...Definition of Computer Gaming II. Reasons why people play computer games a. Entertainment and fun b. Camaraderie and Connectedness c. Emotional Satisfaction d. Escapism e. Practice or learn life skills f. Challenge g. Visible Rewards and feeling of achievement III. Benefits of playing computer games A. Mental Skill development B. Social Skill development C. Reading and Comprehension Skills development IV. Learning Components of Computer gaming A. Problem Component a.1. Logical Situation a.2. Problem Solving a.3. Multitasking events B. Social Applications b.1. Need of party /guild b.2. Chat capability C. Reading and Comprehension Skill Necessity Component c.1. Following instructions and directions c.2. Vocabularies Chapter III. Summary, Conclusion, Recommendation DMMA College Of Sothern Philippines Tigatto Road Buhangin, Davao City Benefits of Computer Gaming In partial fulfillment of the requirements for English 3A (Technical Writing) Submitted To: Mrs. Editha C. Alagaban Submitted by: Cdt 3/C Barrios, Junrey C. Cdt 3/C Estorpe, Darrel C. March 2013 Chapter 1 THE PROBLEM AND ITS BACKGROUND In the beginning computers were created only as a means to make life easy for government and private organizations. Modernization of living has a great impact to mankind, specifically in the field of technology that introduces people to this computer age because of its many benefits that makes the...
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...Analysis of Harrah’s Total Rewards Players Rewards Program © 2006 Gaming Market Advisors December 2006 Prepared by Gaming Market Advisors 330 E. Warm Springs Rd Las Vegas, NV 89119 4340 E. Kentucky Ave. Suite 311 Denver, CO 8024 Table of Contents I. SUMMARY OF FINDINGS............................................................................................................................................1 II. PROJECT OVERVIEW..................................................................................................................................................4 Methodology ........................................................................................................................................................4 III. TOTAL REWARD PROGRAM OVERVIEW ..................................................................................................................5 Tiers and Tier Credits ............................................................................................................................................5 Reward Credits .....................................................................................................................................................7 IV. TOTAL REWARDS MARKETING STRATEGY .............................................................................................................11 V. TOTAL REWARDS TIER BENEFITS.....................................................................
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...Griffith at the 2009 consumer’s electronic show. Here the question arises, is this true? Are consoles more popular than computer games nowadays? The battle has long waged between different gamer types which is better, console or PC?but we can all keep trying. Console gaming appears to be on the rise according to a new report from market research firm Nielsen. The data came from Nielsen’s sample of 12,000 television using households in the US, which found that although the number of “television households” has only risen by 1.6%,the number of game consoles in those households has risen by 18.5% in the same period of time. Moreover by the end of 2006 there were 45 million homes with the console and 148 million people had access to at least one system. The use of connected consoles-consoles that connect to the internet has grown steadily over the years to 4 million even before the introduction of PlayStation 3 and Wii in late 2006.Systems such as PlayStation 2, XBOX and XBOX 360 appear to have made connected consoles commonplace in the home and online gaming services are becoming more popular than ever, as evidenced by the success of Microsoft’s Xbox live service. In addition to this, consoles come with great benefits which include their easy setup, there are little or no sound adjustment. The patching of games is limited and rarely causes much delay for games you play more often. Furthermore, required updating for consoles is limited. Along with the fact that the popularity of...
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...Bringing Video Gaming and BD-Live from being an Entertainment Tool to a becoming a Distance Learning Tool: A Concept Paper 1 Choo-Hong Loo School of Business and Administration ,Wawasan Open University 54, Jalan Sultan Ahmad Shah 10050 Penang,Malaysia. chloo@wou.edu.my, telephone +604-2180 333 and fax +604-2269 323 Accepted Sub-theme: Technology-enhanced teaching and learning Abstract: To some parents and educationist, video gaming has long been associated with wasting time. The interactivity and connectivity of the sixth and seventh generation video console has resulted in the introduction of the use of motion as input, and IR tracking and wireless controllers and 3D together with connectivity among the different console users in a network. This paper discusses the application on how the sixth and seventh generation video game console can be adapted to deliver vocational instruction through the gaming consoles. Apart from the video game console we would also be discussing on the use of the BD-Live feature on the BluRay disc. Using the case studies of Xbox 360, WII, Play Station 3 and BD-Live, we would like propose how video game and BluRay consoles can be used to deliver vocational education through the distance learning mode. The advent of the internet, motion technology and 3D technology, would mean enhanced educational content can be delivered to students in a more effective, expansive and entertaining manner. The discussion of this paper will benefit the makers and...
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...“The Effects of Computer Gaming to the Academic Performance of Grade 9 Students of Divine Light Academy Las Piñas during School Year 2015-2016” (Submitted by Ernest John S.J. Arreza of Grade 9 Nationalism) Chapter 1 (The Problem and its Background) Introduction: Development in technology brings us many benefits today. One of these things is the computer gaming. Computer gaming is one of the most prominent activities done by teenagers today. Many people said that “they play these games just for fun and relaxation”. But they don’t know the effects of computer games to their academic performance. These games according to some researchers to researchers have benefits, because it enables the mind of the player to be more active. But also these games had bad effects on the Academic Performance of the students, because it might cause computer addiction. Today many Grade 9 students of Divine Light Academy Las Piñas are excellent at playing computer games. But I am sad to see that there are only three level honors out of hundreds of students this first quarter. “Education is the most powerful weapon which you can choose to change the world” – Nelson Mandela, this quotation is very true, because without education there would be no government today. That is why it is necessary to conduct a research about this topic because computer gaming is both a friend and a foe of education. The computer gaming industry is now over 30 years old. In that time computer technology has improved...
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...#2# . COUNTERSTATEMENT#OF#FACTS# ...........................................#3# . ARGUMENT# ............................................................#6# . I. THE# COURT# OF# CHANCERY# PROPERLY# ISSED# A# PRELIMINARY# INJUCTION# BECAUSE# PLAINTIFFS# DEMONSTRATED# A# REASONABLE# PROBABLITY# OF# SUCCESS# ON# THE# MERITS# CONCERNING# THE# MERGER# OF# PRAISE# VIDEO# WITH#NEW#HOPE#PUBLISHING#COMPANY## ...........................#6# A. Question#Presented#....................................#6# B. Scope#of#Review#.......................................#6# C. Merits#of#the#Argument#................................#6# 1. Praise# fiduciary# duties# when# they# made# no# attempt# to# balance# the# overriding# pecuniary# interests# of# the# public# benefit# iden certificate#of#incorporation# .....................#6# # a. The# Board# of# Directors# failed# to# adhere# to# which# is#...
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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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...recreational options beyond the casino floor. Despite considerable evidence substantiating this evolutionary change in the commercial casino marketplace, in the popular mind the casino industry remains largely about gambling. There is a perception that people travel to casinos mainly to spend some money gambling and then return home. In this simplified view, the money they spend pays for the facilities they visit and the salaries of the employees with whom they interact. This view is, however, incomplete. In reality, this perception discounts how increasingly complex modern casinos in the U.S. have become, and how large and far-reaching a role they now play in the American economy. This study, conducted by the Brattle Group for the American Gaming Association (AGA), uncovers several key findings about the U.S. commercial casino industry: • Based on direct, indirect and induced impacts, the commercial casino industry supported approximately $125 billion in spending and nearly 820,000 jobs in the U.S. economy in 2010, which is roughly equivalent to 1 percent of the $14.5 trillion U.S. gross domestic product. • These impacts are generated from diverse revenue streams. More than two-thirds of industry revenue is generated on the casino floor, while the remaining third is generated via the food and beverage, hotel...
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...weaving through the crossfire bullets whizzing overhead, debris clouding our vision. Closer, closer…CLOSEERRR, grenades are tossed at feet, “GRENADE GET DOWN, GET DOWN!” and then…Blackness. “Huh? What the…” I look up at my mom standing there power plug in hand and giving me “that look”. I drop the controller flip off the TV and hit the books. I’m sure I’m not far off assuming this scenario or something similar has happened to many other people this day an age. It is not uncommon to find one if not more gaming consoles or computers within a household this day and age; they have become apart of our modern society and look as though they are here to stay for the long term. But what effects does the up and coming gamming culture have on our society? After taking a closer look at the topic it could be argued that those who are apart of the B. Allen 2 gaming culture are susceptible to possible violent behavior, but are also inclined towards academic success, and health benefits. “Bring on the guts, bring on gore, bring on the mayhem!” Unfortunately video games that contain content such as this are seen as possible scapegoats for exemplifying violent behavior in teens and adults in our society. For example when it was found that Eric Harris and Dylan Klebold were fervent players of the games Doom and Wolfenstein3D (CNN 4/22/99) many people blamed the games for the massacre to an extent. Some people even tried to file...
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...Gamification in Education Tina Terry EDU 620 Meeting Individual Student Needs With Technology Instructor: Tamara Carter Gamification in Education Gamification has the benefit of bringing people together to solve a problem or for you to defeat a problem on your own. Games can be used in a teaching environment to help promote specific learning skills. “Today’s schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The constructivist...
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...case study highlights the success of Zynga in online games. This forms an excellent basis for assessing the relationship between durable and virtual products. The continuous over- reliance of Zynga on Facebook is also another essential aspect of consideration in paper. Finally, the case study addresses the various implications of Zynga on the existing video game business. Overview Zynga is among the world’s most popular online gaming firms. The firm has been operational since 2007. During this period, Zynga’s popularity has increased because of its unique approach to online gaming. Whereas most gaming companies produce games with innovative features, Zynga relies on customer analytics (Laudon, 2012). This involves the assessment of trends evident among the gamers. For instance, Zynga analyzes the most popular game features among the users. Facebook forms the platform for more than 90% of Zynga’s games. Question a: Among the most notable strategies used by Zynga is the development of “durable” and virtual products. From the context of gaming, “durable” products encompass online goods whose lifespan is considerably longer compared to the “nondurables”. The phrase “virtual” comes into application because they are sold and used online. An example of a marketing relationship between the durable and virtual products is the use of sale of virtual real estate property (Hill, 2012). This approach would attract many users and thus enhance the generation of revenues. The durable...
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...” In the early 1970's video game consoles moved from the arcade rooms to the average home, and hasn't looked back since.The visual gaming world has been expanding immensely for the past four decades and has become the worlds most prominent source of entertainment. With this expansion there are now professional gaming teams that compete in tournaments around the world playing for prizes and titles. Not only do these games require good hand eye coordination but they focus more on the mind. Strategy games, first person shooters, and adventure games are some of the most popular genres that are played by teens and young adults. With this growth of gaming it is assumed that these games will hinder a children's ability to learn in school and can affect a persons mental health negatively. People don't view these games as having any positive effects, and are viewed as a negative form of entertainment. The reality of this subject is that video games can supply many benefits towards the human brain, give us new ways of reacting to problems, and can expand a child's potential in their education. Since teens and young adults spend a good amount of time interacting with these games through their everyday schedule it has been given a negative title by most parents. Parents fear for their child's education and doubt that video games actually have any benefits towards the brain. These games contain a lot of problem solving which forces the player to use their brain quick and instinctively...
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...Court Rye Market Research Nintendo DS – Marketing Strategy Problem/Situation Description: Ten years ago Nintendo dominated both the console and handheld gaming industry. Today the gaming industry has grown so much that it is competing directly with the movie industry! Growth in this industry is occurring in the demographic of 18-34 year olds. Nintendo is primarily focused on 5-17 year old gamers with its first party software, especially in the handheld gaming market. As the industry expands Nintendo is struggling to retain market share percentages as their primary market of young male gamers is already saturated. Marketing Objectives: Increase Nintendo’s market share and boost sales without losing touch with the current market of 5-17 year old males. Target Audience: The suggested target audience for Nintendo to expand towards is 5-17 year old females. Budget: The three tools suggested for reaching the target consumer most effectively are TV commercials, movie theater pre-show trailers, and the actual casing and packaging of the product. A high quality 30 second commercial is estimated to cost $100,000 to $350,000 dollars. Movie trailer slides are estimated to start at $1500+ for a four week period. Casing and packaging redesign costs are unknown but estimated to be relatively small when spread over the number of units being produced. Total costs for the Nintendogs Pink DS promotion would be nearly $30 Million dollars over the span of four months. Strategy:...
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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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...company. CanGo wants to make the online gaming venture successful and wants to venture into different types of online sales. Recommendation: #1. CanGo is in need of a marginal analysis. A marginal analysis would include economic view of how the company would spend its dollar. The analysis would also be able to show the company whether the money is being spent necessarily. It will also let CanGo know whether they are able to take on new business ventures. The marginal analysis will assist CanGo with analytical decision making. #2. By doing a marginal analysis this will help CanGo decide whether employee shifting would be feasible or whether they should hire new staff. Even though the company would not be able to determine the exact outcome of the decision, the analysis will give them a rough idea of what to expect. Cost Benefit Analysis CanGo has not currently had a cost benefit analysis done on the company. With a cost benefit analysis, it gives the company an analysis of a business decision that they are proposing. This will give them an idea on whether the company is financially stable to take on a new project or venture. The cost benefit analysis would include all costs associated with the new venture including warehousing fees and price that the product will be sold for. This is done to give the company insight on their new project. Recommendation: #1. A cost benefit analysis should have been done before taking on the online gaming venture. CanGo will now need to determine...
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