...The Xbox One is a gaming console made by Microsoft, Inc. It is in the middle of its product life, 2 years old at the time of this paper. The success of the original Xbox, and Xbox 360 provided a platform for Xbox one to succeed and capture market share for competition - Sony PS3 and Nintendo. Xbox one has become a bestselling gaming console with millions of units sold around the world. Genesis: Video games were originated first in laboratories by scientists. “This first idea came from their imaginations in late 1940s but unfortunately it did not reach the people as they were confined only to laboratories. This situation was observed till early 1970s until arcade games became popular. Then later on a new start-up named “Atari” unleashed a new era in the industry. Atari introduced the first programmable home video game and the Video Computer System.” (Greco, 2002) The introduction of programmability meant that the home video game market could capitalize on the growing craze and video games became a house hold device. Adoption of video games created demand for gaming content and soon, several companies started developing new titles for gaming console. “Gaming industry started decline trend in 1980’s as low quality content flooded the market and destroyed user experience. Introduction of PC into the market soon provided an alternative to gaming devices and developers flocked to create content on PCs’ and made PC a standard in the industry. This trend continued until Nintendo...
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...(ACC 100) GAMING NETWORK Saif Mohammed Ali ID: 151210008 Professor : Mr. Nauman Munir Submission Date: 14-12-2015 Table of contents:- 1. Executive summary 2. Objectives 3. Sales objective 4. Mission 5. Keys to success 6. Company summary 7. Company ownership 8. Start-up summary 9. Company locations and facilities 10. Services 11. Competitive comparison 12. Sales literature 13. Market analysis summary 14. Target market segment strategy 15. Marketing programs 16. Pricing and profitability Executive Summary:- Zion gaming network unlike any other gaming network provides more than just gaming computers and consoles, but it also provides a theatre where gamers can lay back and watch a movie with comfort at its finest and a set of excellent food for the best prices out there. Zion Gaming Network is the dream of any gamer. In this era and time it is hard to be unique between competitors in the gaming network world and it is hard to differentiate between their positives and negatives. However Zion gaming network is the first and so far only gaming network that provides such excellent treatment and services for the gamer at such a low prices. Normally for every gaming network you need the following equipments such as ‘gaming tables, computers, gaming consoles, pool tables, fussball tables, beverages bars’ however for zion gaming network we...
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...None of us are at all unfamiliar with the term "gaming". Gaming is an extremely popular hobby in the modern world. All of us are familiar with big titles like Grand Theft Auto,Need For Speed,Assassin's Creed and others. Earlier,it was thought that gaming was only meant for teenagers,however,it not so any longer. There are no restrictions on who can become a gamer - and,trust me,all one needs to be a gamer is a passion for gaming. The gaming industry had started to thrive at the end of the Cold War years,when old timers like Mario and Contra made our day. (I still remember myself sitting in front of my TV with my Atari,killing a boss on Contra and wishing for an S gun). Since then, there has been a gradual development of the industry,promoting the creation of better games with more features than was imagined only a few years before. Big companies like Take-Two Interactive,Ubisoft,Electronic Arts,etc. have really promoted the gaming industry through their games,which mop up millions of dollars in revenue in games sales as well as sales of downloadable content offered on their games to enhance the gaming experience. Now,we have games of every generation in our hands. Be it action,adventure,RPG,racing,shooter,open world,etc. we have all it takes to enjoy atleast an hour or two before our gaming instruments (a PC or a console). The gaming industry has not only directly provided employment to many tech geniuses who would otherwise have been left unemployed or working in some office...
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...GAMING DOES HELP YOU AT TIMES To develop a skill in something which you are interested in also helps you use those skills in your daily life. One such sport is gaming. Though it may seem that it has no fundamental use in our day to day life, it shapes our concentration to an extent where we can utilise it for other things. It is said that non gamers can see 3 to 4 objects at a time and react, gamers can see about 6 to 7 objects at a time and the reaction time is quicker than that of a non gamer. It is seen that those who are socially awkward tend to open up while they play games online. They tend to communicate their whereabouts in the game itself which results in making new friends when there is a team game. The coordination between your eyes and your hands tend to sync according to your brain’s command which results in quick movement and fast reflexes when in the real world and not in the world of simulation and first person shooting. There are many merits in gaming but there are two sides to every coin. As much as how gaming can be useful for body control, increase in concentration, there are also a few demerits to it too. You can differentiaite gaming as team games and a single player games. Most of this generation games are of team games but there are also a few single player games which many people do play. They tend to be isolated from the social world and are confined to their “gaming chambers” as some people call them. They do not want to make many friends...
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...Online gaming has been increase so quick and much that almost all people have some experience with it. The freedom of playing and the gamers can do whatever they want within the game to not only entertain but release some pressure from the real life as well. However, the majority of the gamers is still male-based and they used to express their feelings by saying women-offended words even with the fast increasing female gamer nowadays. No matter it's by foul-mouthed, or purpose, being called "cunt," "bitch," "slut" and other common misogynist epithets does not make people feel comfortable even for male. Some game developers want to, from their perspective, make things right which is to ban the user whoever make sexual-offended comments either in verbally or literally in order to make the online gaming community clean. Or in gamers' point of view, it's only a game. Game developers such as Bonnie Ross and Kiki Wolfkill are trying to find a way to eliminate online gaming sexual harassment. They offer permanent banning for the user that violates the regulation. Nevertheless, they sometimes do not realize the fact that people tend to do things that regulators do not allow; moreover, they can create more accounts if their accounts had been banned. The method of banning accounts while users made harassed comments is not a proper way to eliminate this type of action since people would still find ways such as symbolized words, icons, images etc.to express what they intended...
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...the identification of a specific culture group/speech community/community of practice you will be researching and the reason why you selected that group (2 pts); After watching the Anthropology of YouTube video, the online community sparked my interests. If I had to choose, I would decide to study the online gaming community; for example Xbox live or computer games. I would consider myself to be a part of this community and would love to dive deeper into the communication during gaming and how the language can be brought into every day social interaction. 2. the specific language practices or linguistic structures you are interested in studying and why (3 pts); First and foremost, I want to look at the pragmatics of the gaming speech. I think it would be a great way to understand how new words are formed and I want to know why they are formed. Then, I would like to look at morphology and syntax. I know of some terms that I have seen created while interacting in the game “League of Legends.” I just think it is cool to see these new words and how they are used to be funny or communicate in a different way. Also, the semantics of a language. Each online gaming community could have the same word used in a variety of ways in different...
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...Literature Reviews: Adolescent Addiction Gambling Shortens This Life Span by Valdora L Avery Mrs. Linda Vesey-Gutierrez MA FST 613 Spring Arbor University-Detroit February 15-2013 Categories of Studies 1. Conceptualization of Adolescent Gambling Types A. Research on Adolescent Population 13-22 years old B. Cross-Cultural Studies 2. Level specific Gambling/Adolescent Prevention Strategies A. Gambling regulation enforcement B. Gambling Adolescence behavior 3. Spectrum gambling impact on the Adolescent Life Span Category 1: Edinete R. M., & Fudge. J., Urie Bronfenbrenner’s theory of human development: Its evolution from ecology to bioecology. Journal of Family Theory & Review, 5, 243-250. (2013) Glass Q.V. & Few-Demo L.A. (2013). Complexities of informal social support arrangements for black lesbian couples. Family Relations Interdisciplinary Journal of Applied Family Studies 62(5).714-724. (2013) Mamta, S., & Kari A., (2013). Siblings of individuals with disabilities: Reframing the literature through a bioecological lens. Journal of Family theory & Review, 5, 300-312. (2013) Swenson. S & Lakin.C. A wicked problem: Can government be fair to families living with disabilities. Family Relations Interdisciplinary Journal of Applied Family Studies 63(1), 185-198. (2014) Wehmeyer. L.M. (2014). Self-determination: A family affair. Family Relations: Interdisciplinary Journal of Applied...
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...Abstract (Summary) The topic that this paper has chosen to study is Gambling. It will look at the relationship between gambling and alcohol. The Research Question of this study is “How does the use of alcohol influence gambling, among young adults in Montreal?” The Research Hypothesis is “If a young adult in Montreal consumes alcohol while gambling, then they are more likely to be negatively effected.” The research method I used to gather my information was Surveys. The sample consisted of 93 young adults that live in Montreal. It was found that there was not a strong relationship that alcohol effects gambling behaviour negatively. The research hypothesis was not proven due to fact that there was no correlation between the two variables. Introduction Gambling and Alcohol are two big problems that society faces. For several years, these two agents, independent of each other, have separated families and ruined lives. Many young adults combine these the two agents, which has seen even more disastrous effects. In the study by David Giacopassi, B. Grant Stitt, and Margaret Vandiver, it was found that 54% of college students drank alcohol either “Occasionally”, “Frequently” or “Always”, when they were gambling. This study will look at Gambling and its relationship with alcohol. It will be looking to see what effect alcohol causes on those who are gambling. It will also compare this result with those who do not drink and gamble. Literature...
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...HM 322 Entire Course For more course tutorials visit www.tutorialrank.com HM 322 Week 1 Individual Assignment United States Gaming Industry Worksheet HM 322 Week 1 DQ 1 HM 322 Week 1 DQ 2 HM 322 Week 2 Individual Assignment Effects of Gaming on Society Paper HM 322 Week 2 DQ 1 HM 322 Week 3 Individual Assignment Staffing a Casino HM 322 Week 3 Individual Assignment Economic Impact of Gaming Enterprises Presentation HM 322 Week 3 DQ 1 HM 322 Week 4 Individual Assignment Regulation and Ethical Issues in the Gaming Industry Paper HM 322 Week 4 DQ 1 HM 322 Week 5 Individual Assignment Baderman Island Casino Development Paper HM 322 Week 5 DQ 1 --------------------------------------------------------------- HM 322 Week 1 DQ 1 For more course tutorials visit www.tutorialrank.com Class, In the article, "Two Studies show disparate triggers for gambling" argue that the closer you are to living by a casino the more likely you are to become a problem gambler. My first thought was that the article does not address the inner motivations and relying on a geographic location seems like an obvious answer. What are your thoughts? Do you think in general that proximity to things makes you do those activities. Could we make the same argument for someone who lives near the ocean would become a compulsive surfer? Is there a better way to identify triggers? How might one recognize a problem gambling...
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...3. Write a short note on food safety act 1995? List some of the risks, penalties and consequences of not complying with food safety legislation. Answer: The purpose of the Act is to ensure the purity of food sold. Local councils and the Department of Health & Human Services administer the Act. Under the Act, food business owners are legally responsible to ensure that food sold to customers is safe and suitable to eat. 5. Which are different areas covered under intellectual property? Describe one business activity that breaches copyright legislation. Answer: Intellectual property is a property that is owned by an individual or an organization which can then choose to share it freely or to control its use in certain ways. It can be an invention, a trade mark, a design or the practical application of your idea, literary and artistic creation, invention, brand name, design, logo, name, image and copyright. If you or your employees engage in any of the information-sharing activities without permission then you may be in breach of copyright legislation. For example: using the other business logo without permission in your business. 6. Write a short note on liquor law (Liquor Reform Act) Name some practices prohibited under RSA. Answer: Liquor law of Australia regulate the sale and consumption of alcoholic beverages. The Liquor Reform Act is the primary piece of legislation regulating the supply and consumption of liquor. Practices prohibited under RSA are: not to serve...
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...2014 a) Phil N. Tropic should recognize this as the asset. In the Conceptual Framework (CF) of IASB, it states that an item can be recognized as the asset if it meets the definition of the asset and meets the recognition criteria at the same time (IASB, 2014). And the definition of the asset in CF is “a resource controlled by the entity as a result of past events and from which future economic benefits are expected to flow to the entity” (IASB, 2014). In other words, if the item is an asset, it must have three characteristics: it can generate inflows of future economic benefits; it is controlled by the entity as a resource; and the transaction or event giving rise to the control must already have occurred. For the recognition criteria, CF states that “ an entity recognises an item that meets the definition of an element if it is probable that any future economic benefit associated with the item will flow to or from the entity and the item has a cost or value that can be measured with reliability” (IASB, 2014). In this situation, the lottery ticket meets the definition of the asset. Because it can be traded in the secondary market and generate the inflows of the future economic benefit which is €90 in cash. And the event for controlling it also has occurred. It meets the recognition criteria as well. The future economic benefit associated with the lottery ticket is €90 which is the price in the secondary market. Gaining €90 can occur with a high probability compared to wining...
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...learns to drive, engaging in sex or smoking, or using illegal substances or medications not prescribed to them, teenagers think of themselves as invincible and able to handle anything. Some activities start as innocuous behaviors and only later are found to be harmful, such as using tanning booths to look healthy. New to this list of activities in which adolescents engage is gambling. It occurs with such great prevalence that it is not always recognized as gambling; yet, this behavior, as with any risky behavior, can be detrimental to an adolescent’s health. Gambling, sometimes referred to as “gaming,” is defined as the practice of playing games of chance or betting in the hope of winning money or something of value; it involves risk and uncertainty (Verbeke & Kittrick-Nathan, 2007). While the term gambling often is associated with a criminal activity, the word “gaming” often refers to these same activities or others that have become legalized (Humphrey, 2007). In this article, the terms will be used...
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...The Powerball lottery this past week, had a grand prize worth 1.5 billion dollars. This is enough money to change the lives for the winner's great great great grandchildren and many more generations to come if handled carefully. Another alternative would be to use the money to create a better world. If I won the lottery, I would want to make a positive difference. You see, I believe everything happens for a reason, and if I won that gigantic sum of money. I feel it is my duty as a human being, to help pass on my good fortune to others. One of my first orders of business would be to follow in Bill Gates' footsteps and pledge half of my fortune to charity. Realistically I think more than 50% of the winnings would go to charity, but automatically...
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...In a recent online poll, people were asked to name the best quality, or virtue, that a person should have. The top three answers were honesty, integrity, and a solid work ethic. Gambling is not an activity that could be described using any of these words. Gambling corrupts the values of the life, replacing them with greed and selfishness. It is a form of theft from taxpayers, encourages the neglect of children and jobs, attracts a criminal element, cultivates laziness and lends itself easily to other societal ills such as alcohol and drug use and prostitution. Gambling undermines the work ethic by offering a “something for nothing” attitude and leads people to profit by causing loss to others. Most proponents of gambling consider it to be harmless recreation. However, like the tobacco industry, the gambling industry relies and thrives on addiction. The bulk of the gambling industry’s profits come from problem and compulsive gamblers. In terms of casinos, they produce no wealth for anyone other than the owners. They do not produce a good to be manufactured or exchanged. Almost every dollar spent in a casino is utilized by the casino; -- it is sucked out of the community, not spent elsewhere, or put into a savings account. Gambling and casinos are not economic development. We, as a society, must choose to build a future on solid economic foundation, or build a casino economy where we say it does not matter. The social costs of gambling, the externalities, are hard...
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...Are the current corporate social responsibility policies employed by online gambling companies proportional to the psychological impact the industry has on its consumers? A critical review of the UK online gambling industry. Andrew Macdonald March 2013 MA (Soc) Business and Management University of Glasgow 1 CONTENTS 1 Introduction.....................................................................................................3 2 Literature Review............................................................................................5 Introduction and Definitions.................................................................................5 Justification of Research.....................................................................................8 CSR within Online Gambling.............................................................................10 Psychological Aspects of Online Gambling........................................................13 3 Methods.........................................................................................................19 4 Findings.........................................................................................................25 Survey Results...................................................................................................25 CSR Policies......................................................................................................30 Socially Irresponsible Practices............
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