...Nicolas Huitron Mrs. Eason English 101 7 Oct. 2013 Spectrum of Gamers It’s a normal evening in my bedroom as I just sat down in my chair and getting ready to play a game of League of Legends. Armed with my mouse and keyboard as I hit the play button to queue for a game, other players doing the same. But no matter where you are playing, you will find the same three types of gamers to play with or against. These gamers fall into many different categories but they can be classified according to how they play the game, such as the toxic gamer, the friendly gamer and the unskilled gamer. The toxic gamers are the worst kind of gamers to play with. They play like the name implies--angry, foul, and irritable. These kinds of player make the team at risk to lose because of their cursing, bickering and calling other players names. Playing with these kinds of players can be a horrible experience as you become a target of their rage. Many players in this group are usually of the younger range of video game players. My friend Connor is this type of player. His anger at the unskilled players in League of Legends causes him to fuss about at the team. He gets mad at any sight of an error and causes him to be even more spiteful. These jerks of the game community usually leave everyone in the game in a bad mood and other players wonder how they are not banned from playing. However, the friendly gamer is the complete opposite. This player usually is care-free and is not too worried about...
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...As a gamer in World of Warcraft, the excitement of playing with other individuals around the world and never leaving the comfort of home can be exciting. To do this it requires a client, server and network in between. The client is your computer. The server is the machine that you connect to when you play. World of Warcraft has over 5 million clients. As the client logs into the server and begins play, the actions of the input devices used such as voice, mouse and keyboard are converted into ones and zeroes ( binary) as that is the only way that information in understood in both a computer and network. Due to so many clients MMORPGs require lots of servers. The world server is where the game takes place. Sometimes, a world server is really several servers .Other servers that MMORPGs require are, a login server allows players to log in to the game and access the game world, chat server relays all the text players use to communicate with one another, voice server does the same for voice traffic and a web server allows players to access their account information. (Wilson, 1998-2013) Game play is essentially an interaction between the client and the server. The data generated by your actions must then be put in some standard format, Your data will go through several switches, routers, gateways and other machines on the internet before it reaches its destination. You might be running Windows on your machine, but these other machines that route your data to its destination...
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...stores and online game rentals. The question that one must ask is how does GameStop stay competitive in this changing environment? What strategy can they use to stay ahead of the competition and remain the top game, retailer? Introduction/Background GameStop is the world’s largest video game and entertainment software retailer. They currently operate 4,490 stores in approximate 14 countries with the majority in the United States and Japan. Its corporate headquarters are in Grapevine, Texas. These stores are mainly in shopping malls and strip centers, with 55% of their entire store in strip centers. It's estimated that GameStop has approximately 33, 000 employees. Employees are knowledgeable about the gaming industry and are often gamers themselves. Employees are encouraged to take games and consoles home to stay up to date with upcoming gaming trends. GameStop also owns a magazine called Game Informer, considered to be a leading gaming publication. Customers that sign up for a GameStop PowerUp Rewards Pro membership automatically get a subscription as well as other discounts. Problem GameStop grew their revenue to over 3 billion in 2006, by providing a wide array of games, reselling used games, consoles, and well run distribution network. Besides the traditional challenges with retail stores such as price, placement and competition, the current environment, which GameStop has been very successful, is evolving. Their model of relying on...
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...ANT 040: Language and Culture Kutztown University Dr. Schlegel Exercise #4 Due: Submit to the Exercise 4 dropbox in D2L by April 24th, 2015 at the beginning of class. This exercise is worth 15 points. This exercise requires you to review topics discussed over the course of the semester. Use the index of Ahearn to help you. Imagine you are a linguistic anthropology student who has been awarded a $100,000 research grant to produce an ethnography of communication. You may study any culture group or speech community in the world. Before the check is handed over to you, you must provide the following information: 1. 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...
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...NBA 2K15 is a basketball simulation video game developed by Visual Concepts and published by 2K Sports. It is the sixteenth installment of the NBA 2K franchise. It was released on October 6, 2014 in North America forMicrosoft Windows, Xbox One, Xbox 360, PlayStation 3 and PlayStation 4. It was released on October 9, 2014 in Australia and it was released on October 10, 2014 in the rest of the world. Kevin Durant of the Oklahoma City Thunder, one of the three cover athletes of NBA 2K13, is the solo cover athlete of NBA 2K15.[1] NBA 2K15 is the successor to NBA 2K14 in the NBA 2K series. Contents [hide] * 1 Development * 2 New features * 2.1 Scanning system * 2.2 MyCareer mode and upgrade system * 2.3 Coaching advice * 3 Soundtrack * 4 Reception * 5 References ------------------------------------------------- Development[edit] The game included a pre-order bonus pack which includes 5,000 Virtual Currency (VC), 2 MyTEAM card packs, your choice of an International MyTEAM card or rookie Kevin Durant , and MyPLAYER jerseys inspired by Kevin Durant.[2] On August 6, 2014 it was announced that Crew will be back in the game for current-gen consoles, then on August 7, 2014 it was announced that the game would have a new mode called MYLeague, which is similar to NBA 2K14's GM mode but with added customization and improvements. New RPG elements have also been introduced to the game, such as the conversation system and press conferences. On September...
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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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... 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 required a bit more because we offer food so we needed a kitchen and a theatre room . The financing was required to being work on the gaming rooms as they are the most important, then the architectural plans, the kitchen, and the theatre room, the site selection, equipment purchases, and...
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...within social networks in a variety of ways. The U.S. cable channel USA Network’s implementation of the gamified website "Club Psych" for the show Psych serves as an example of this, as it resulted in a 130% increase in website page views and 300,000 shares of content socially on Facebook for challenges, allowing 40 million viewers exposure to that content, thereby illustrating enhanced engagement and exposure. Reach our target market of the 18-35 age bracket, including women: Gamification expert Bing Gordon claims that for individuals born after 1971, gaming actually influences their worldview and even their interactions. Moreover, research conducted by the Entertainment Software Association shows the average gamer is 30 years old and almost half of all gamers today are women, which shows gamification can help us reach our target demographics. Increase sales and help us grasp more than a 10% market share of this ready-to-eat segment by motivating customers: Psychology, sociology, and behavioral economics research show that gamification can greatly impact motivation and habit formation--making it a powerful tool to motivate customers to make purchases and form habits that can encourage repeat purchasing. For example,...
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...addictions have to be drugs, physical fitness, alcohol, or disorders when really there’s more. There’s many things that people don’t consider an addiction like video games, people consider this as an entertainment that doesn’t affect you whatsoever but if you think about it and take a look at how people react to them you can start seeing that there is something wrong. There is enough evidence that video games do cause problems that affect people mentally, not right away, but through time. “ too much leads to no human interaction ”(page:29). The evidence ehere shown allows us to see a video game players obsession and how it controls them, the players eventually have no control. Video games don’t just hurt a video gamer mentally but also withdraws them to any human...
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...Bryce Parker Mrs. Smith English 103-5008 2/18/2016 Timeless What if you could stop time, what would you do? Would you read more books, catch up on television shows, explore the world, contemplate the existence of life or perhaps be deviant? Two groups of people who, I think, would like to experience timelessness are artists and gamers, of which I am both. Not only for the practical reasons of getting things done, but for the quality of the experience each work of art or video game can give. I have a considerable library of games across multiple systems. However, I don't have nearly enough time to play them all, especially in a world where newer games are coming out each day. I have thought of a number of times I wish I had a device like the “Hyperbolic Time Chamber” from the anime series Dragon Ball; which would allow the one that entered it to experience a whole years’ time within the span of a single day. Granted the characters of the series used it to train themselves to fight their newest threat. My purpose would be different, it would give me the time to get though the games I either; found boring at the time, something new came out or have yet to play. Another reason, is to experience full immersion. To be totally entranced within the game, where the world around seems to disappear and the player feels a part of the game; as if they are standing next to the player controlled character or even are the character. Something similar I can compare it to is; when...
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...Produce a proposal containing the essential information for the start-up of a business. Type of Business The L.O.G will be a brand new innovative gaming lounge situated in the heart of central London, the gaming lounge will be based on a social concept of which casual and competitive gamers link up at our venue to participate in hard-core gaming with state of the art facilities awaiting their arrival. The venue will consist of catering arrangements which will be on constant provision during operational hours, the L.O.G will have a website which operates a forum system of where individuals that attend the L.O.G can further socialize and arrange more gaming events on behalf of the L.O.G. Our business aim is to bring together teenagers and young adults that share the same passion for gaming as each other, alongside this aim is the objective of facilitating a social stomping group where interaction with new people via gaming is a reality experience. The vision is to attract a whole new group of consumers for the type of service we provide. Target Market Our target market has been aimed at people aimed from middle teens at 15 years old, up until adults in their late 20s. The particular reason for this proposal is because of what our business provides in terms of product and services. The target audience we have selected to aim at have the most amount of vested interest towards our gaming product, as suggested below by research conducted by the BBC showing that between the...
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...stated in the passage. Waggoner (2009) also incorporates multiple individuals that are educated on this topic. For example, in the beginning of the article, the author uses two different quotes from Marvin Minsky and Janet Murray; Minsky is an MIT scientist and Murray is a technology theorist. These sources help emphasize the fact that the article is authentic and are defended by credible people. The article is mainly about gamers, their virtual identities and the relationship between them. In order to effectively speak about the topic, Waggoner applies this device to gain respect for himself and the sources that he encompassed within the text....
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...Traditionally an athlete is defined by a person who is trained in or above average at sports, games, or exercises that require physical skill. A professional gamer doesn’t necessarily fit into the definition of an athlete, but they truly have so many similarities that a professional gamer could also be also seen as a professional athlete. Hard work, dedication, and skill are all necessary to make it in either profession, and although they require different types of physical ability, both require an above ordinary physical ability to achieve their status. In addition, they both have sponsors, are known by many, and get paid hundreds of thousands of dollars for playing their sport or game exceptionally well. The similarity that makes professional athletes and professional gamers most alike is that both require an incredible amount of skill and dedication. Not any average person can pick up a video game controller and play at the level of a top pro gamer just like not any average person can pick up a basketball and be the next Michael Jordan. People argue that gamers don’t work as hard, but they have to put just as many hours of work that traditional athletes put in training. Some athletes push their body to the utmost limit and put out tons of work controlling and improving their diet. So playing a video game for hours a day equates to completely changing your diet and hours of rigorous physical training? No, it does not, but we are not comparing the sports, just like golf doesn’t...
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...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 to say. Although it seems all the responsibility would belong to gamers on this one, that is still ...
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