...ENCEPHALOS 51, 10-14, 2014 INTERNET GAMING ADDICTION. REASONS, DIAGNOSIS, PREVENTION AND TREATMENT ARGIRIS V. KARAPETSAS*, VASILIOS A. KARAPETSAS**, NIKOS X. ZYGOURIS***, APOSTOLOS I. FOTIS**** Abstract We define electronic games addiction as the excessive and morbid use of electronic games (especially those taking advantage of social networking to become accessible to many users). In cases of addiction, this excessive use tends to interfere with everyday reality and to significantly influence it. Researches on the excessive use of internet structures and the problems it causes appeared as early as the 1989 (Shatton, 1989). The rapid development of the computer science and the improvement of the computer-user interaction can fully justify both the massiveness of the problem as well as the plethora of researches on the issue. Roles Video games with an international (thanks to modern technology) appeal tend to be considered as the most addictive ones. This games category includes the creation of a virtual world in which each user is represented through a character that acts on a personal or group basis. Such online games are of extreme popularity. According to the latest (2012) report by an entertainment software company, a 72% of American households with an internet connection have at least a member participating in online gaming. Such high rates tend to raise concerns given the fact that online games are scientifically proven to cause among others:...
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... * As most of us know the Internet has drastically changed the world and how we interact with one another by incorporating itself into almost all aspects of modern life in the developed world. Upon the availability of readily accessible Internet-access across the world people have been able to connect with each other on an unprecedented level. This has tremendously impacted many industries in particular the video game industry. It has influenced developers to begin creating massively successful games that are strictly or predominately played over the Internet on consoles, computers and mobile devices with some games even requiring a monthly or yearly subscription and further optional in game purchases. * The Internet has also spurred the console gaming industry to create digital distribution platforms such as the Xbox Games Store, Playstation Store and Nintendo eShop, which allows gamers to download videos games directly to their consoles from the comfort of their home. Through the use of social media (Facebook, Instagram, YouTube) people are able to share more and more of their daily life activities, goals and accomplishments with each other. The gaming industry has not missed the opportunity to amalgamate itself into the narrative that is our online identity. Developers have integrated the ability to share gaming achievements, photographic and video footage via social media into a great deal of modern video games. * Below I have written some strategic and general...
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...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. Contents 1 History 1.1 Early growth 1.2 Industry crash 1.3 New genres 1.4 Contemporary gaming 2 Platform characteristics 2.1 Fidelity 2.2 Openness 2.2.1 Mods 2.3 Dominant Software 2.3.1 Digital Distribution Services 3 PC gaming technology 3.1 Hardware 3.2 Software 3.3 Multiplayer 3.3.1 Local area network gaming 3.3.2 Online games 3.4 Emulation 4 Controversy 5 Computer games museums History Early growth Spacewar!, developed for the PDP-1 in 1961, is often credited as being the second ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other. 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...
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...INTRODUCTION Video games have come a long way since today's adults sat down at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead...
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...Geographies of Transnational Corporations Paper I. Origin: Activision Blizzard Inc. is a “worldwide online, PC, console handheld and mobile game publisher” (Activisionblizzard.com/About-Us). Activision Blizzard Inc. ranks among the top game developers and distributors in the ever increasing world market of entertainment software. With top titles including “Call of Duty® as well as Spider-Man™, X-Men™, James Bond™ and TRANSFORMERS™, leading franchises such as Spyro™ and Blizzard Entertainment's® StarCraft®, Diablo®, and Warcraft® franchises including the global #1 subscription-based massively multi-player online role-playing game, World of Warcraft®” (Activisionblizzard.com/About-Us), Activision Blizzard has become one of the more well-known publishers in the world. Activision Blizzard Inc. maintains operations on four continents while providing coverage for online games throughout the entire connected world. The original company, Activision, encompassed by the holding company known as Activision Blizzard was founded in October 1979 in, Northern California, as the “first independent developer and distributor of entertainment software.” (Timeline) Activision was founded by disgruntled programmers that were not being recognized or appropriately compensated by Atari for their hand in the game creation that was accounting for millions of dollars of annual revenue for the company. David Crane, Alan Miller, Larry Kaplan and Bob Whitehead were known as the “Gang of Four,”...
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...| 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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...error phase in which the corporation experimented with several niche businesses such as a cab company and a hotel, before settling into video games in 1974. Today, Nintendo is synonymous with innovation and a family friendly gaming atmosphere. [Nintendo Logo] Released in 2006, Nintendo’s “premiere product,” per se, is the motion-sensing video game console Wii. [Wii Image] Using a remote and camera combination to detect player arm movement, the Wii has a large game library ranging from the traditional Mario games to Sports games such as golf, baseball, tennis, and bowling that have the player using realistic motions (swinging, throwing) to control the game. [Wii-Mote] [Wii-Camera] The Wii was originally released at the US $299.99 price point, which was a calculated decision considering Nintendo’s competition, the Microsoft Xbox 360 and Sony Playstation 3, were at least $100 more expensive at the time. Today, The Wii is priced at $199.99 US and comes with one Wii-mote/Motion camera set. [Xbox 360] Wii Xbox 360 Playstation 3 Release Price $299.99 $399.99 $499.99 Current Price: $199.99 $199.99 $299.99 [Playstation 3] Known for colorful, fairly simple, easy to understand games, the Wii quickly emerged as the leader in the current generation of gaming consoles with its family friendly appeal and lower price point. Continuing on that success, Nintendo released a continuous stream of quality games and innovative takes on the motion sensing technology such as a steering wheel...
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...Abstract: This essay examines how the development of technology has changed the videogame experience, and how it will continue to change in the future as new technologies appear. Research investigated recorded histories of videogames, personal accounts of videogame experiences, the gaming industry’s impact on society, and specifications for particularly technologies. Predictions for future gaming experiences were based on the increasing rate of technological developments and current prospects of videogame tycoons such as Microsoft, Sony, and Nintendo. Personal knowledge and speculation were included as well. This study demonstrated that as videogame technology grew more sophisticated, gamers found themselves in more personal, immersive, emotionally titillating, morally challenging, and free-ended worlds. The increase in processing power and available memory led to photorealistic visuals, longer storylines, broader gameplay, and socially interactive games that have become second nature to most teenagers today. This second life will only become more influential in our physical and mental states as the scope of modern gaming increases, and new technologies provide for a longer, more poignant, and more immersive gaming experience. Technology, the “practical application of knowledge,” dates back millennia. Even pre-historic man used rock, wood, fur, and fire to better his existence. Then, as Neanderthals gave way to Homo sapiens and the first civilizations appeared, technology blossomed...
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...video games, or video games in general, my hobby and passion for gaming has improved my life significantly...
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...Games be Classified as Sports? As the title says, chess is a sport. It requires strategy, is played worldwide, and is a competitive game. Those same principals can, and are - applied to video games. In my personal opinion, gaming takes much more mental prowess than say chess. You have to learn how your opponents play, you have to practice, and you have to understand the rules of each game - and how each game works. Unlike other sports, such as football, soccer, basketball, and etc. - gaming is not focused on one specific game. There are hundreds upon hundreds of individual games, all with completely different styles and methods of playing. From FPS' to RTS', both that are almost completely unalike - but they all go under the name of 'gaming'. Although some may not like it, and I am not sure why - gaming is now the most popular form of entertainment in the United States, going ahead of the movie and music industry. That's quite a feat to accomplish, and both the movie and music industry have been around for well over a decade - while gaming has only been around for around half of that. The difference between movies, television, and music - is that you aren't experiencing something that someone else is doing, but rather - you are the one interacting in a world where everyone is sharing the same experience with you. If we take all of this in, and add in the facts that there are formal teams, holding formal championships, and with monetary stakes and titles at hand, it would be absurd...
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...Nintendo sustain this momentum and secure the future full of uncertainties? Point of View: Nintendo Management, year 2008. II. Issue Identification: How will Nintendo sustain the demand for its product, Wii, from non-traditional users while at the same time targeting the hardcore gamers into the brand? III. Situational Analysis Social: Escape from reality. Video gaming let the users stray away from reality, making them feel like they are really in the game having fun and not worrying about the harsh realities of life. Fun and sense of accomplishment. For some, gaming is a way to relieve stress and to have fun during leisure time. For others, video games are played seriously with aims of accomplishing the game successfully. Media for socialization. Video gaming usually involves not only one person. It is a catalyst of socialization, giving the users some bonding time. Alternative from physical activities. Friends or families who like to have fun consider video gaming as an alternative to other physical activities like sports or other games. Technological: Fast-paced technological developments. Constant innovations in the gaming industry result to fast obsolescence of most products and increasing pressure for companies to...
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...The purpose of this case analysis is to address the key marketing issue for the Hilton Hotels. The marketing strategies Hilton should pursue in the hotel and gaming markets will be discussed and recommendations will be made. In addition, the use and implementation of the SWOT analysis will be incorporated throughout the discussion. Information will be provided from the case study and the use of secondary resources for support of the marketing strategies recommended for the Hilton Hotels. Market Summary Hilton Hotels is one of the market leaders in the hotel and gaming industry in the United States. Hilton is a well-known and distinguished name in fine hotels across the United States and worldwide. In 1999, Hilton expanded aggressively by acquiring the Promus Hotel Corporation, Hampton Inn and Suites, Doubletree Hotels, Embassy Suites Hotels, and Homewood Suites. Hilton Hotels Corporation has grown to become the worlds most recognized and most successful hotel company (Hilton Innovation, 2007). With the 2006 acquisition of Hilton International, Hilton Hotels Corporation became a global force with more than 2,800 hotels in more than 80 countries throughout the world (2007). Market Demographics The demographics for a diverse company such as Hilton offer a wide variety of customers. Hiltons target market includes the everyday business traveler, families on vacation, leisure travelers, and the convention business segment. After the events of September 11, the hotel industry has...
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...strategy has grown in recent years. The following essay will analyze the blue ocean strategy and offer suggestions on how it can be employed in the modern business environment. What is a Blue Ocean Strategy in Marketing? Companies must consider the four Ps of marketing when developing a new offering, which include product, placement, price, and promotion. In order to compete successfully, it is necessary to give consumers a certain value proposition. For example, a firm can offer a product at a lower price or at a higher quality than what is presently offered by other firms. But what if a firm could avoid having to deal with competition altogether? This is exactly what the blue ocean strategy attempts to do – create a new marketplace that is free of competitors. Marketers build an entirely new product or service that is currently unknown to consumers. It is necessary to thoroughly educate the public about the new product in order to gain interest and confidence. Once this has been completed, the new product will be positioned in point that provides no alternatives and allows much more effective branding tactics to be utilized. Modern Examples of Blue Ocean Moves There have been several notable blue ocean moves in modern business recently, particularly in the technology realm. The Nintendo Wii product shook up the gaming world when it was released nearly 10 years ago. Rather than compete with the Sony PlayStation and Microsoft Xbox,...
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...largest game developers and game publishers, and the first third-party game publishers in the world . Activision Blizzard was made by Activision and the U.S. Department of Vivendi, Blizzard Entertainment, on December 2, 2007, and Entertainment in July 9, 2008. The total operating funds is $ 18.9 billion . In November 2009 , Activision Blizzard 's first -person shooter "Call of Duty : Modern Warfare 2" 4.5 million the number of pre-sale , and $ 400 million sales in the first day, what break the highest first day sales in the Guinness World record. Another major business of Activision Blizzard Blizzard Entertainment is a popular online role -playing game "World of Warcraft " and " Warcraft " series. From the market price, Activision Blizzard is the largest independent video game publishers in the world, because before the merger , the Activision is the second largest third-party game producers and publishers, and the EA Inc. is the biggest at that time. After merged, Activision Blizzard is not only more than EA, became the first major third-party publisher of the game , but more than Nintendo, became the first major game production and distribution company . 2. Industry Structure and Global Markets In their market, Activision Blizzard is facing competition, and they have two major competitors. The company exports many kinds of games. Their products are sold over the world, and some of their products have professional games. EA (Electronic Arts, NASDAQ: ERTS...
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...ASSESSMENT EVENT 1 - Analyse and Present Research Information UNIT-BSBRES401A 1) INTRO The world’s electronic games industry is dominated by three players; *Nintendo, Microsoft and Sony.* Further Information about the products of these companies can be found on Page 6 – Comparing Nintendo Wii To Xbox 360 And Playstation 3 This compiled research report is about Nintendo Co., Ltd.& the competition they face in the gaming industry. The purpose is to conduct market research and analysis of the corporate strategy of an organisation and the The key objective is to determine the future potential for Nintendo Co., Ltd.and the gaming industry. My research is to be based on Nintendo Australia including information Nintendo Japan HQ. The gaming console I have chosen to focus on is the Nintendo “Wii”. As can be seen in Appendix Figure 2, The Nintendo Wii is designed in a very modest way. It is possible to purchase this product in white and black colour. The console itself is very innovative and easy to handle. The system is called motion controlled gaming and it is also possible to connect to the Internet. 1. This first section of the report we will begin with a brief look at Nintendo’s history, the target audience, products and the sources and methodology used. 2. In the second section of the report we will look at how the research was undertaken along with the analysis of the information gathered from a survey I conducted on the popular Nintendo “Wii” along with...
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