...As almost any gamer can tell you, video games are apparently on the rise of popularity while every other medium of entertainment and leisure including music, movies, television, books, magazines and newspapers are on the decline. This was given in a speech by Activisions Mike 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...
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...Registrant’s Common Equity, Related, Stockholder Matters and Issuer Purchases of Equity Securities is a main section of the annual report as well. Selected Financial data is also another main section of the annual report. The business section describes the company which is GameStop. GameStop is the world's largest multichannel retailer of video game products and PC entertainment software. We sell new and used video game hardware, video game software and accessories, as well as PC entertainment software and other merchandise. The Risk Factors section tells the stockholders the high degree of risk there is when investing in GameStop. Below are a few risk factors for GameStop Stockholders: • We depend upon our key personnel and they would be difficult to replace. • We depend upon the timely delivery of products. • We depend upon third parties to develop products and software. • Our ability to obtain favorable terms from our suppliers may impact our financial results. • If our vendors fail to provide marketing and merchandising support at historical levels, our sales and earnings could be negatively impacted. • The electronic game industry is cyclical, which could cause significant fluctuation in our earnings. • Pressure from our competitors may force us to reduce our prices or increase spending, which could decrease our profitability. • International events could delay or prevent the delivery of products to our suppliers. • There may be possible changes in our global...
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...Computer Games PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes andminicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.[3] The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976...
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...ago, a Filipino consider his/her childhood complete if he experienced playingtrumpo (top), playing sipa (the Philippines' national sport), playing taya-tayaan (a game of tag)or playing other physical games. Filipino children really loves hide and seek which we call tagu-taguan. I also experienced playing these games which made me consider my childhoodcomplete. Today, the children here in the Philippines consider computer games more fun thanthe physical games which I used to play. If a person asked a kid if which of these he/she prefers,the kid will likely answer computer games. I admit that these games are really addicting whichmade me think if these things have good effect on a person.Computer games can be dangerous to children. It can be a threat to their physical healthbecause these computer games can lead to obesity, seizures, muscular, postural or evenskeletal disorders. These things happen due to overindulgence and addiction to a certain game.Another disadvantage of computer gaming to a child is seen in playing violent games. Violentgames can cause physiological arousal, increased aggressiveness behavior of a child anddecreases a child's pro social helping. (Gentile, D.)Even though video games are harmful, there are also things which computer games canprovide which can be beneficiary to children. Computer games can develop better following of instruction; improve problem-solving, hand-eye coordination, fine motor, spatial, planning,resource management and management skills...
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...creativity in the business Game station, which is one of the UK’s leading computer and video games retailer. The definition of an aim is a target or to intend to move towards a certain goal. An objective is a goal that an individual or a team works toward to attain the end target. My objective for this particular research activity is to investigate different ways and ideas the business company Game station uses to improve creativity to attract customers. Primary research includes collecting data that does not already exist and therefore this could be data collected first hand. Examples could be conducting interviews or handing out questionnaires or observations. I will use secondary research which is data that already exists; this could be through published or recorded data that has already been collected for some other purpose rather than the current study. Therefore my research methods will consist of research from the internet and various websites. Game station provides customer service through numerous branches around the UK. Their products range from video games to electronic gadgets such as X-Box or Nintendo Wii, which are displayed throughout the shop for customers to observe and enquire about. The consumers for such products in Game station include children, teenagers as well as adults as most gadgets are designed for all ages while games on the other hand can specifically target a certain age group. Brand- Retail store Industry- Video games Founded- 1993 Headquarters...
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...Discussion I. 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...
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...have negative effect on children, and especially on teenager’s parents usually buy computers for their children’s educational resource. But teenagers, who always seek fun activities around the, use computer to play game, chat with friends and to catch up with the latest gossip on celebrities, and before they know it, they are addicted to computer. Computer can cause teenagers to be physically, mentally ill, and the more the child spends more time on computer, the more he loses time to focus on his academics, and time to communicate with his/her family. Technical is a good tool if we use its own advantage, but it would be the worst if it is used to own disadvantage. Purpose and Description of the Project The purpose of this study will provide information about students in ISU-R who are engaged in the use of computer. This show cases the statistic of students who are spending their time in online/offline games, social networking, chatting, researching or simply browsing the net. This further shows how many percent of students in ISU-R are addicted in computer. Objectives of the Project The study on the Online Survey on Computer Addiction Among ISU-R Students was conducted at the Isabela State University, Roxas Campus. This study shows how many percent of students in ISU-R are addicted in computer. Specific Objectives: * To show how many percent of students in ISU-R are addicted in computer? * To provide easier and faster transactions to the user. * To sustain the...
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...Dota 2 Online Game Addiction: Causes of Behavioral Changes of Students Submitted by: Raymart M. Ablan Researcher Remboy O. Curilan Researcher Submitted to: Federicko Griño Instructor Chapter I The Problem Introduction There are many students who are addicted to this game called Defense of the Ancient (DOTA) especially the grade VIII high school student. The new version of DOTA which is the Dota2 is the most popular online computer game which can be played by many players around the world. In the early age, grade VIII student are addicted of this kind of computer game, even their budget, time, studies and social relationship will be interrupted because of playing Dota2. There are many questions why students are addicted on this kind of game. Like: Why there are spent more time to this game? And, why they are tell lies asking money from their parents just to play Dota2? When time spent on the computer, playing Dota2 games or cruising the internet reaches a point that it harms a child’s or adult’s family and social relationships, or disrupts school or work life, that person maybe caught in a cycle of addiction. Like other addictions, Dota game has replaced friends and family as the source of a person, emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. This is a kind of computer games that can be played...
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...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...ANG EPEKTO NG COMPUTER GAMES SA PAG-AARAL NG MGA ESTUDYANTE MGA NILALAMAN Kabanata Pahina 1. Ang Suliranin at ang Saligang Pag-aaral Nito Panimula 1 Layunin ng Pag-aaral 7 Kahalagahan ng Pag-aaral 8 Saklaw at Limitasyon ng Pag-aaral 9 Depinisyon ng mga Terminolohiya 9 2. Ang Kaugnay ng Pag-aaral 13 3. Disenyo at Paraan ng Pananaliksik Disenyo ng Pananaliksik 19 Mga Respondente (Subjek) 19 Paglalarawan ng Instrumentong Kagamitan 21 Paglilikom ng Datos 21 Estatikong Pagtrato 21 4. Pagsusuri, Paglalahad at Interpretasyon Ng mga Datos 23 5. Lagom, Kongklusyon at Rekomendasyon Lagom 30 Kongklusyon 30 Rekomendasyon 34 BIBLIOGRAPHY 45 – 46 Questionnaires 47 Kabanata 1 ANG SULIRANIN AT ANG SALIGANG PAG-AARAL NITO Panimula Sa pagpasok ng ika-20 siglo, nagsimula ang panahon ng Electronic Devices. Paglipas lang ng ilang dekada ito ay lumago at nakilala at naging isang pangkaraniwang bahagi na ng pangaraw-araw na pamumuhay ng tao. Habang lumalago ang industriyang ito, isinilang ang isa sa pinakamagandang nilikha ng tao para sa kanyang sarili – ang Computers. Isa itong aparato na gumagawa ng trabaho ng tao nang mas mabilis. Ang mga...
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... 75 Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.*** Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games. Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model * Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. * Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines. * * associate professor/associate dean, College of Economics and Management, University...
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...The computer became irreplaceable tool in every life of almost each person. The adult users generally use it for business purposes while youngster for computer games, computer became the part of our life in every important component in many spheres of modern life so it somehow influences on people one of the life leisure. And now a day’s majority of young people spend their leisure in playing computer games, surfing through internet, computer games have become the one of the favorite time spending of young people all ages, and even some adults with permanent development of computer technology the quantity of people using computer either for working purpose or entertaining purposes or increasing speedily. A personal computer games is a kind of game plated on a personal computer, rather than a video game console or arcade machine. Computer games have involved from the simple graphics and games play early titles like space war to a wide range of more usually advance titles. In this study, the effect of being addictive in playing computer games on the selected students aims to describe computer games affect our lives. It aims to seek how to lessen their attention to it. Statement of the problem The study aims the effect of computer games to the academic performance of the selected students of Santo Rosario Academy school year 2013-2014 1. What types of computer games attract most of the students of Santo Rosario Academy? 2. What are the effects of these computer games...
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...Background of the Computer Games The computer game requires technology capable of handling large amounts of data and of representing this data. The relationship between a technological phenomenon such as the computer and the less formally based culture is not a simple one: some theories will claim that technology determines culture; some will claim that culture determines technology. It may be most reasonable to see this as a history of mutual influences, where technology can inspire (or enable) cultural developments and cultural developments can inspire new technology. To quote an obvious example, the computer game was originally developed on equipment designed for military and academic purposes. But today the computer game is the driving force in the development of much hardware such as 3d graphics accelerators. Space war! The first computer game. (1962) Chapter I – Introduction a. BACKGROUND OF THE STUDY Technologies are now spreading its dominion influences through out this new generation. From this matter of fact many people now a day are commonplace of having two or even more devices using in their home. One of the most commonplace and (as was rated as) important, convenient, and practical to use is Computer. And whenever people think about the word computer they would... b. Advantage and Disadvantage of Computer Games Since early nineties, the computer has become very popular, with nearly every household starting to own one. Today, the computer has become a necessity...
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...1 Introduction Sound as an information channel has distinct advantages over other methods of communication, making it widely-used for warnings and alerts in various contexts and environments. Auditory warning signals in user environments are, more often than not, very simple, monotone sounds. In application, they are often annoying and difficult for users to recognize and understand (Block et al., 1999; Ulfvengren, 2006) During recent time there has been an increasing interest to investigate new and more complex nonspeech sounds to convey information in critical situations (Stevens et al., 2006; Ulfvengren, 2006; McKeown, 2005). The Sonic studio, part of the Interactive Institute in Sweden, is a research unit focusing on applied research within sound, interactivity and new technology. Sound for information-delivery is a recently started research project at the studio. One particular focus is to explore alternative methods to design warning signals for user environments. So far, a literature study has been carried to with the aim to investigate the progress which has taken place within this branch of sound design research, identify issues related to this type of research, and to point out some new potential ways to design warning signals. The objective of this paper has been to present and discuss the important findings of this study. 2 Speech and non-speech sounds A common approach in auditory display research today is to distinguish between speech and non-speech...
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...Norte Dota 2 Online Game Addiction: Causes of Behavioral Changes of Students Submitted by: Raymart M. Ablan Researcher Remboy O. Curilan Researcher Submitted to: Federicko Griño Instructor Chapter I The Problem Introduction There are many students who are addicted to this game called Defense of the Ancient (DOTA) especially the grade VIII high school student. The new version of DOTA which is the Dota2 is the most popular online computer game which can be played by many players around the world. In the early age, grade VIII student are addicted of this kind of computer game, even their budget, time, studies and social relationship will be interrupted because of playing Dota2. There are many questions why students are addicted on this kind of game. Like: Why there are spent more time to this game? And, why they are tell lies asking money from their parents just to play Dota2? When time spent on the computer, playing Dota2 games or cruising the internet reaches a point that it harms a child’s or adult’s family and social relationships, or disrupts school or work life, that person maybe caught in a cycle of addiction. Like other addictions, Dota game has replaced friends and family as the source of a person, emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. This is a kind of computer games that can be played...
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