...| ONLINE GAMING | MIS Term Paper | | | 3/27/2014 | | Submitted By: Sahan Shrestha 11761 Room 208 TABLE OF CONTENTS Introduction 3 1.1 Background of the Study 3 1.2 Objectives of the Study 3 1.3 Methodology of the Study 3 1.4 Limitation of the Study 3 Analysis of “Latest Online Game Technology” 4 2.1 Introduction 4 2.2 History 4 2.3 Development of Online Game Technology 5 2.4 Impact in the society 7 2.5 Timeline of Online Game Technology 8 Summary and conclusion 10 3.1 Summary 10 3.2 Conclusion 11 REFERENCE Introduction 1.1 Background of the Study Apart from the regular curricular activities, KUSOM has delivered an opportunity to students that certainly engaged us student in activities like report writing and presentation. Students must built capability and skills of report writing and presentation of the report. Besides gaining managerial, leadership and entrepreneurial knowledge throughout the semester, knowledge of report writing and presentation is also essential for the real working environment. For this development of skills and capability regular report writing and presentations are really helpful. 1.2 Objectives of the Study * To analyze the online games in a better way and understand it’s intended meaning rather than just having the entertainment. * To think critically about the topic. * To learn about the report writing. 1.3 Methodology of the Study We have approached the secondary source...
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...My research question is what effects does online gaming have on the components of socialization and gender. I am investigating topics such as online socialization, impact on social life, gender roles, macrostructures, microstructures... From my experience, online gaming tends to destroy or severely damage an individual’s regular social life. Some online gamers prefer to socialize only through the game where the rules are less strict and they are free to act in a way they would not normally be in real society. Online gaming gives gamers a sense of confidence, calm and reassurance because it allows an individual to meet new people without worrying too much about the repercussions of their actions. There is a sense of ambiguity because in the game a person cannot determine who is controlling the other characters whether male or female. Gender roles are not as defined in the online world since you are allowed to choose your character’s gender or sex. This allows people to act out lives that they do not have or be a different person completely separate from the real world. The three journal articles I am using for this literature review are as follows: Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People's Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. ProQuest. Web. 9 Oct...
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...\ The Addiction of Online Gaming Online gaming is becoming a major concern in the world today. Online gaming is becoming more and more popular among various ages in today’s society. Along with this becoming popular, it is starting to become known as an addition as well. . The addiction of the game is causing serious negative psychological effects. These negative psychological effects are not only affecting the life of the one playing, but it is also affects the life’s of the ones closest to them. Online gaming is affecting people’s health and physical ability. It is also causing negative affects in the gamers’ mental state of mind, both socially and emotionally. These are just a few of the negative psychological affects that online gaming is casing in the life of the gamer and his family. These characteristics are why online gaming can be considered to be an addition. In today’s society, millions of people play online games with more and more becoming addicted to the online world every day. The majority of those people are trying to escape their own lives and don’t have to deal with reality while they are playing games online. The online world can be whatever they choose it to be with them being whoever they want to be. In order to level up in these online games, gamers are almost forced to have as many “friends” as possible. Gamers, then become friends with other people, whom they have no idea who they really are in reality. Online gamers can become whoever they want to...
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...I am really intrigued to bring specific Facts out to an audience about my research topic which is “VIDEO GAME AND CAFFIENE ADDICTION” There is a whole realm of articles concerning my research topic that is why I stuck to areas where I knew my way around untrusted material sources that only lead me to dead ends or material that was not trusted due to certain dates not matching. I have to say that before I commenced my outline setting for this research I thought I had lived through similar setting and had exclusive access since I had experienced a family member dealing with this sort of problem at hand, and let me tell you it is a rough to see your family go through this type of particular situation, I‘m keeping my thoughts and opinions at rest In order to give an audience an opinion that is not bias. Ever since gaming has become a viral for by becoming viral all over the internet there has been a monumental boom in the gaming industry. Imagine when you first got your hands on gaming materials that you are new to, a gaming system such as xbox or Playstation 4,that provide you with scenery and graphics you would never though would even be a possibility of being a part of in your lifetime. Now picture that and add the possibility of you playing a strategic and integrated game online, with a voice as clear as can be to follow commands specified by a the game process. Ok now add the formula of one self being able to take part...
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...Liebert, Inc. DOI: 10.1089/cyber.2012.0034 Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games 1 Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc.,2 and Reinout W. Wiers, Ph.D. 3 Abstract Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations...
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...does Online/Video Gaming affect its Players and Society? North Carolina State University. “Online gaming augments players’ social lives, study shows.” ScienceDaily. 27 Mar 2014. Web. 21 Jul 2014. The new research shows that online social behavior is not replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives. This article shows several tracking results to prove this point. “Gamers are not the antisocial basement-dwellers we see in pop culture stereotypes, they’re highly social people,” says Dr. Nick Taylor, an assistant professor of communication at NC State and lead author of a paper on the study. “This won't be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.” Indeed, in recent years, a lot of players of massively multiplayer role-player games such as War of Warcraft (WOW) took an in-depth survey about their offline social lives. At the same time, researchers tracked the offline behavior of these players. The result showed that most of these players had high social skills both online and offline. It means online gaming do not affect players’ offline social behaviors, however, online gaming can even improve players’ social ability. As a WOW player, I do absolutely understand reasons of this situation. First, massively multiplayer role-player games almost create real social environments to let players talk, drink and chat online. It is...
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...Sony and the gaming sector Marketing overview | CONTENT introduction 4 sony and the gaming market 4 the gaming market size 5 segmentation and target positioning 6 existing and new product management 8 competition 10 Recommendations 11 product development 11 conclusion 12 referencese 13 EXECUTIVE SUMMARY The aim of this review is to seriously analyze the strength and flaws of Sony’s gaming sector from a marketing perspective and to assess the present pattern within the game playing industry. This review will consist of research of Sonys gaming industry placement within the market, their application of the marketing mix, existing product management and new product management and how the businesses earnings compare to that of their competitors. INTRODUCTION The game playing industry, once a niche form of interaction for children and youngsters, has become a multimillion dollar market that competitors the movie market with regards to income and reputation. The gaming industry has gone through a total adjustment lately. Gone are low technological innovation games, inferior quality consoles, and turned off customers. This market as now is at the vanguard of technological innovation and this indicates simple and fast. This market is extremely aggressive and companies desperate to contend worldwide must be highly in track with nationwide marketplaces to survive (Porter, 1980) SONY AND THE GAMING INDUSTRY ...
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...company, CanGo prepares to expand into online gaming. To assist in this endeavor, we present By Design’s findings concerning the competitive environment of online gaming. To begin with, there are many impressive competitors in the online gaming industry. The following tables show the top 25 gaming companies in 2010 along with the fastest growing ones (Van Kooten, 2010). Despite this fierce competition, there are also plentiful opportunities for entry into the online game market with forecasted trends showing huge growth. In 2007, online games generated $6.6 billion. They are expected to increase to $14.4 billion in 2012. The top 10 fast growth companies indicate that online gaming is a goldmine (Caron, 2009). When reviewing competitors, it is important to keep in mind the point of access to the online games being offered. Online games can be played through a PC, a mobile device, or a console and the form of presentation can influence the product’s market segment. The table below shows the a comparison of features among various online gaming companies including CanGo. Note: Revenue taken from CanGo 2009 income statement and Source: Van Kooten, M. (2010, August 3). Top 25 gaming companies 2010. Retrieved April 7, 2012, from http://www.softwaretop100.org/top-25-gaming-companies-2010 As indicated earlier, online games can be PC based or mobile device based and are played over a computer network. The mobile gaming segment is expected to grow, with a predicted...
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...Introduction Online gaming has become one of the principal and fastest developing Internet business segments in China. With currently over 450 million Internet users, China has the biggest internet user base globally, with over two-thirds engaging in online gaming (Chinese Online Game Market Roundup, 2009). Average online gamers in China are comparatively young (18-30 years), males, and have at least finished a secondary academic level. Demographically China’s online gaming user base is highly comparable to China’s Internet user base, majority of who reside in bigger cities (Chinese Online Game Market Roundup, 2009). China’s online games are categorized into two main groups: MOCGs and MMORPGs, the former being a general term for competitive online games played in the absence of a persistent online environment (for example, online Ma Jiang) and the latter representing online games that allows hundreds of thousands of users to network simultaneously. Official Chinese data related to online gaming suggest that at the end of 2006 proceeds from China's online gaming market reached 8 billion RMB (approximately $1.04 billion) with returns reaching about 33 billion RMB (approximately $4.3 billion). Also, while American, South Korean, and Japanese firms have conventionally dominated the industry, Chinese developed software currently owns 65% of the market share of the domestic market, with an extra 20 million in proceeds generated by international users (Chinese Online Game Market Roundup...
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...CanGo is a fast growing Internet business that retails variety of products and services, ranging from books, music, and services. They are now in the process of implementing the online gaming systems to their company. When Liz, the CEO of the company, was invited to speak at the local Hudson Chamber of Commerce meeting to discuss her strategic management process that contributed to the success of CanGo, she realized that the strategic planning process of her company was haphazard and emergent. Its success has more to do with “luck” rather than deliberate strategies and planning. CanGo’s management would have to make a decision about how to institute a strategic management process in the implementation of a successful online gaming system to their business, so they can develop a competitive advantage. As an external consultant hired by CanGo, our job is to advise the management team as to the appropriate courses of action needed to address various challenges facing the firm. We will observe CanGo’s personnel, their interactions in various group settings, and other business functions. Based on these observations, we will address CanGo's notable challenges; develop our recommendations for its resolution and improvements that are focused on improving the business processes, operations, and profits of CanGo. Based on our observation from week 1 and 2, below are the 6 issues that our team determined that CanGo is facing, followed by our recommendations. 1. The first...
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...family life. Gaming becomes an addiction when it starts to interfere with a person's relationships or their pursuit of other goals, such as good grades or being a contributing member of a sports team. Computer and video games, especially the massive multi-online role-playing games (MMORPGs) such as "World of Warcraft," allow players to behave very differently from their normal persona. A shy child can suddenly became gregarious; a passive child can become aggressive. Young people, who often feel powerless in their daily lives, suddenly have the ability to command armies, drive (and crash) cars, and wreak havoc on a virtual world with no real-life consequences. This is seductive! And when that boy or girl is already finding it a challenge in the "real world" to make friends, computer and video games offer a way to interact with others in their "virtual world," without the distress of face-to-face interactions. What Makes a Video Game “Addictive”? Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? Why are some teens more susceptible than others to this kind of addiction? As with any addiction, video game or "gaming" addiction is...
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...of the things that undermines traditional values. It puts the person’s health at risk and alters his behaviour dramatically. One of the most underestimated addiction in today’s society is online gaming. Online gaming addiction is the excessive use of computer and video games that interferes with so called normal life (Chan, 2006). Although taking risks and experimenting with a variety of activities is considered normal, those who are at high risk of being dependent of this addiction are more prone to engage in sensation-seeking behaviours (Mehroof and Griffiths, 2010). The transtheoretical model of behaviour change outlines the person’s precontemplation and contemplation stage of having this type of addiction. When a person is in the precontemplation, the first stage of the transtheoretical model of behaviour change, he does not consider his behaviour to be a problem. This is because he has not yet experience any negative consequence of his behaviour or it is a result of denial about the impacts of the behaviour. Segana et al. (2006) suggested that a person on this stage is often not interested in hearing about the negative consequences or advice to quit his addiction. The person usually considers his addictive behaviour as a pleasant experience at this point. An addict of online gaming at precontemplation stage is often in denial of his behaviour. He ignores comments from family and friends and spends more time on the computer to hide emotional loneliness (Ng, 2005). He...
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...CHAPTER I THE INTRODUCTION I. INTRODUCTION ABSTRACT Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in It is one of the best inventions that are made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects. It has two kinds of impacts: the good and bad. It depends on the player itself. Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multiplayers together, most students become more addicted to it. They keep on playing and playing because it gives them thrill until it becomes a part of their lifestyle. This research study shows how online gaming can be an addiction and its possible effects on the students. A. BACKGROUND OF THE STUDY Education is an important element of investment in human...
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...Development of Gaming Gear and Innovations in the Distribution Model Background and History As technology has advanced in recent years, forms of entertainment have shifted from the activities of the outdoor to the games played indoors. Specifically, the emergence of computer gaming as a spectator sport has influenced many firms to develop products that satisfy the unique need of professional and recreational gamers alike. Much like the development of popular sports, such as basketball or soccer, the growth of eSports has created an industry that produces supplementary products required to enjoy the sport. However, instead of basketball and soccer shoes and clothing, the industry if focused on creating high-tech “gaming gear”. These products include higher function keyboards and mice, glasses to protect from glare, and headsets and microphones for gaming oriented communication. As more and more individuals become consumers of this market, the competition in gaming has increased, and the need for better and more sophisticated “gaming gear” equipment has evolved. Initially, with the introduction of computer gaming systems, the basic mouse and keyboard were essential components of most computer games. One of the first innovations in computer gaming history is the introduction of the Apple II and Commodore 64 in the late 1970’s. These were two basic gaming consoles based on the QWERTY keyboards. Both of these products had higher performance and utility in terms of gaming than the...
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...Gaming stimulates the brain's "reward centers" which stimulates the same high a drug addict or alcoholic feels. While most people associate addiction with substances, such as drugs or alcohol, doctors recognize online gaming addictive behaviors as well. When a child is admitted to the Elk River Treatment Program (ERTP) of The Pinnacle Schools, a full medical and psychological evaluation begins. An Individualized Treatment Plan is developed for your child and a Treatment Team is formed to address your child's specific needs. Online gaming is often a symptom of an underlying core issue. The child needs the escape or the feeling of reward that online gaming provides because something else is missing in their life. Through group and individual therapy on a consistent basis, the child may eventually identify the core issue(s) and begin recovery. Some gamers exhibit severe withdrawal symptoms, becoming angry, violent, or depressed if a computer is taken away. Residential treatment is a safe setting for withdrawal from any addiction. The Psychological Factor. Unlike with substance abuse, the biological aspect of video game addiction is uncertain. Research suggests gambling elevates dopamine, but there's more to addiction than brain chemistry. The addict suffers from a psychological component to the addiction. Online gaming allows a person to escape the real world and change the perception of self worth. An online gaming...
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