...How MMORPG companies cope with the enhancement of technology: and it's affects on employees Ahmed Shairaf 000025587 Diploma in Business Office Administration MGT001 Semester 2 14th March 2011 Table of Contents page no. 1.0 Acknowledgment ……………………………………………………………..3 2.0 Abstract ……………………………………………………………………….3 3.0 Introduction ……………………………………………………………….......3 4.0 Virtual Organization …………………………………………………………..4 5.0 Traditional vs. Virtual Office …………………………………………………4 5.1 Location ……………………………………………………………….4 5.2 Instantly Operational …………………………………………………..5 5.3 Time Management/Prioritize …………………………………………..5 6.0 Evolution of Modern Office ……………………………………………………5 6.1 Collaborative technology ……………………………………………….6 6.2 Intranet and Extranet ……………………………………………………6 7.0 Customer Service ……………………………………………………………….6 8.0 Future of Office Workers ……………………………………………………….7 9.0 Conclusion ………………………………………………………………………7 Acknowledgment I would like to appreciate the support for my friends from around the globe who played MMORPG with me in helping me accomplish this report. A special thanks to my cousin brother for proof reading and aiding me in different ways to achieve the goals of the report. Abstract This report is about how the information technology is changing within time and how it has affected the MMORPG companies. In this paper, you will find that not only the organizational...
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...Information System Literature Review Team A University of Phoenix Information System Literature Review Paper Over the last 10-15 years, the gaming industry has come an extraordinary long ways in development and growth. This particular industry continues to grow and improve from year to year. The newest generations have come from board games, to video games, and finally computer games. The computer games have developed from two dimensional (2-D), three dimensional (3-D), and virtual environments. Gamers get to experience revolutionary virtual realities known as massive multiplayer online role-playing games (MMORPG). To understand the growth into MMORPG’s, a game developer must research the history, theory, some negative implementations, and contemporary best practices of networking, the opportunities, and innovation with the field of MMORPG’s. Historical development of the field The first computer game produced was 2-D in 1962 (Thomson, 2008). This was just a simple game where two players controlled his or her spaceship and attempted to destroy the opposing player. This was the lead into an ever-evolving world of gaming. The gaming industry has evolved into virtual world environments. This type of gaming has unleashed a world where players create an avatar in which can look anyway they want. This has allowed the gamers of today a way to communicate in a new way. It has even gone as far as allowing people a new way of learning (Barnett, 2010). Colleges are...
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...does Online/Video Gaming affect its Players and Society? North Carolina State University. “Online gaming augments players’ social lives, study shows.” ScienceDaily. 27 Mar 2014. Web. 21 Jul 2014. The new research shows that online social behavior is not replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives. This article shows several tracking results to prove this point. “Gamers are not the antisocial basement-dwellers we see in pop culture stereotypes, they’re highly social people,” says Dr. Nick Taylor, an assistant professor of communication at NC State and lead author of a paper on the study. “This won't be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.” Indeed, in recent years, a lot of players of massively multiplayer role-player games such as War of Warcraft (WOW) took an in-depth survey about their offline social lives. At the same time, researchers tracked the offline behavior of these players. The result showed that most of these players had high social skills both online and offline. It means online gaming do not affect players’ offline social behaviors, however, online gaming can even improve players’ social ability. As a WOW player, I do absolutely understand reasons of this situation. First, massively multiplayer role-player games almost create real social environments to let players talk, drink and chat online. It is...
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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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...Ann Liebert, Inc. DOI: 10.1089/cyber.2012.0034 Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games 1 Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc.,2 and Reinout W. Wiers, Ph.D. 3 Abstract Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations...
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...1. What are the demographic profiles of the respondents in terms of: a. Age b. Sex c. Year level d. Frequency of playing online games e. Average time span of playing online games f. Length of period of playing online games (since they’ve started) 2. How does playing online games affect the academic performance of the students in relation with: a. Class Participation b. Number of Hours spent in Studying c. Frequency of Absences in Class 3. Is there significant relationship between playing online games and academic performance of the student Hypothesis Playing online games have large bad effects to the academic performance of students of College of Business Administration Education at University of Mindanao. Review of Related Literature Online Games/ Video Games Playing video games is often associated in our society with poor academic performance. This anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA and time spent playing video games (Anderson & Dill, 2000). The correlation was relatively small. Time alone accounted for a 4% variance in GPA, yet the findings are significant. However, several older studies contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal relationship between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to say that the research is “sparse and contradictory” (Emes, 1997, p. 413). The effect that interactive...
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...chab S; Nicolier M; Mauny F; Monnin J; Trojak B; Vandel P et al. Massively multiplayer online role-playing games: Comparing characteristics of addict vs non-addict online recruited gamers in a French adult population. BMC Psychiatry 11: article 144, 2011. (45 refs.) Background: Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods: In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. Results: The 448 participating...
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...as an example. UNDERSTANDABILITY Electronic Arts, Inc. (EA) is a company which leads the global entertainment software and represents the trend of development of this industry. The company develops, publishes, and distributes entertainments software all over the world for video game systems, personal computers, wireless devices and the internet. EA markets its products under four brand channels which are EA SPORTS, EA, EA MOBILE and POGO. As announced in fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA was listed on NASDAQ with its business spread in 26 countries and employees more than 7100 in the worldwide. LONG TERM PROSPECTS In these recent years, American electronic games industry is developing rapidly and has accelerated its speed of globalization. In this situation, EA comprehensively used of several of media technologies to combine with the ideas of novelists, film directors and musicians to create new products, which have been able to lead the trend of interactive entertainment. EA entered the current game market in 1997 with Origin Systems which provided a famous Massively Multiplayer Online Role Playing Game (MMORPG) named Ultima...
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...an online virtual server. Second Life as of now harbored few to many online companies that does business online as a form of advertising or even setting up their virtual business inside the server by buying up “lands” in the so called “Grid” world. Of course, to do that, you have to buy the virtual “land” to start up the virtual business by subscribing to the premium membership on the website. By subscribing, several benefits can be enjoy including owning a house and rights to own a land. The current subscription cost according to the game website - secondlife.com - is USD$72 for an annual subscription, USD$22.50 for a quarter subscription or USD$9.95 for monthly subscription. Personally and hypothetically, the initial cost for me to setup an online business on the “lands of the Grid” would be a monthly subscription of USD$9.95 as uncertainty in conveying the business over a decade plus old virtual server especially these past two years have been radically risky with mushrooms of similar online servers like gaiaonline.com and social networking sites like facebook that has been rampaging in this fast-paced information system industry. Also, there are questions about its current popularity against the other fast information changing platforms and how it cope with the current market segment. A typical online business would be an online auction/selling business. Specifically, i would set up a small business that deals with money changing/transfers between users and other online games...
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...low-cost business tool and also a new marketing tool. Companies can use Second Life as a business tool for online conferencing, online collaboration, knowledge management and prototyping. Also companies can test new products using Second Life’s 3-D rendering programs, experiment with new marketing and advertising campaigns to see how people react, receive feedback on real-world products or services. 2. What kinds of businesses are most likely to benefit from a presence on Second Life? Why? Retail businesses that are already used to doing business online may have an easier time of establishing a viable presence on Second Life. They are used to advertising and marketing to customers online and have the systems built for taking orders, accepting payments, and shipping products. Other companies, like IBM, that have established online collaboration systems and online knowledge management systems will probably have an easier time using Second Life as another outlet for these activities. 3. Considering what you have learned about Second Life, how could you, as an individual, create a modest start-up business on the Grid? What goods would you sell? Why would this be a good choice of product? What, in simple terms, would your business plan be? Why would it work? There are several ways to start up business in an online virtual server. Second Life as of now harbored few to many online...
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...institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have direct impact on teenagers’ criminal behaviour because it is not proven that it leads to any criminal activities. This essay will examine the relationship between video games and teenagers’ aggressive behaviour and argue that video games do not assist to any criminal activities. Furthermore, video games also influence teenagers in a positive way. In recent years, many researchers found that teenagers tent to be more violent in behaviour after playing video games which might lead to crime for instance. Bösche (2010) states that video games lead to both aggressive behaviours and positive cognitions simultaneously. One of the positive effects of video games is securing players' attention and it can be implemented in education. Ferguson (2010) suggests that the violence and excitement of video games can draw players' attention easily, therefore video games can be used as a medium for spreading positive information. For example, educational tasks can be included in a first-person shooter game which appears to be a life saving mission. Besides conveying the importance of life, practical knowledge can also be spread to gamers. Moreover, educational games can help teenagers improve their academic results....
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...about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”(Ronald Reagan, speech, Aug. 8, 1983) There are many advantages of playing video games: good hand-eye coordination, the opportunity to meet other people from around the world, and increased memory. The first advantage to playing video games is having good hand-eye coordination. I have been playing video games for a long time. I stared to play video games when I was about six years old. When I started playing video games I used hand-held devices, like the game boy color and game boy advance. I am now very good with my hands. My grandparents would buy me Lego kits and I would have built them within minutes. I am able to build things faster. I am able to build computers that require precise placement. It has lead me to taking computer courses at Bay College. Another advantage to playing video games is that you can meet other people. Since I have been playing video games I have been able to get to know people from around the world the share the same interest in game as I do. A game type that has let me get to know these people is the MMORPG (Massively multiplayer online role-playing game). A couple games that are this type are World of Warcraft and Rift. A friend that I have met through playing video games is Edwin. I met him when I was playing the game called Rift....
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... Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively 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...
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...What is role-playing? Role-playing is a technique that has long been used in learning, therapy, and entertainment, where the participants assume the “role” of different characters in different situational settings. A role-play combines context and characterization and puts the participant in a unique experiential position. Interacting with different characters has different consequences, which may motivate different actions. The multiplicity of characters in a role-play ensures that the interactivity is not only sustained but is also less predictable, thus enriching the experience. And it’s good business too—the Massively Multiplayer Online Role-Playing Game (MMORPG) industry is rumored to be worth about $450–675 million. However, before we get ahead of ourselves, let’s revisit role-playing with a simple example. Imagine that you are role-playing a character called Tom. Tom has some character attributes —he is twenty-three years old, an MBA who comes from a rich family with links to royalty. Tom also has a personality—he is a confident, fearless person who has the determination to see things through, and who is driven by certain motivations.Tom is determined to prove that he can succeed on his own and step out of the shadow of his father, a shipping tycoon. His motivation drives him to set certain goals. Launching his entrepreneurial venture in the next year is one of them. Taking the venture public within five years is another. Tom may have some resources with him—a $900...
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...Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of the telecommunication/information and communication technologies (ICT) environment requires related technology foresight and immediate action in order to propose possible ITU-T standardization activities as early as possible. ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. ...
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