...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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...have decided to discuss my favorite hobby… playing World of Warcraft and other MMORPGS. The term “Gamers” is coined frequently to describe someone who plays Massive Multiplayer Online Role Playing Games or in short MMO. World of Warcraft or WoW is something I have enjoyed playing for the better part of six years. Playing this and a few other MMO’s is for me no different than watching TV after work or playing golf, etc. In the following few paragraphs I will cover and share the psychology behind MMO’s and online gaming. Psychology 101 of gaming would have to be social… the ability to interact and be part of a social group is for me one of the alluring points of playing World of Warcraft. Being somewhat of an introvert, online allows me to connect with others with similar likes in an environment that is comfortable for my personality. Gaming can bring about a level of prestige among or between players based on in game ranks, completed achievements, earning titles and other WoW related game activities. These competitive aspects that go along with WoW and other MMO’s can drive the social platform many of the gaming community is based on. Finding just one psychology view point for an MMO and WoW is hard to narrow down. There are many facets that cover a wide range of subtopics. Clinical, cognitive, developmental, personality, and positive psychology are all topics that can be found in online gaming and among gamers. What keeps me in the game after so many years is the sensation that...
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...Minecraft is a popular game and a great number of people can attest to having played the game. The game has a lot to offer to all different types of players in the different facets of the game such as fighting, creating, mining and crafting. Additionally the game has the inherent characteristics of replayability, ownership and ease of use. Ownership comes about in that the Minecraft player creates a world that is actually theirs and they can tinker with their creations as they get deeper into the game. Ease of use is best manifest in the very few controls that an individual needs to play...
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...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 digital media has on the learning process is not completely negative...
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...My research question is what effects does online gaming have on the components of socialization and gender. I am investigating topics such as online socialization, impact on social life, gender roles, macrostructures, microstructures... From my experience, online gaming tends to destroy or severely damage an individual’s regular social life. Some online gamers prefer to socialize only through the game where the rules are less strict and they are free to act in a way they would not normally be in real society. Online gaming gives gamers a sense of confidence, calm and reassurance because it allows an individual to meet new people without worrying too much about the repercussions of their actions. There is a sense of ambiguity because in the game a person cannot determine who is controlling the other characters whether male or female. Gender roles are not as defined in the online world since you are allowed to choose your character’s gender or sex. This allows people to act out lives that they do not have or be a different person completely separate from the real world. The three journal articles I am using for this literature review are as follows: Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People's Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. ProQuest. Web. 9 Oct...
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...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a Function of Personality Traits ...
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...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a Function...
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...Developmental Psychology 22 (2001) 7 ± 30 The impact of computer use on children's and adolescents' development Kaveri Subrahmanyama,*, Patricia Greenfieldb, Robert Krautc, Elisheva Grossb a Child and Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth. D 2001 Elsevier Science Inc. All rights reserved. Keywords: Children; Computers; Internet I really want to move to Antarctica Ð I'd want my cat and Internet access and I'd be happy. ±16 year old HomeNet participant, 1995. ...
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...The Effect of Videogames on Student Achievement BY JONATHAN CRATON Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10...
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...Video Games Nowadays, technology is a way of life. Computers are used by children, adolescents, and adults; no matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. And this includes videogames. Video games have been a growing phenomenon since the mid-1980s. With the vast improvements in technology, the video gaming industry has evolved from simple two-dimensional games to realistic, fast-paced, life-like experiences. Although gaming became popular in the 1980s, it has been alive since the 1970s. In May of 1972, Magnavox Odyssey was released as the first gaming console. A few built-in games came with it, and the graphics were as simple as white blocks over a black background (Kudler). At this point, the graphics were very simple, moving patterns on a screen. Magnavox Odyssey did not sell well despite being a publicly released gaming console. In October 1977, the Atari Video Computer System was released, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it turned millions of Americans into home video game players (ICHEG's collection). However, the turning point in gaming came with the release of the 8-bit Nintendo Entertainment System (adorably called NES), in fall 1985...
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...The Influence of Violent Media on Teen Violence Back to over two thousand years ago, Socrates once wrote: “Our youth now love luxury, they have bad manners, contempt for authority; they show disrespect for elders, and love to chatter in place of exercise.” Truly teenage rebellion has been around for a long time. Teenage is one of the most dynamic period in our life. People change the most while they are teens, both physically and emotionally. Unlike adults, teenagers may not be aware the consequence of their rebellious acts. When it comes to extreme act of rebellion it becomes violence. Teen violence comes in many forms and vary degrees. For example, verbal abuse, bully, physical fight, gang violence, and assault with or without weapons are the most common violent behavior among teenagers. Teen violence is a growing concern in our society. People often hear teenagers bullying, teenagers involved in violent crimes on the news. According to Youth Risk Behavior Surveillance, about 20% of high school students report being bullied on school property in the U.S. in 2009 (8). One third of students had been in a physical fight in the last twelve months (6). For many teenagers, violence is a way to release anger and express freedom. All parents want their teens away from violent behavior. Before we can find solutions for the youths, we need to figure out why is teen violence happening? What makes teenagers turn to violence? There’re always have different and more than one reason that...
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...technologies, the virtual worlds of Massively Multiplayer Online Games (MMOGs) have emerged: complex new social and cultural environments that bring with them tremendous opportunities for learning. This convergence of contexts, a defining feature of new media, combines the potential sociality of the internet with the fun and challenge of gaming, blurring the lines between entertainment, play, information and socialisation (de Freitas & Griffiths, 2008, p.11). Through fantasy-styled role-playing MMOG (MMORPG) World of Warcraft (WoW), I will explore evidence of the benefits and drawbacks of these new forms of sociality, and examine ways in which of MMORPGs show potential to develop new social practices and ways of learning, both from a player/learner perspective (Jenkins, 2006; Shaffer, Squire, Halverson & Gee, 2005, p.106), and in terms of studying and understanding social dynamics of human groups on a larger scale (Szell & Thurner, 2010, p.314). WoW's enormous success exemplifies the massive social phenomenon of online gaming and virtual worlds (Shaffer, Squire, Halverson & Gee, 2005, p.106). Released in 2004, Steinkuehler & Williams describe WoW as “the latest step in a progression of social games” (2006, p.887), referring to the many evolutions in this style of game since its early origins in Dungeons and Dragons-style pencil and paper games (Bradford, 2010, p.57). Socialisation and the building of relationships is central to the game, which attracts an extremely broad audience worldwide:...
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...Computer Games and It’s Effect to CBA Students of UM A Research Paper Presented to Prof: Edwin Nebria English 201, 12:30 – 1:30 Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo March, 2013 Acknowledgement We would like to express our gratitude to all people who shared their time and resources for the completion of this study. Without their blessings, this paper would not be realized. Special thanks are bestowed to our parents, for their unconditional love, patience, financial and moral support extended in this endeavor. Likewise, we are equally grateful to our teacher, Prof: Edwin Nebria for his expertise and guidance in the making of this Research paper. We are also thankful to our friends, Dave Geverola, Mark Sieras and Paolo Serra for lending their laptop and helping us in encoding and editing of the final copy. Above all to God, our savior for the countless blessings and strength given to us to continue doing this until its completion. The Researchers Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo Introduction In the worldwide scenario nowadays, technology develops very fast, which means the phenomenon of Electronic devices has started. According to Joshua Gardener, the issue of the effect of video game violence on young people came into the national spotlight in 2011 when a California...
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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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...animation can also benefit from the technology by using the video games as a learning tool. There are two main genres of computer video games, such as RPGs and role playing games. Most of these games are structured in a way that the players or player need to complete a certain task. It is also required that the participant to engage with the other quests or characters to be in a position to win the game for him or her self or for the team. In most computer video games there are two to eight participants. Though a single participant may be able to fight or play at a time, there is need for skills and experience to win these games. The characters to play in a single game may be fictional, present or available through online RPGs. Online RPGs is supported by MMORPGs (Massive Multiplayer online RPGs) which make it possible for people to interact all over the world to act as custom characters and interact in playing a world video game. In strategy games the player assists in controlling several characters with an aim of directing the characters to defeat, weaken another party or complete a mission. Video games have become very common among the teenagers and consume a great deal of time playing these games. Video games among teenagers are mainly a source of fun and engaging but can also be useful in improving the educational and social sectors (Ruiz, Cook & Levinson, 2009). The primary reason as to why video games are not encouraged among the youth is the lack of enough exercises...
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