Free Essay

Playing Video Games Introduction

In:

Submitted By RoxanneCerckel
Words 276
Pages 2
In today’s generation with a fast-paced technology and modernized society, it is not a question anymore why computer games are extensive. It becomes a natural part of growing up for players most especially to the so-called gamers who are mostly students. They play computer games for leisure and fun. Gamers are able to learn how to socialize and compete with others through online gaming. For them, it is more than just a play because they are able to create a fantasy world wherein they have their own character and could escape from reality. Hence, it turns into a real and growing problem since not only the adults are affected but kids as well who know how to play computer games. The enjoyments they get from playing these games develop into addiction which they hardly noticed that they are spending much time on computers. It is patent that computer games are affecting the behavior of a student/gamer.
They become loner. Others lose interests in studying and would prefer to play online games rather than do their homework or projects. In result, they would fail and worst, decide to stop schooling. There could be a lot of effects of playing online computer games to students. It brings psychological impact to a student/gamer. Moreover, computer games affect not only mentally but also physically because gamers became sleepless. They would stay awake for 24 hours just to keep on playing and would even skip meals because they’re attention revolve in the games they’re playing. Those effects only implies that playing online computer games will only destruct one’s future especially students who are addicted to it.

Similar Documents

Free Essay

Life Styles Inventory

...Personal Thinking Styles My primary style according to the circumplex is competitive. I have always strived to be the best at everything I take up. It should be noted that I answered the LSI survey with a perspective of an individual who applies technical knowledge to get his day to day tasks done rather than from a perspective of a manager who needs to work in more social setting. My competitiveness is more focused within my capabilities and I try to improve on them instead of comparing myself with others and trying to do better than them. Even when I try to do better than other people as well, I do not want them to perform badly in order for me to perform better. I think that fact is highlighted by my high score in humanistic-encouraging style. Also, I do not get discouraged if someone else does better than me. I think it is more healthy part of the competition that I focus on so my competitive thinking style in practice represents achieving style. At work I work hard to finish a task faster than the last time I did a similar task. I make available for others to use the tools and components that facilitate this for me and educate them about the factors that were previously limiting our progress so that they can perform better as well. My backup style is perfectionistic. I try to do things right. However I do not do this to seek someone’s attention but mainly because of my still idealistic beliefs and my satisfaction of accomplishment. I assess a goal, determine limitations...

Words: 1616 - Pages: 7

Premium Essay

Work Issues

...Employee Barbara Brian Christine Question # 1 Employee is happy and content with her position in the company. Her results show that she is happy -Score-87 Emplyee is not as happy with their job as you would like them to be. Employee has a lot of negative in his answers. Score-70 below the normal. Employee scored -59 -Which is not a high score and feel that she is not happy with her work place. This employee should be evaluated to see what is wrong with their positon. Question #2 Emplyoee is is very well engaged and is will to help with the company-Score 36 Emplyoee is is very well engaged and is will to help with the company-Score 34 Emplyoee is is very well engaged and is will to help with the company, also could be some underlying issues that need to be addressed . -Score 32 Question # 3 According to her results she is between the normal range and is happy most of the time. She may have some personal issues that bring her score down at times. -Score 30 According to his results he seems to be in the normal range and is happy most of the time. He may have some personal issues that bring her score down at times. -Score 26 Not the best score and it could be because of the work place or that she has issues outside of work. Score- 25 Question #4 Score was at 34- Employee is not one to express to many emotions, and will stick to what needs to be done in the work place Score was 28- Employee is not one to express to many emotions all the time, but when...

Words: 527 - Pages: 3

Free Essay

Hyyg

...third-person role-playing video game produced by Tom Hall and the Dallas Ion Storm games studio. It was released worldwide in June 2001 for Microsoft Windows. The game is centered on Sylvester "Sly Boots" Bucelli, a down-and-out private investigator who looks for work in the slums of Anachronox, a once-abandoned planet near the galaxy's jumpgate hub. He travels to other planets, amasses an unlikely group of friends, and unravels a mystery that threatens the fate of the universe. The game's science fiction story was influenced by cyberpunk, film noir, and unconventional humor. The story features a theme of working through the troubles of one's past, and ends with a major cliffhanger. The gameplay for Anachronox is turn-based; the player controls a party of up to three characters as they explore a 3D environment of futuristic cities, space vessels, and outdoor areas. Inspirations for the game include older role-playing video games such as Chrono Trigger and the Final Fantasy series, animator Chuck Jones and the novel Ender's Game. The game was built with a heavily modified version of the Quake II engine, rewritten chiefly to allow a wider color palette, emotive animations and facial expressions, and better lighting, particle, and camera effects.[1] The development of Anachronox was long and difficult, originally planned for a third-quarter 1998 release. Tom Hall planned to create a sequel with the copious content removed during production. Despite critics enjoying the game and awarding...

Words: 291 - Pages: 2

Free Essay

Test

...Culverhouse College of Commerce: AC210 Fall 2012 Course number and title:  AC 210 Introduction to Accounting. Course description:  Introduction to accounting and financial reporting concepts and the use of accounting information in financial and managerial decisions. Credit hours:  Four hours, including a one-hour required lab.  Prerequisites:  EC 110. Instructor:  Lisa McKinney  Office address:  364 Alston Hall  E-mail address: lmckinne@cba.ua.edu Phone number: 348-6679 Office hours:  MW 9:30am – 11:00am.  Other times by appointment. Instructor:  Dr. Xiaochuan (Kelly) Huang Office address:  361 Alston Hall E-mail address:  xhuang8@cba.ua.edu  Phone number:  348-0577 Office hours:  TR 1:00pm – 1:45pm & TR 3:30pm – 4:45pm. Other times by appointment. Instructor:  Kelsey Brasel  Office address:  329 Bidgood Hall E-mail address:  krbrasel@crimson.ua.edu  Phone number:  348-0150 Office hours:  TR 11:00am – 12:15pm. Other times by appointment. Instructor: Amanda Beck Office address:  329 Bidgood Hall E-mail address:  aebeck@cba.ua.edu  Phone number: 348-0150 Office hours: MW 2:00pm - 3:15pm. Other times by appointment. Required text:  Phillips, Libby, and Libby, Fundamentals of Financial Accounting, 3rd edition, 2011, McGraw-Hill Irwin, hardcopy or loose-leaf option.  Also, you will need a Pass Code for Connect, the online homework program that accompanies the text. A Pass Code for the online homework is only valid for one semester so you cannot purchase...

Words: 3835 - Pages: 16

Free Essay

Accounting 57

...Culverhouse College of Commerce: AC210 Spring 2014 Course number and title:  AC 210 Introduction to Accounting. Course description:  Introduction to accounting and financial reporting concepts and the use of accounting information in financial and managerial decisions. Credit hours:  Four hours, including a one-hour required lab.  Prerequisites:  EC 110. Instructor & Course Coordinator:  Lisa McKinney Office address:  364 Alston E-mail address: lmckinne@cba.ua.edu Phone number: 348-6679 Office hours: TR 10:50am - 12:30pm.  Other times by appointment. Instructor: Amanda Beck Office address:  325 Bigood E-mail address: aebeck@cba.ua.edu Phone number: 348-0149 Office hours: R 9:30am – 11:00am.  Other times by appointment. Instructor: Xianjing (Jasmine) Bordere Office address:  325 Bidgood E-mail address: xbordere@cba.ua.edu   Phone number:  348-0149 Office hours: T 9:15am – 11:00am. Other times by appointment. Instructor: Ben Commerford Office address:  329 Bidgood E-mail address:  bpcommerford@cba.ua.edu  Phone number:  348-0150 Office hours: MW 3:30pm – 4:45pm. Other times by appointment. Instructor:  Don Minyard Office address:  365 Alston E-mail address: dminyard@cba.ua.edu Phone number: 348-2911 Office hours: TR 12:45pm - 1:30pm and T 4:00pm – 5:30pm.  Other times by appointment. Instructor:  Kyle Peel Office address:  325 Bidgood E-mail address: rkpeel@cba.ua.edu Phone number: 348-0149 Office hours: TR 7:00am – 8:00am.  Other times by appointment. Instructor: ...

Words: 4497 - Pages: 18

Premium Essay

Customer Knowledge and the Internet

...Unit 8 Customer Knowledge and the Internet Eliza Dunkle BUS 4024 Foundations of Consumer Behavior 3/7/2015 Ken Bobowski Capella University LaQuinta Inn & Suites is an owner, operator, and franchisor of hotels throughout the United States, Canada, and Mexico. Headquartered in Dallas, Texas, they have over 800 hotels in the United States, Mexico, and Canada. They both own hotels and operate as franchised hotels. They have over 84,000 guest rooms. They offer exercise facilities, pools and hot tubs at each of their locations. They also offer a business center at all locations, and meeting space at most locations. The hotels are pet friendly, and non-smoking. Most locations also offer guest laundry. The LaQuinta website is laid out in a manner that is extremely user friendly. Immediately when you call up the website, you notice their branding, with their logo at the top of the page, joined by their motto, “wake up on the bright side”. (www.lq.com) Once you see that, the next thing that is immediately noticed, on the center of the page, is a slide show advertising the benefits that LaQuinta offers, including the ease of online booking, Room Ready for you alerts, comfortable pillow top mattresses, free breakfast, and guaranteed best rates. This instantly lets the customer know about the product that they are offering, and what makes their product better than the competition. This slideshow is also used to advertise any specials that they...

Words: 629 - Pages: 3

Premium Essay

Writing Assignment 3: Research-Supported Essay

...Writing Assignment 3: Research-Supported Essay Introduction In the last decennia, there have been substantial rise in the community of researchers reviewing about videogames and computer. The introduction of videogames has become one of the chief medium of entertainment for youths. According to researchers, the educational potential of videogames has created a lot of attention among the people. Research illustrations that the application of videogames can empower students to control their process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This paper examines the integration of videogames into classrooms, as it can benefit students to improve cognitive skills and reach curricular education goals. Thesis statement “The integration of videogames into classroom learning process can allow students to reach curricular learning goals and develop critical thinking skills” Historical background The rapid development of gaming industry is on its way to outdistancing television and film industry. A movement was started in the year 2003 to use videogames in training and teaching process...

Words: 1590 - Pages: 7

Premium Essay

Video Games: Friends or Foes

...Video Games: Friends or Foes Individual Research Paper JRSB 311: Ethics Fundamentals Online Class Chaitanya Patel March 22, 2013 Table of Contents Introduction 1 Introduction to modern games 1 The history of gaming 2 1976 2 1985 3 Early 1990’s 3 1997 3 Modern gaming 4 Influence of violent games 5 Other Factors 6 Ethics Point of View 9 Government Policy 10 Conclusion 10 References 11 Introduction Introduction to modern games Everyone loves playing games, whether it is a two year old or a 20 year old; it is the kind of game they play is different. The younger generation has turned towards playing video games; with every generation of new graphics card comes out a new level of realism is achieved, and the developer tries to make more games that look like and has feel of a real life. We already spend hours out of our daily routine either killing zombies in walking dead, or killing other people and dealing drugs to become a crime lord in Grand Theft Auto, or sometimes just living a completely different life style in a role playing game like second life and World of Warcraft. We prefer to sit home and play video games rather than go out and play hide and seek. Most of us who are not good at physical sports like soccer or baseball, tries to play and be good at those sports in video games like NBA and Tiger Woods. We try to be a person that we are not or in some cases we cannot be, in video games. Someone tries to live their fantasy of...

Words: 3017 - Pages: 13

Premium Essay

Gun Violence

...Introduction There has been a rapid increase in violence in over the past few months with 19 murder record and 12 of them related to gun violence according to Today newspaper. It has been consider by the public and some government ministers that this increase is due to the constant exposure of violence in video games. The relationship between violent video games and the rise in gun violence is one for some serious debate and considerable amounts of research. The debate about if violent video games can lead to real life acts of gun violence has come to the forefront due to the recently increase of video games that encourages the players to commit illegal acts. Still, the question reminds, do violent games encourage gun violence, or is there no effect? First, Gun violence is violence committed with the use of a gun (firearm or small arm). It may or may not be considered criminal. Criminal gun violence includes homicide (except when and where ruled justifiable), assault with a deadly weapon, and suicide, or attempted suicide, depending on jurisdiction and a video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor (definition Wikipedia). To determine if there is a link between gun violence and video games we must first look at who actually plays these games and why there are so popular. Video games such as Call of Duty: Black Ops II, Grand Theft Auto V and Halo...

Words: 963 - Pages: 4

Free Essay

Educational Video Games

...impulse assumptions does provide forethought on how educational video games could be structured as an expert tool that will logically reunite a great deal of learning and fun. Plus, an educational video game is a worthwhile target because people of various ages are then forced, where the players volunteer; contribute in learning through educational video games. Introduction to Marketing Introduction Educational video games are becoming more recognizable through their educative prospective since they do gather capable elements such as, state-of-the-art computer technologies, user-centered design and interactivity. This leads to exceptional condition of the product with multi-sensory exposure that students can experience fully by doing and learning. The key reasons for this growing curiosity are the players’ motivation, playing while being deeply engaged and the standards of successes. Societal concepts are an environmental force that impacts educational video games in today’s society. Since marketing actions are a crucial element in the entire business organization, marketers ultimately do have a bit of liability to helping supply what the consumers want and reduce what they don't.   Societal influences are distinguished by the existence of forces that add to adjust the need for a particular item (Henderson, 2000). Economic concepts are another environmental force that impacts educational video games economically. Marketers might be required to alter the marketing...

Words: 865 - Pages: 4

Premium Essay

Sony and the Gaming Sector Marketing Overview

...------------------------------------------------- ------------------------------------------------- ------------------------------------------------- Sony and the gaming sector Marketing overview | CONTENT introduction 4 sony and the gaming market 4 the gaming market size 5 segmentation and target positioning 6 existing and new product management 8 competition 10 Recommendations 11 product development 11 conclusion 12 referencese 13 EXECUTIVE SUMMARY The aim of this review is to seriously analyze the strength and flaws of Sony’s gaming sector from a marketing perspective and to assess the present pattern within the game playing industry. This review will consist of research of Sonys gaming industry placement within the market, their application of the marketing mix, existing product management and new product management and how the businesses earnings compare to that of their competitors. INTRODUCTION The game playing industry, once a niche form of interaction for children and youngsters, has become a multimillion dollar market that competitors the movie market with regards to income and reputation. The gaming industry has gone through a total adjustment lately. Gone are low technological innovation games, inferior quality consoles, and turned off customers. This market as now is at the vanguard of technological innovation and this indicates simple and fast. This market is extremely aggressive and companies...

Words: 2176 - Pages: 9

Free Essay

Video Games

...violence in Video games in the US Specific purpose: I want to actuate you to oppose promotion of violence in video games. Thesis: Violence in video games should not be promoted because generally violence has a negative influence on a person’s mental thoughts and once a person has such thoughts they are likely to fall victims of violence prior to what they see or do during playing the violent video games. Introduction: How many of you have played Carmageddon-1997, Soldiers of fortune-2000 or related video games? And what effect have they had on you? I know it is hard to point out what effect such video games have had on you but today I am here to tell you the effects of such violent video games and in turn oppose the promotion of violence in video games. First reason why violence should not be promoted in video games is because they increase a person’s aggressive thoughts, feelings and behavior. This comes about when the brain becomes less responsive and in turn leads to increased aggression. Likewise when playing violent video games we tend to identify with the aggressors in the video game and this makes us mimic their characters even when not playing them and this leads to change of behavior and moral practices (Gruffiths 102). The second reason is that violent video games led to most youth deliquescent. Research from Lowa state research has shown that most criminal acts done by youths have a direct relationship to the type of media they are exposed to including violent video games...

Words: 480 - Pages: 2

Premium Essay

Newlandish

...Rivalry in Video Game Industry  Introduction  The video games industry faces an entirely new rivalry situation. After 11 years of leadership, Sony has nearly lost its strong positions on the market, which gives the other two players – Microsoft and Nintendo - the chance to compete for the leadership. While the goal of Nintendo is to stay in the industry, Sony and Microsoft aim to strengthen their positions on the home entertainment market, which is constantly growing. The key factors, the companies need to consider in order to gain a competitive advantage, are good marketing and well developed distribution, as well as providing a huge range of games with recognizable characters. As the market segmentation increases, it is of crucial importance to put an emphasis upon the new target groups and reqruit as many new players as possible. However, there are also a lot of factors outside and inside the industry, which play a major role and have to be considered in order to become a better idea of the state of the industry, and to estimate its profitability and tendency of growing.  Summary of macro-environmental analysis  Stricter legislation both advantageous and disadvantageous for the video games industry is expected. As governments become more concerned about the increasing violence among teenagers the control of video games content is strengthened. On the other hand the laws against piracy aim to reduce the number of the illegaly copied games.  With the rise of the...

Words: 1666 - Pages: 7

Premium Essay

The 3d Generation: Video Game Preference

...The 3-D Generation Video Gaming Preference of the Youth of Today Written by: Grade 10 – Timothy Chapter 1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of the technological world. Through this research will be able to understand what causes a teenager to explore the world of gaming? How often do teenagers play video games? What type of video games do they play? What do they learn from playing Video games? And finally, How many games do they actually play? This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied. By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are: 1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player. 2. TPS (Third Person Shooter) - emphasize shooting and combat from a camera perspective in which the player...

Words: 1542 - Pages: 7

Premium Essay

Stuff

...Outline * Topic: Video Games and Violence * Thesis Statement: Video games and violence have been going hand to hand since the beginning. There have been multiple studies that have accurate statics that shed some insight in to this growing concern for society. A. 1 Introduction 1. Video games and violence is a hot topic and probably will be for years to come. There have been many studies into this growing concern. Many of the studies tend to show that video game violence does lead to adolescents or adults being violent people in everyday life. In some studies show a decrease in violence in people who play violent video games in everyday life. B. 2 Supporting Paragraphs 2. Violent video game obsession. i. Leads to poor social skills. ii. 3 Exercising less and leading to obesity. 2. Violent video game studies on youth and adults. iii. Youth or Adults? Who is more affected by playing violent video games. iv. The society demographic that is likely to be more violent after playing violent video games. 4 3. Ways to help lower violence in people who play violent video games. v. Parents can control what games there kids are playing through educating themselves about video games and violence. vi. Actions that have be taken by the federal and state governments when dealing with violent video games. C. Conclusion 4. 5 Violence and video games will always be around they are...

Words: 303 - Pages: 2