`
`domain, solve problems quickly with fewer errors, possess good short-term and long-term
`
`memory, have better analytical skills than their Novice counterparts, and have strong self-
`
`monitoring skills. Novice players solve problems at a very superficial level which places them at
`
`a disadvantage in an unfamiliar domain.
`
`Learning in the context of this study, relates to that which involves the ability to obtain
`
`appropriate skills to complete a level, objective, or goal within a game, and to become more
`
`proficient over time. Reiber, Smith, and Noah (1998) claim that self-regulated learners find
`
`learning goals intrinsically motivating, are able to self-monitor, and make corrections to the
`
`learning process so learning can go on. This study poses questions related to the key aspects of
`
`players, the design of games, and the impact game play has on learning.
`
`From a more theoretical view, noting the learning that happens within gaming and
`
`simulations is more than that which is explained through constructivist theory, Jonassen (1999)
`
`states that “the key to meaningful learning is ownership of the problem or learning goal, …[and].
`
`must provide interesting, relevant, and engaging problems to solve” (p. 219). The unique
`
`learning that happens in simulations and games is more than easily recognizing symbols or icons
`
`(Kress, 2003), identifying with or becoming a member of a discourse community (Gee, 2003),
`
`and most certainly it is more than simply doing what works.
`
`
`
`
`
`
`
`
`
`5
`
`PGR2018-00071 Page 00017
`
`

`

`FIDELITY
`Alexander, Brunye, Sidman, and Weil (2005) discuss three types of fidelity within a
`
`simulation and this type of video game; physical fidelity, psychological fidelity, and functional
`
`fidelity. Physical fidelity includes creating an environment which closely emulates “visual,
`
`auditory, vestibular, olfactory, and proprioceptive” real world conditions. Psychological fidelity
`
`is the degree to which the simulation replicates the psychological factors such as stress and fear
`
`experienced during landing of an aircraft or conducting surgery. Functional fidelity includes the
`
`realistic experiences within a game or simulation which prepares a player to function outside of
`
`the game such as learning to follow orders from a commander.
`
`Well-structured games and simulations provide a student with a complex interface of
`
`symbolic ideas and goal directed activities. As such, this study examines the key contributing
`
`factors and strategies used by middle school students when using the basic training section of
`
`Call of Duty and Medal of Honor. In order to determine the types of learning that occur in an
`
`informal virtual gaming environment, this study was structured to answer the following research
`
`questions.
`
`RESEARCH QUESTIONS
`
`
`1. What are some key attributes in the video games Medal of Honor a

This document is available on Docket Alarm but you must sign up to view it.


Or .

Accessing this document will incur an additional charge of $.

After purchase, you can access this document again without charge.

Accept $ Charge
throbber

Still Working On It

This document is taking longer than usual to download. This can happen if we need to contact the court directly to obtain the document and their servers are running slowly.

Give it another minute or two to complete, and then try the refresh button.

throbber

A few More Minutes ... Still Working

It can take up to 5 minutes for us to download a document if the court servers are running slowly.

Thank you for your continued patience.

This document could not be displayed.

We could not find this document within its docket. Please go back to the docket page and check the link. If that does not work, go back to the docket and refresh it to pull the newest information.

Your account does not support viewing this document.

You need a Paid Account to view this document. Click here to change your account type.

Your account does not support viewing this document.

Set your membership status to view this document.

With a Docket Alarm membership, you'll get a whole lot more, including:

  • Up-to-date information for this case.
  • Email alerts whenever there is an update.
  • Full text search for other cases.
  • Get email alerts whenever a new case matches your search.

Become a Member

One Moment Please

The filing “” is large (MB) and is being downloaded.

Please refresh this page in a few minutes to see if the filing has been downloaded. The filing will also be emailed to you when the download completes.

Your document is on its way!

If you do not receive the document in five minutes, contact support at support@docketalarm.com.

Sealed Document

We are unable to display this document, it may be under a court ordered seal.

If you have proper credentials to access the file, you may proceed directly to the court's system using your government issued username and password.


Access Government Site

We are redirecting you
to a mobile optimized page.





Document Unreadable or Corrupt

Refresh this Document
Go to the Docket

We are unable to display this document.

Refresh this Document
Go to the Docket