...double than their normal money. DOTA is a computer game a war game of a warrior that reaching their goal, defending their territory. Problem: The students can’t focus their studies cause of DOTA. Because of it they fail their grades at school. Mostly students go to computer shop to play DOTA not to research their assignment or projects. They even ignore their parents of focusing to study hard and stop spending their money just to play DOTA. Background of the study: Drawing inspiration from a popular starcraftmod known as aeon of strife the first version of DOTA was released in the middle of 2003 by an individual know only by hispseudonym Eul. Statement of the problem: The problem is high school students are not participating in the class because of playing DOTA, many high school students are not doing well on their studies. Hypothesis: The high school needed to study hard because studying it’s not that easy and stop to play DOTA because playing DOTA was just fun and enjoyable but not helping for studies in school. Significance of the study: This research paper is very important to read because playing DOTA in the country is very popular second this paper gives critical...
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...HOW THE GAME ATTRACTS THE FILIPINO YOUTH? The first factor why it attracts the youth is the type of game involved. Filipino gamers The Culture love strategy of DOTA in theaction games and Philippines compared to board and mini games. It has a very different gameplay compared among other games. Also, it is a multiplayer game; people can play with others up to 10 persons per game. These are the heroes of DOTA, there are so much to choose from. They are divided into three groups, the Sentinel, the Scourge, and the Neutrals. Also they are divided further by their Joshua Frankie B. Rayo Department of Computer Science University of the Philippines Diliman The Culture of DOTA in the Philippines Joshua Frankie B. Rayo Department of Computer Science, University of the Philippines Diliman jbrayo@up.edu.ph Abstract. The culture of DOTA (Defense of the Ancients) has taken the Philippines to storm because of its very creative gameplay that caused millions of Filipino students hard for them to avoid playing the game; and it is also evident from media to the internet. This game has brought such intense effects to the Filipino youth and its everyday life; up to the point where they are affected physically, psychologically, and their respective careers. Because of DOTA, the computer shops in the country have been growing massively since its release; the youth are gathered there to play informally and to show their enthusiasm and foster friendship, teamwork...
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...doi:10.3390/brainsci2030347 OPEN ACCESS brain sciences ISSN 2076-3425 www.mdpi.com/journal/brainsci/ Review Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies Daria J. Kuss * and Mark D. Griffiths International Gaming Research Unit, Nottingham Trent University, Nottingham NG1 4BU, UK; E-Mail: mark.griffiths@ntu.ac.uk * Author to whom correspondence should be addressed; E-Mail: daria.kuss@ntu.ac.uk; Tel.: +44-789-111-94-90. Received: 28 June 2012; in revised form: 24 August 2012 / Accepted: 28 August 2012 / Published: 5 September 2012 Abstract: In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies provide compelling evidence...
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...Violent Games: Single Benefit-Double Harm By Dan Nguyen Rhetoric Research Prof. Melody Heide 15 April 2013 One day, I visited a far relative; and when I came into the house, I was startled by the shouts of her kids, “Kill him,” “Die,” “Screw you!” Those kids were playing video games, and they were screaming bad words to each other’s face. I looked up to the screen and saw an extremely gory image of a violent game. I could tell the excitement on the kids’ faces, and when I greeted them, they did not even reply to me. That incident made me think about all the articles of how violent games affect children. Whereas school violence becomes more and more serious, violent games without close control from the government and families is one of the main reasons. Just because of a small contradiction, students can go straight to a fight, acting like some gangsters, and in the worst case, deathly accidents happen. Do violent games lead to violent behaviors? Do they have bad effects on children and society? Many people nowadays would reject those questions and provide various reasons to prove that violent games are good in general. If we take a look on both sides of the problem, video games are great products of entertainment technology that can bring some good effects, but in most of the cases, the bad effects infringe the good effects, especially for violent games, and that’s why we should limit children playing those by banning violent games for all minors in all states. ...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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...says. “Yeah, you’ve got reasonable growth, but it’s nothing exceptional. You’re a safe bet, nothing more. Okay, I might tell my mom to buy, but 3 The Momentum Effect then she’s happy with inflation plus one. The way we see it, you’re really grinding it out. We reckon the strain’s getting harder, too. There’s no impetus—no momentum.” Words like that can really take the gloss off a day. The next time you gather your team, you don’t congratulate them on beating their targets—you want more. Sure, our results are up, you say, but that’s not enough—where’s the impetus? When are we going to do something exceptional? With all the resources at your disposal, when are you going to start building some momentum? The team members look at their papers. Then Paul, an anxious member of your team, looks up and says: “Okay. Got any ideas about how?” What are you going to say?...
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...SIXTH EDITION STRATEGIC MANAGEMENT IN ACTION Mary Coulter Missouri State University Boston Columbus Indianapolis New York San Francisco Upper Saddle River Amsterdam Cape Town Dubai London Madrid Milan Munich Paris Montréal Toronto Delhi Mexico City São Paulo Sydney Hong Kong Seoul Singapore Taipei Tokyo Editor in Chief: Stephanie Wall Senior Acquisitions Editor: April Cole Editorial Project Manager: Claudia Fernandes Director of Marketing: Maggie Moylan Senior Marketing Manager: Nikki Ayana Jones Marketing Assistant: Gianna Sandri Senior Managing Editor: Judy Leale Production Project Manager: Kelly Warsak Senior Operations Supervisor: Arnold Vila Operations Specialist: Cathleen Petersen Creative Director: Blair Brown Senior Art Director: Kenny Beck Text Designer: LCI Design Cover Designer: LCI Design Cover Art: Svetoslav Iliev/Shutterstock.com Permission Specialist: Brooks Hill-Whilton Media Project Manager, Production: Lisa Rinaldi Senior Media Project Manager, Editorial: Denise Vaughn Full-Service Project Management and Composition: Integra Printer/Binder: RRD/Willard Cover Printer: Lehigh-Phoenix Color Text Font: 10/12, Times LT Std Credits and acknowledgments borrowed from other sources and reproduced, with permission, in this textbook appear on appropriate page within text. Copyright © 2013, 2010, 2008 Pearson Education, Inc., publishing as Prentice Hall, One Lake Street, Upper Saddle River, New Jersey 07458. All rights...
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...STARS WITHOUT NUMBER For Eden, who gave me a reason. TABLE OF CONTENTS Introduction ..............................................................................................................5 Character Creation ....................................................................................................7 Psionics ...................................................................................................................25 Equipment ..............................................................................................................33 Systems ...................................................................................................................59 The History of Space ...............................................................................................71 Game Master’s Guide ..............................................................................................78 World Generation ...................................................................................................87 Factions .................................................................................................................113 Adventure Creation ...............................................................................................128 Alien Creation .......................................................................................................138 Xenobestiary ........................................................................
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...Bloom’s Classic Critical Views W i l l ia m Sha k e Sp e a r e Bloom's Classic Critical Views alfred, lord Tennyson Benjamin Franklin The Brontës Charles Dickens edgar allan poe Geoffrey Chaucer George eliot George Gordon, lord Byron henry David Thoreau herman melville Jane austen John Donne and the metaphysical poets John milton Jonathan Swift mark Twain mary Shelley Nathaniel hawthorne Oscar Wilde percy Shelley ralph Waldo emerson robert Browning Samuel Taylor Coleridge Stephen Crane Walt Whitman William Blake William Shakespeare William Wordsworth Bloom’s Classic Critical Views W i l l ia m Sha k e Sp e a r e Edited and with an Introduction by Sterling professor of the humanities Yale University harold Bloom Bloom’s Classic Critical Views: William Shakespeare Copyright © 2010 Infobase Publishing Introduction © 2010 by Harold Bloom All rights reserved. No part of this publication may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval systems, without permission in writing from the publisher. For more information contact: Bloom’s Literary Criticism An imprint of Infobase Publishing 132 West 31st Street New York NY 10001 Library of Congress Cataloging-in-Publication Data William Shakespeare / edited and with an introduction by Harold Bloom : Neil Heims, volume editor. p. cm. — (Bloom’s classic critical views) Includes bibliographical references...
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