...Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close bonds. Subsequently, it results in new problems evident worldwide. 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? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designed to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. They want you, once you log in or pick up that controller, to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. In that respect, the design of video games is similar to the design of gambling casinos, which will allow players to have small wins that keep them playing. Massive Multiplayer Online...
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...controversy of Pat Mulroy being appointed a board member of Wynn Resorts. The reason this became a debate is because Mulroy had been a member of the Nevada Gaming Commission less than a year before and was allowed to get this job. Nevada law states that a member of the Nevada Gaming Commission must have a one year cooling off period where they cannot sit on the board of any private gaming company because of the sensitive information that said person may be able to use to the companies advantage. However Mulroy was given permission to forego this one year cool off period and is on the board for Wynn. The Nevada Commission of Ethics found that, in Mulroy’s case, she did not have to wait. The commission’s biggest point...
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...Video Games: Friends or Foes Individual Research Paper JRSB 311: Ethics Fundamentals Online Class Chaitanya Patel March 22, 2013 Table of Contents Introduction 1 Introduction to modern games 1 The history of gaming 2 1976 2 1985 3 Early 1990’s 3 1997 3 Modern gaming 4 Influence of violent games 5 Other Factors 6 Ethics Point of View 9 Government Policy 10 Conclusion 10 References 11 Introduction Introduction to modern games Everyone loves playing games, whether it is a two year old or a 20 year old; it is the kind of game they play is different. The younger generation has turned towards playing video games; with every generation of new graphics card comes out a new level of realism is achieved, and the developer tries to make more games that look like and has feel of a real life. We already spend hours out of our daily routine either killing zombies in walking dead, or killing other people and dealing drugs to become a crime lord in Grand Theft Auto, or sometimes just living a completely different life style in a role playing game like second life and World of Warcraft. We prefer to sit home and play video games rather than go out and play hide and seek. Most of us who are not good at physical sports like soccer or baseball, tries to play and be good at those sports in video games like NBA and Tiger Woods. We try to be a person that we are not or in some cases we cannot be, in video games. Someone tries to live their fantasy of...
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...Nintendo Operations Nintendo Operations Nintendo has come a long way since the company was founded in 1889. The company has not always produced popular gaming consoles and video games. In the beginning the business was small and only made moderate profits off of playing cards. These cards became popular due to the popularity of gambling. After the cards a series of business ideas and failures until 1977 when Nintendo finally found it’s niche and introduced the Color TV Game 6. Since this release Nintendo has dominated the world of audio-visual entertainment and consumer products. In 2003 the structure of Nintendo planning was reevaluated. Initially there were only two groups within the company that planned but then this was split up into four groups to make the planning process for games easier and more efficient. These four groups and four men are solely responsible for the planning, goal setting, implementation, and monitor and control of their groups and their group’s responsibilities. It was clear early on that as the company grew and the products were introduced internationally that it would be necessary to break down the groups further from two four to ensure a better quality product within each group. The first group, Nintendo SPD 1, lead by Yoshio Sakamoto is responsible for developing titles like the WarioWare series and the Metroid titles on handhelds (3, p.1). Group number 2, Nintendo SPD 2, is managed by Hitoshi Yamagami and is responsible for...
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...1. CanGo’s undefined Mission Statement The absence of a clear Mission Statement as a road map for the company is needed for the company to survive in the market place and stay competitive. The mission statement of any establishment, defines the clear intension of a business in term of which road it will travel in the market place to stay competitive. In the week -1 introductory video, CanGo seems to be doing very well in the market place. This was evidence by the telephone call that was made to Liz by the President of the Hudson Valley business association. When Liz was inverted to speak at the Hudson Valley business meeting to share her expertise with the rest of the business community, she could not define how the business was organized the system she and her management team have used to be so successful in the Hudson Valley. She could not clearly say where she came from as a business, where she is and where she will be going as a business. This seems clear to us that CanGo lacks a mission statement for the smooth operation of the business. If CanGo continue on this path, the company may and will experience major setbacks in areas of business growth and development, accountability and the ability to stay in the market places if other market forces come against her. Recommendation: CanGo like any other business is in the market place to survive and be profitable. Therefore if CanGo must survive and be competitive it must develop a mission statement as a foundation for...
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...Case: Wynn Rui Chen 303208144 Q1. The competition of gaming industry in Macau is intense as explained by 5 forces model as follows: 1. Suppliers: because unemployment rate in Macau is low, it is difficult for Macau to recruit new employees to support business expansion. In particular, employees who work as junket operators have to be professional. Moreover, their commissions are high, and perhaps, Wynn has to pay higher incentive to attract junket operators to work in the company. 2. Buyers: there are six principal gaming players in Macau, and Wynn has only one casino. Therefore, buyers have several choices to choose. 3. Rivals: Wynn’s competitors have strong positioning and uniqueness to compete. For example, Venetian expands business to Cotai to penetrate non-gaming segment. Galaxy penetrates Asian customers, and Melco provide customers with good customer service. 4. Potential entries: Macau is the only place in China to be allowed by the government to have casinos. Therefore, there are no prospective entrants from the mainland. Moreover, Special Administrative Region (SAR) controls and permits to allow casinos in Macau. Thus, it is uneasy for new entrants to open new casinos in Macau. Furthermore, the number of gaming table for casinos has to be allowed by SAR. Such a rule is another obstacle for new entrants. 5. Substitutes: there are plenty of entertainments for buyers to choose besides gambling such as travelling, sports and so on. In conclusion, although prospective...
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...Companies have many factors that contribute to their business related decisions. Nintendo must consider the external as well as the internal factors while planning, leading, organizing and controlling their business. Being able to plan, lead, organize and control Nintendo will be able to connect with their employees and explain to the public how well their gaming systems have been all over the world. External factors may include such things as laws and regulations that enter the target market. Laws and regulations in regards to the governing agencies may force businesses plans to implement their plans. Companies should act accordingly when new laws and regulations are imposed. The economy can affect the financial means to carry out plans. On a local and global scale businesses can also impact revenue in regards to sales of products and services. The target market also will influence planning and innovation within an organization. Companies must take into consideration what the customers’ needs and wants are in regards to features and price. Internal factors can include culture and ethics set forth by the corporation. Culture and Ethics will impact how companies plan, lead, organize, and control daily business functions. Culture within a company can positively or negatively affect the speed of which products and services are available as well as the quality of services. Culture can be improved throughout the organization and teams on a daily practices which should be monitored. Negative...
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...COMPUTER ADDICTION By: Remelyn B. Villanueva I. ABSTRACT Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention. The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine the relevance of computer games to Higher Education, reporting on a survey of University students’ computer games behaviours, their...
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...Robert Smith SOC 2340 September 11, 2015 E-Sports International Gaming is becoming more and more popular as new federations continue to pop up like MLG (Major League Gaming) and the International E-Sport Federation. Online competition has rapidly grown throughout the years, and continues to grow as technology grows. If e-sports have become this popular and more enjoyable to watch and play, then why are they not considered to be apart of the Olympic games? Do the Olympics fear for the future? Are they afraid that technology might take over sooner than they expected? I think that it is time the Olympic Games stop defining sports as only competitive games involving physical activity, and start letting technology and the future make history. I want to move the petition forward to make e-sports Olympic games and here is why. What do we think of when we think of sports? Fast paced activities involving lots of rigorous physical exertion, and very well practiced physical skills. I think that we sometimes look past other competitive activities solely because they do not involve physical activity. This is where e-sports come into play, and it may be hard to adapt to at first, because only the younger generation people will understand all of the new technology and games better than most older generation people. StarCraft 2, Dota 2, and League of Legends are all online competitive PC games, where millions of players online from around the world fight and compete with each other. Rob...
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...Effects of Casinos Review of Literature The Effects of Casinos and the Gaming Industry: Their negative effects outweigh the benefits Fall 2011 With the rapid growth of permitted gambling in the United States, much debate has risen over the positive and negative impacts of the gaming industry and casinos upon our society. Very little research has been done in the past to assess the influences upon our communities and our citizens. However, more and more issues are surfacing that are inducing much concern. The longer these establishments exist in our communities, the more their damaging effects are being felt. Those who are investigating this subject are coming to a unified conclusion: Casinos and gambling have many negative effects, far more than the few benefits that they provide. This country has undergone a gambling boom over the last two decades, and this popular past-time activity is still on the rise with new casinos being built every year. Before 1978, there were no casinos outside of Nevada (Grinols, 2006). Today there is some form of legalized gambling in every state except two: Hawaii and Utah. (Kearney, 2005) Commercial casino revenues increased 266% from $8.7 billion in 1990 to $31.8 billion in 1999. (NGISCR, 1999) Commercial casino revenues were recorded at $37.5 billion in 2007. (AGA, 2011) Revenues were recorded at 34.6 billion in 2010 (AGA, 2011), a staggering amount even after the drastic economic decline our economy endured in the previous...
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...How Sony Playstation has Applied the 10 Operation Management Strategies Kenneth Turner GM583 Operations Management June 19, 2011 Table of Contents Abstact 1. Background 1. Problem Formulation Discussion 2. Analysis 5. Reflection 7. Recommendation 8. Appendix 9. References 10. Abstract Even though the Sony Playstation is a leader in their market, they still have the problem of the Japanese yen being more valuable than their foreign country’s currency, and the location of their manufacturing facilities being too far from their customers. This contributes to the increased cost of quality of them having to transport the materials, and finished products to and from the manufacturing facility. Also the cost of imports and exports is not as valuable for them because of the value of the American dollar, or the European pound compared to the Japanese yen. (Sony Corporation SWOT Analysis, 2010) As an Operations Management Consultant, I have been asked to present a paper to Sony Corporation on how they have applied the Ten Operation Management Strategies to successfully achieve their financial, social, market place dominance, cultural influence, international presence, and successful application of quality principals to successfully achieve their objectives in America. Background The Sony corporation is one of the largest consumer electronics makers...
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...Nintendo claims to have changed their inhumane labor by enforcing new guidelines. This can be supported through an article from forbes which highlights a statement made from one of the chief's at Nintendo: “In order to ensure the continued fulfillment of our social responsibility throughout our supply chain, we established the Nintendo CSR Procurement Guidelines in July 2008. We require that all production partners, including Foxconn, comply with these Guidelines.” The website engadget.com also mentions the efforts that Nintendo are making in order to “right their wrongs”. Therefore, Nintendo’s affirmations regarding their shift of labor ethics is proven to be true. As for environmental impacts Nintendo seem to be on the right track...
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... Who would have ever imagined that in the mid 90’s the gaming industry could be worth over 100 billion dollars today? Let’s take a closer look at company mGames and identify the problems, analyze its challenges and recommendations for success. Problem Identification The company mGames has the potential to become a very successful, but unless it puts its house in order and tackle the numerous problems facing it, mGAMES will continue to experience the ups and downs of improperly managed success. One of the underlying problems facing mGames is the lack of effective leadership. The tension and the dialectical internal dynamics are manifestation of the lacking leadership that should guide and steer the organization towards a common goal. The success of any organization is very dependent on its leadership, but apparently Noal Fisher, former president and CEO, failed to resolve the impending conflicts within the organization. Successful leaders should effectively manage opposing tensions, especially those of individual, goals-vs- group goals (Engleberg& Wynn, pg. 129). Another problem is lack of cash flow, not having adequate funds to invest in more development and production of new quality games, mGames doesn’t have a true competitive edge and appreciation for trends of the gaming community. Typically engineers that produce games tend to develop for the future because the gaming industry is constantly changing. It had been known in 2009 when Microsoft...
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...How to Deal with Bad Work Ethics in a Coworker: A work ethic is a set of values have about the benefits and importance of working hard and being productive. Values can be changed , depending on the coworker, they can have different opinions on what should be done. Anyone can have their own opinion, without having a bad work ethic. However, you should state the coworkers work ethic if its interfering with your job duties. Address the problem with an employee, or sometimes a manager. Examples: 1.) Avoid the Temptation to Wait for a Coworker to Figure it Out: If your coworker 's bad work ethic is affecting you, speak to the coworker face-to-face and let them what they are doing wrong, and how it affected you while on the job. Explain as...
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...target are young teenagers within the age range 10-20. We work with many international and well reputed firms such as EA sports and UbiSoft and many other firms in order to create some of the best games and also in order to bring the firms together. Executive Summary Gaming industries has come a long way since their entry into the market in the early 1990's. Within the course of time, many companies have triumphed the market and made new technologies and innovations that would create revolutionary change to the world of games. Our company BOSEDK INC. is incorporation with EA sports and UBISOFT, combining and modifying their technology of games used throughout the years to build the ultimate gaming consoles that will satisfy users and attract customers to try the games and consoles of new age. Our unique gaming counsel feature includes Virtual Projector which allow users to project directly from the counsel. Throughout research, we have realized what the consumer wants and we have taken the initiative to make the dreams into a reality. We have ensured to include every desirable features of gaming counsel and include them into an ultimate counsel that will grant every wishes a customer have imagined for a gaming counsel to be like. We are a profit maximizing organization and it is our job to satisfy customer's every need. We follow ethical measure while running our production procedures to ensure environment...
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