...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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...from books, music, and services. They are now in the process of implementing the online gaming systems to their company. When Liz, the CEO of the company, was invited to speak at the local Hudson Chamber of Commerce meeting to discuss her strategic management process that contributed to the success of CanGo, she realized that the strategic planning process of her company was haphazard and emergent. Its success has more to do with “luck” rather than deliberate strategies and planning. CanGo’s management would have to make a decision about how to institute a strategic management process in the implementation of a successful online gaming system to their business, so they can develop a competitive advantage. As an external consultant hired by CanGo, our job is to advise the management team as to the appropriate courses of action needed to address various challenges facing the firm. We will observe CanGo’s personnel, their interactions in various group settings, and other business functions. Based on these observations, we will address CanGo's notable challenges; develop our recommendations for its resolution and improvements that are focused on improving the business processes, operations, and profits of CanGo. Based on our observation from week 1 and 2, below are the 6 issues that our team determined that CanGo is facing, followed by our recommendations. 1. The first observed issue: The current strategic planning process of CanGo is risky and emergent. Recommendations:...
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...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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...comprehensive, online communities. Through the analysis of fan communities, support communities, relationship communities, gaming communities and business communities, it is evident that the internet has developed a place where people can come together based on common interests and connect with one another. This online society, filled with various communities, poses both risk...
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...Gaming stimulates the brain's "reward centers" which stimulates the same high a drug addict or alcoholic feels. While most people associate addiction with substances, such as drugs or alcohol, doctors recognize online gaming addictive behaviors as well. When a child is admitted to the Elk River Treatment Program (ERTP) of The Pinnacle Schools, a full medical and psychological evaluation begins. An Individualized Treatment Plan is developed for your child and a Treatment Team is formed to address your child's specific needs. Online gaming is often a symptom of an underlying core issue. The child needs the escape or the feeling of reward that online gaming provides because something else is missing in their life. Through group and individual therapy on a consistent basis, the child may eventually identify the core issue(s) and begin recovery. Some gamers exhibit severe withdrawal symptoms, becoming angry, violent, or depressed if a computer is taken away. Residential treatment is a safe setting for withdrawal from any addiction. The Psychological Factor. Unlike with substance abuse, the biological aspect of video game addiction is uncertain. Research suggests gambling elevates dopamine, but there's more to addiction than brain chemistry. The addict suffers from a psychological component to the addiction. Online gaming allows a person to escape the real world and change the perception of self worth. An online gaming...
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...anGo Market Analysis The goal of this market analysis is to determine the attractiveness of an online gaming market and to understand its evolving opportunities and threats as they relate to the strengths and weaknesses of CanGo. CanGo is a business that has developed in the last few years. Currently CanGo is facing two major challenges: 1) Getting a stable online gaming system up and running as soon as possible 2) Preparing for an anticipated record holiday season. Strengths: The base of CanGo is the difference between being successful, or failing with the new on-line gaming; some of their strengths are: 1) On-line gaming System project is likely to be quickest and easiest to implement. 2) An established online multimedia deliverable system. Opportunities: Globally online gaming is on the upswing and is seeing growth in many geographic regions throughout the world. In social, Where risk is low we must ignore these issues, and not be distracted by them because the return on the investment is consider high in this type of projects (on-line gaming system). One of the opportunities is that the Geographical market can cover many countries, therefore more users, for the on-line gaming project. Weaknesses: Lack of time to organize the project CanGo is trying to be ready for the near holiday season, and money/resources are in short supply. The management team appears to be unprepared and not very good leading their teams to success. To handle all of these...
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...CanGo’s Week 2 Analysis As CanGo keeps growing as a leading business in the online entertainment industry, it requires some changes to face the challenges growing businesses have. Team A Consulting, one of the best consulting groups in the nation, will create a plan of action for CanGo to continue their success as an online internet entertainment business. During the last two weeks we have recognized the following challenges that CanGo faces in achieving their goals of being a dominant player in the online entertainment market. Additionally, we have added recommendations on how the company can overcome those problems. 1. Issue One CanGo does not have a formal mission and value statement. Liz, the CEO became the Business Leader of the year and was asked to give a presentation on how and why CanGo became successful. Additionally, the company does not have an outlined business strategy. Recommendation One CEO together with the help of the management team should create a vision and mission statement that highlights the values and goals of the company towards their clients and future in the online entertainment market. This will enable them to be more successful and attract more capital from investors in their online gaming plans. According to Dess “Managers often search continually for the one elusive solution that will solve their firm’s problems—that is, the next holy grail of management. Furthermore, presentation on the company’s mission and operation strategy will depict...
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...sort of problem at hand, and let me tell you it is a rough to see your family go through this type of particular situation, I‘m keeping my thoughts and opinions at rest In order to give an audience an opinion that is not bias. Ever since gaming has become a viral for by becoming viral all over the internet there has been a monumental boom in the gaming industry. Imagine when you first got your hands on gaming materials that you are new to, a gaming system such as xbox or Playstation 4,that provide you with scenery and graphics you would never though would even be a possibility of being a part of in your lifetime. Now picture that and add the possibility of you playing a strategic and integrated game online, with a voice as clear as can be to follow commands specified by a the game process. Ok now add the formula of one self being able to take part in playing a game such at this not only integrated, but also at the same time in different areas of the country. This evolution of gaming is what has many Americans of all ages flocking to the stores and picking up these gaming systems. Some stores all across America had trouble keeping gaming consoles in stock back in the year 2007. The gaming industry has taken over America by...
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...a great amount of legal and capital issues for operating and owning a casino. There are even fewer players who have been in the casino industry for generations. The people who have been in the casino industry for decades are those that have caught on to the current trends within their industry. If any business wants to be sustainable and have a very long life than it is mandatory that they have an eye out for the current trends within their industry and apply those trends in their business. The purpose of this paper is to identify the current trends in the casino industry. Knowing this information will be very useful to me as an owner/operator of multi-business units. I am not currently in the casino industry, but I have a very big attraction to the industry as an owner. I want to do more research on the industry and there is no better way than identifying the current trends in the industry. After a lot of research, it has been noted that there are many trends that the casino industry has to keep a look-out for. These trends touch many different areas in the industry, ranging from the changes in the technology, the different types of policies and regulations as well as a shift in demographics and how they have influenced the industry. The first trend I want to identify in the gaming industry is the fact that online gaming is becoming real competition for the traditional brick and mortar casino. Some of the main competitors in the gaming industry that have a brick and mortar...
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...Stats and Research * Personality traits like trait anxiety, sensation seeking, neuroticism, and aggression appear to be related to the development of gaming addiction. Mehroof, M et al. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316. * Regions of the brain associated with cravings in substance abuse also appear to be activated in gaming addicts when they view images of video games. Ko, C. et al. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal or Psychiatric Research, 43, 739-747. * There is a difference between "excessive gaming" and "addictive gaming". Two gamers may play for an identical number of hours each day, but their psychological motivation and the meaning that gaming has within their lives can be very different. Gaming addiction should be defined by how much the game negatively impacts others areas of life, not by how much time is spent playing. Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125. * In a volunteer sample, 41% of online gamers acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as "dependent". These gamers possessed several behavioral attributes that are related to more well established...
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...CanGo Business Analysis Team D DeVry University BUSN 460 October 14, 2011 Table of Contents Page EXECUTIVE SUMMARY............................................................................................................4 INTRODUCTION...........................................................................................................................5 SWOT ANALYSIS.........................................................................................................................6 FINANCIAL ANALYSIS...............................................................................................................7 Financial Strategic Recommendations...............................................................................8 MARKET ANALYSIS...................................................................................................................9 Market Strategic Recommendations................................................................................10 STRATEGIC PLANNING...........................................................................................................11 Planning Strategic Recommendations.............................................................................11 COMPETITIVE ANALYSIS.......................................................................................................13 Competitive Strategic Recommendations.......................................................................14 ...
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...Las Vegas Sands Corporation History The Las Vegas Sands Corporation started in 1989 as “Las Vegas Sands Incorporated” with the purchase of the Sands hotel and casino by entrepreneur Sheldon Adelson and his partners. In 1995 Sheldon Adelson bought out his partners in The Interface Group (TIG), the group that made the initial purchase of the Sands, and began planning the Venetian. In 1996 the Sands was imploded and in 1999 the Venetian was opened. Five years later, in December of 2004, Adelson took the Las Vegas Sands Inc. group public and it has since been the Las Vegas Sands Corporation (LVSC). Financial history The initial offering on December 14th, 2004 consisted of 23,809,524 shares at a price of $29 per share. From Bloomberg Business week, also shown in Appendix 1, we can see that since the first full month that LVSC has been traded on the NYSE its average record monthly high stock value was $103.05 and its average monthly record low stock trade value was $10.17. Within the last five years, the LVSC has suffered through the world’s economic downturn just like any other company. In Appenix 2 we can see that the early part of 2009 was the worst, in terms of stock prices, for the LVSC. We can also see that within the last two years, LVSC has also regained a lot of ground. There current share price is on the NYSE is at 51.50 and the performance of the Macau and Singapore markets continues to positively increasing the value of the overall company. Political position...
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...continue GameStop’s growth as the largest retail gaming store in the industry despite threats from alternate methods of gaming and changes in consumer taste. Analysis will show that the retail gaming industry is an unattractive industry since the bargaining power of buyers and suppliers are high, barrier into the industry are low, and competitors are numerous. GameStop uses a broad differentiation strategy by offering a wide selection of new and used games and consoles. Its marketing strategy and reputation gives the firm a sustainable competitive advantage but its research and development give the firm a competitive parity. The environment of the retail gaming industry possesses the threat of technological and sociocultural risks. GameStop can address these risks by merging with online social media sites and contracting with its suppliers to increase barrier for new entrants in the industry. April 20, 2013 Introduction After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive environment. The strategic objective we wish to accomplish in this analysis is to formulate a viable strategy that will continue GameStop’s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast. The retail gaming industry is a relatively new industry but GameStop...
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...business model." Pascrell represents Poker Stars, an online poker company that is working to purchase the Atlantic Club Casino, and has more than 50 million online players around the world. Pascrell said the law incentivizes the Atlantic City casinos to "marry" their brand to an online provider to attract gamblers to the city and hold their attention online when they get home. He added that people still visit casinos in Europe and Asia despite the fact that online gaming is legal there. "There's no proof of a negative impact, in fact, there's only proof of a positive impact," Pascrell said. "This is going to distinguish us from neighboring states who have been eating our lunch." While Pascrell said there are no silver bullets for pushing New Jersey back to the forefront of the gaming world. Both he and Posner agree the bill puts the state back in a leadership position as other states scramble to form similar regulations. William Pascrell III, a lobbyist with Princeton Public Affairs Group, said the bill gives "bricks and mortar casinos a chance to re-examine their business model." Pascrell represents Poker Stars, an online poker company that is working to purchase the Atlantic Club Casino, and has more than 50 million online players around the world. Pascrell said the law incentivizes the Atlantic City casinos to "marry" their brand to an online provider to attract gamblers to the city and hold their attention online when they get home. He added that people still visit...
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...Ongoing Issues and Debate with Legislation for the Legalization of Online Gambling xxxxxx xxxxx University The Legal Environment of Business Fall 201x November 16, 201x Ongoing Issues and Debate with Legislation for the Legalization of Online Gambling The debate over gambling has been going on for decades. With the advent of the Internet, the online gaming industry essentially appeared overnight and with it came a whole new, complex area of social issues and legal interpretation. The 1961 Interstate Wire Act (“Wire Act”) was introduced by President John F. Kennedy to prevent bookkeeping on horseracing and sports gambling by organized crime syndicates. Now 40+ years later Congress has brought the Wire Act back into the spotlight as an instrument to prosecute online gambling offenses since it broadly prohibited the operation of most betting businesses in the United States. It is clear that legislators did not have the issue of the Internet when the Wire Act was passed. Critics of the Act’s applicability argue that wireless technology, which clearly does not make use of wires or telegraphs, excludes the Internet from the mandates of the law. Critics are also quick to contend that the Wire Act’s reference to sporting activities limits its oversight to gambling related to sporting events or contests (Jaffrey Shulman, 2006). Given the narrow scope of the original legislation, and the many disputes related to its potential application, the Department of Justice...
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