...Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2008 Five Forces Driving Game Technology Adoption Roger D. Smith U.S. Army Program Executive Office for Simulation, Training, and Instrumentation Orlando, FL roger.smith14@us.army.mil ABSTRACT The computer gaming industry has begun to export powerful products and technologies from its initial entertainment roots to a number of “serious” industries. Games are being adopted for defense, medicine, architecture, education, city planning, and government applications. Each of these industries is already served by an established family of companies that typically do not use games or the technologies that support them. The rapid growth in the power of game technologies and the growing social acceptance of these technologies has created an environment in which these are displacing other industry-specific computer hardware and software suites. This paper introduces five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. The military simulation industry is just one of the many industries that are being impacted by these technologies and the five forces are affecting it just as they are many other...
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...Chapter I THE PROBLEM Introduction Millions of people play online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. One advantage of online games is the ability to connect to multiplayer games in which thousands of people can participate in a shared world and can return to that world day after day to see it grows and changes in response to one’s own actions, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games do not require payment. Third, that is worth noting, is the availability of a wide variety of games for all types of game players. While it may be true that online games are perceived to have advantages to players, their effect on behavior is worth looking into. As defined by McLeod (2008), human behavior is experienced throughout an individual’s entire lifetime. It includes the way they act based on different factors such as genetics, social...
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... I have chosen this article due to the fact it explains how video games have a negative impact that cause violence. Especially how video games have an impact on children. The writer induce the peruses to acknowledge his thoughts of how computer games have a negative effect towards kids. He gives great cases of how a young person are brought on by computer games. Leo correlation between high schooler savagery and computer games The Littleton slaughter, a genuine bloodbath brought about by two young understudies who shot and executed kindred schoolmates and an instructor, furthermore ending their lives shooting themselves in the head. Another example that pertain in the article was him introduces David Grossman a retired army officer who makes a...
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...entertainment become more advanced as well. After a long hard day at work or school, people like to come home to relax and just lose their mind in meaningless entertainment, be it television or even a video game. Video games provide an escape into a virtual world, where you can forget about everything that is happening in real life and just enjoy yourself, even play with your friends in a multiplayer game. In the past, for a group of video game players to play multiplayer games, it was necessary for them to all be together and all their computers or Xboxes connected to one another. Not only were they just playing a game, they were interacting on a personal level. Now with online gaming becoming a component of most every video game on the market today, it is possible for gamers to have this same multiplayer action in the privacy of their own home. This anonymity comes with a cost however, and it is becoming increasingly common that both the social aspect of gaming and the gamers' social skills themselves are degrading as online gaming becomes more prevalent. One of the dangers that society faces from video games is their anti-social ability to suck players in and not let them go for hours, even days at a time. Such an example of this is World of Warcraft, a massively multiplayer online game where a player's character exists in a worldwide virtual land. This fantasy land has its own economy, politics, and jobs for you to do once you are in, and it is because of the sheer number of things...
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...this paper is to analyze the impacts of excessive use of internet, both positive and negative, on youth. Although the literature covers a wide range of impacts, this review will focus on ten major researches. These researches include Use of internet and its effects on our society: This paper emphasizes on the effects of Information Technology on citizens, adults and teens in perspective of their relations, entertainment, education, socialization and the problems that internet and technology can bring in our society. Technology can have both positive and negative effects on people of different walks of life at different times. The need is to understand the true impact of IT so that ever body gathers benefits that yield a healthy...
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...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...
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...difficult to us to do this work and just say 'job well done'. This article of essay project will measure are transcendental ability, to go beyond our limit. Moreover, I think this is lessons that I will learn from this work. We are learning our subject and in the same time, we are exceeding our potentials and widening our mind in the society or community we belong. While I am thinking on how to set up my theme into organized details, brain storming and concept mapping pop in the lead. In addition, I found out that my topic was full of vast ideas. Thinking that my topic was so easy, yes it is so easy but full of thoughts. For me enable to swim this wide ocean of ideas, I need to configure my thoughts and get the pearl of the orient of each subject matter that are included here. The title of my essay is technology and morality. It has a two parts; first, the part one, “the effect of computer in children s' morality; then the part two, “the social media modifying the moral standard of humanity. Nevertheless, this essay will focused only on the part one; respectively it is all about the impact of computer to the one of the parts of our society, the children. The children have a great role in our life. It is a stage of process where the stepping-stone for adolescent and adulthood...
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...VISION 4.1 THE FUTURE OF ENTERTAINMENT As stated above in 2.1, the report identifies key forms of technology that revolutionised the particular era, it was the invention of said technology that has impacted the technology of today. There was at least one form of technology from every era that has made it’s way into society today and remains a large influence to the entertainment industry. The roles of culture and technology in the future of the entertainment industry, all comes down to the digital world. The future is digital. Every form of media and entertainment in some way or another, is in digital formation from music, film and tv and also gaming. With the entertainment industry becoming digital, it allows for easier distribution and access, as well as social interactivity amongst audiences. The dominant forms will be as stated...
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...that always discussed by society is the negative social problem that impacted the gaming industry towards the consumer from different perspective. This social issues has caused negative implication to the growth of the gaming industry due to the parents has negative impression which is the main buyer for product or games that produced by the manufacturer such as Electronic Arts (EA), UBISOFT, Konami, and other. This situation directly affected the profitability of the whole gaming industry internationally especially at this 20th century which the competition of gaming industry is very high. However, due to the high competition within the gaming industry, the forecast for global gaming market is expected increase from $ 67 billion in 2012 to $ 82 billion in 2017 (Gaudiosi, 2012). The gaming has negatively influenced the consumer which majority formed by the teenager and children. There are multiple research shown that gaming such as PC gaming can influenced the person behavior and addicted by playing it with non-stop without realized the time that person has been spent it. This incident has caused the parent which is the major buyer for the gaming industry started has negative impression towards the product that produced by gaming manufacturer. This is due to the parent worrying that the product that they bought maybe affected their children especially the gun violence that occurred at United States and the diseases due to game addiction. Addiction to games can affected the gamer...
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...one and all that it has become unthinkable of a life without a gadget. The effect of these gadgets has been tremendous, and it is often debated that whether the impact that it has made on the youth is a positive or negative one. Video Games and Computer games can be listed as the gadget which has influenced the youth the most. Several researches indicate that these games can have a positive effect on the youth's mind. However sometimes it may cause terrible changes in behaviors. It was seen that playing video games or computer games actually help the young people in concentrating much better. There are games which require you to use your brains and those games may indeed prove to be helpful. Also it was seen that it has a very good impact on the motor skills and spatial skills of today's youth. However these games may also result in the child getting absolutely isolated from the society. There is a tendency to get engrossed in the games, and forget everything else. Also there are chances that they might tend to confuse between the virtual world and real world. When you are using a gadget like a video game it is important to remember that whatever you are doing is going on in the virtual world. It would be nothing short of foolery in trying to emulate those things in the real world. Gadgets like computers or video games may turn to be very addictive. This is another worry as because these things are meant to be past times, and never should it be preferred over family or social...
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...fast-paced technology and modernized society, it is not a question anymore why computer games are extensive. It becomes a natural part of growing up for players most especially to the so-called gamers who are mostly students. They play computer games for leisure and fun. Gamers are able to learn how to socialize and compete with others through online gaming. For them, it is more than just a play because they are able to create a fantasy world wherein they have their own character and could escape from reality. Hence, it turns into a real and growing problem since not only the adults are affected but kids as well who know how to play computer games. The enjoyments they get from playing these games develop into addiction which they hardly noticed that they are spending much time on computers. It is patent that computer games are affecting the behavior of a student/gamer. They become loner. Others lose interests in studying and would prefer to play online games rather than do their homework or projects. In result, they would fail and worst, decide to stop schooling. There could be a lot of effects of playing online computer games to students. It brings psychological impact to a student/gamer. Moreover, computer games affect not only mentally but also physically because gamers became sleepless. They would stay awake for 24 hours just to keep on playing and would even skip meals because they’re attention revolve in the games they’re playing. Those effects...
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...Video Games: Impact on a gamer’s life Student’s Name University Affiliation Video Games: Impact on a gamer’s life All work with no play makes Jack a dull boy is one of the most common quotes we have all grown up with. It simply means that one needs to relax his body and mind after working for some time. Playing games has been known to relieve tensions and relax the body across all ages and genders. However, gone are the days when ‘play’ meant actual play in the fields; the modern ‘play’ involves sitting in front of the screen holding a gaming pad playing video and computer games. Video games have been said to be addictive and having bad effects to the gaming addicts. Another group has defended video games stating a few benefits to counter the criticisms. Most of the researches done by psychologists on “gaming effects” focus on the negative impacts: the harm done being related to depression, violence and addiction. Addiction has been identified as the main negative effect. Once a person starts playing, they can sit there for as many hours as possible and forget about any other task they are supposed to undertake (Abanes, R, 2006). All that the gamer cares about is beating his opponent or overcoming obstacles to get to another level. According to Abanes (2006) video games tend to take the first priority over anything else including revision for exams and going out with friends. This addiction...
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...Uses of Computers Eng. /101 Instructor Amanda Baumann 4/17/2012 Abstract Computers have uses that people in history wouldn’t have even dreamed about. Early computers looked different than those of today, and have impacted education, the medical field, sports, business and entertainment. Computers make things easier for writing and researching when it comes to software such as word processing and the use of the Internet. The computer has revolutionized human society to another league. Computers are used in every aspect of human life, and have opened up a new era in manufacturing through the techniques of automation, and they have enhanced modern communication systems. Computers are essential tools in almost every field of research and applied technology, from constructing models of the universe to providing tomorrow’s weather reports. Their uses have in themselves, opened up new areas of conjecture. Computers are useful because they offer many functions and services that you could not find anywhere else. Software is available such as word processing, and there is also use of the Internet. There are also uses that are helpful for educational purposes, such as searching for news and E-learning programs. Computers have come far over the years from when they began. They weren’t nearly as technological or complex as those we know today. Early computers looked different in the early years than they do now, they did not use monitors and weren’t as small or as large...
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...Cause and Effect of Online Computer Games Introduction In today’s generation with a fast-paced technology and modernized society, it is not a question anymore why computer games are extensive. It becomes a natural part of growing up for players most especially to the so-called gamers who are mostly students. They play computer games for leisure and fun. Gamers are able to learn how to socialize and compete with others through online gaming. For them, it is more than just a play because they are able to create a fantasy world wherein they have their own character and could escape from reality. Hence, it turns into a real and growing problem since not only the adults are affected but kids as well who know how to play computer games. The enjoyments they get from playing these games develop into addiction which they hardly noticed that they are spending much time on computers. It is patent that computer games are affecting the behavior of a student/gamer. They become loner. Others lose interests in studying and would prefer to play online games rather than do their homework or projects. In result, they would fail and worst, decide to stop schooling. There could be a lot of effects of playing online computer games to students. It brings psychological impact to a student/gamer. Moreover, computer games affect not only mentally but also physically because gamers became sleepless. They would stay awake for 24 hours just to keep on playing and would even skip meals because they’re...
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...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
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