...for instance, requires you to play as a soldier in first person, the only thing you see is the gun you decide to pick up. Another game I can think of is the Grand Theft Auto series of games, you play as once individual and you do missions with him where you have to kill. The story modes are really lengthy and you tend to gain a kind of personal relationship with the character even though it is just a video game. You start getting mad when the character gets mad and from personal experience (I play Grand Theft Auto everyday) I even get carried away and start talking like the character, I pick up his little sayings. Another fact I agree with is that computer graphics have made video games seem very realistic. Which is totally true, modern gaming PCs have dedicated chips for rendering video, allowing for graphics verging on photorealism. (LA Times). In the movie we watched in class, the video games Doom...
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...Tell me about yourself ? My name is Nishchitha. For the past three years, I have been developing mobile applications. I have strong skills in designing interfaces, proficient in adobe photoshop and adobe illustrator. While I was at Coded Dreams,(I developed an app called iattachment, this app solved all the email attachment issues that the iphone and the ipad users faced. This was quite a popular app among business users. I also made another game which currently has about 50000 users on the app store. My next step is to join an international gaming company and learn from them as well as contribute my learning. Four Questions that can be asked based on my resume Q1 ) Why design , after a degree in electronics engineering ? Q2) Why do you have an MBA in Human Resources and how does that relate to what you do? Q3) What was your most challenging project ? Q4) Do you have any certifications in the tools that you use for design ? Why we should hire you ? The job requires research experience, which I currently have .Working as a research assistant has prepared me and equipped me with a variety of research methodologies , I have the experience to work with user experience researchers .The job requires me to Assist UX Recruiter with the process of recruiting participants. My MBA in Human resources will help me aid in the process effectively. The job also requires data analysis & reporting, I have two years of work experience with Cognizant technologies, I worked on data analysis...
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...provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The constructivist perspective hypothesis is that people learn by constructing their own perspectives about the world, by problem-solving and personal discovery” (Whitton, 2009, p. 78). The use of gaming in the classroom allows you to address multiple learning styles and cultural preferences. Games that allow for multiple users can help students learn from each other while sharing ideas and working on...
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... or Zelda for the most famous characters from Nintendo’s video games, still are great classic nowadays and are recognisable by most of people. The corporation is now one of the most popular and the leader of the video games market. It could be argued that its continued success as a gaming company is due attributable to an understanding of the psychology of marketing and consumer behaviour. This assignment will evaluate the extent to which Nintendo have successfully applied the theories and topics studied as part of the module of Psychology of Marketing. Each part of this assignment will consider a different aspect of the consumer behaviour: perception, attitude, motivation and involvement. “Customer perception is reality” (Piercy, 2009) “What is the first thing that pops into your head?” This is the question asked by Brand tags, a website which registers words or phrases sent by internet users who answer this question about brands. Thus, this website can provide the way people think about brands. When users were asked about Nintendo, many words or expressions have been answered. Here are the most common and repeated words: “Super Mario”, “games”, “fun”, “Wii”, “old school”, “kids”, “gaming”, “video games”... These words represent the perception people have about Nintendo. More precisely, the perception...
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...Introduction: Overview and Summary Statements Unemployment is at and all time high, we hear daily reports about diminishing state revenues. In the face of this tough economic news elected officials have come up with new and some old recycled solutions to feed our hungry revenue nation. The most common idea that gets debated upon is whether or not we should roll the dice and legalize gambling as a revenue winner. The advocates view on legalizing gambling point out that its productive way to bring in new jobs, a first class, environmentally friendly resorts, and a steady long term revenue stream for the state and several towns. On the flip side critic our set on the belief that legalizing gambling is going to strike back at the people and their homes creating addictive gamblers, crime level will sky rocket and local business will suffer from the new change. The Voice of the Pro Advocates Why is gambling being so frowned upon by critics? The present movement to legalize gambling which got under way in 1960 is still making some gain, but has however become greatly unpopular, and has slowed down! Although some short of gambling is legal in all but two states (Hawaii and Utah) why does it continue to be denounced? One reason that keeps pooping up, is critics feel the right to label it as being “unproductive” and therefore wasteful, but what is productive then? Back in the early 18th century one early view was that only agriculture was productive, and that manufacture was unproductive...
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...I believe that cognitive psychologies provide me with the best psychological insight into my love for video games. Cognitive psychology explains my interest and fascination of video games. My perspectives are based off the theory of cognition which is memory, thinking, reasoning and decision making. This area of study suits my preference because my initial memory of video games was based off of interests during my childhood. My grandmother purchased an Intellivision when I was very young and I remember playing the game Pitfall till I would fall asleep on the bedroom floor. There are a lot of Role Playing Games (RPG’s) which require you to remember objectives and strategies to complete missions or quests. There are also a lot of puzzle games which require you to think critical and strategically to come up with the right answer. There are also a few RPG’s that require dictions making. The popular game Fable requires you to make life decisions about the character witch will affect the outcome and ending of the game. Some decisions with make you popular and wealthy and others with turn you into a very dark and evil person. From a biological stand point games are great for hand eye coordination and keeping your mind fresh, and moving forward. Video gamer players have shown “improved skills in vision, attention and certain aspects of cognition. And these skills are not just gaming skills, but real-world skills. They perform better than non-gamers on certain tests of attention, speed...
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...Violence in Video Games National American University Composition 1I Judy Lujan May 9, 2012 Abstract There is much speculation in respect to the effects of playing violent video games. This paper will describe the components of some violent video games and the possible effects they may have on game players. In addition it has been hypothesized that at least one video game, Grand Theft Auto may have been the driving force behind a triple homicide. Although extensive research has not been compiled to prove this theory is substantiated, there is supposition that for those individuals who spend countless hours playing video games will ultimately result in aggressive thoughts and behavior, anger, physical and sociological perspective. Violence in Video Games As technology evolves the interactive nature of violent video games has worsened the effect on players, especially children. Video games have potentially harmful impact on the player’s ability to separate fantasy from reality. The learned behavior from these games may impact the player’s health, social skills and possibly their outlook on life in general. Violent activities such as shooting, stabbing and burning are behaviors commonly portrayed by the villains in the game. Weapons used to perform these violent acts include a variety of firearms (hand guns, rifles, machine guns, and laser guns), knives, explosives (Molotov cocktails, bombs, hand grenades, rocket-propelled grenades), swords and even vehicles....
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...Video Gaming Addiction and its Effects on Job Performance, Interpersonal Social Interaction, and Marriages Western Governors University Video Gaming Addiction and its Effects Within society there are several addictions that plague us and are mainly associated with substance abuse. There are addictions to drugs, alcohol, food and multiple others that are too numerous to list. However, within this century we have seen the rise of video game addiction among the young, the old, male and female. Video game addiction is related to other underlying disorders such as depression, obsessive-compulsive disorders, other anxiety disorders, and impulse control disorders (Oggins, 2012). The American Medical Association has considered adding this addiction to their manual of mental disorders (Northrup, 2014). There have been several studies on the addiction to video gaming. These studies correlate the negative effects of excessive time spent playing video games with the associated risks that result from this behavior. Research shows that video gaming has become one of the new addictions of the 21st Century due to the loss of interpersonal social interaction, negative effects on job performance, and the debilitating effects on marriages or relationships. Video game addiction is a direct result of the great leaps that we have made in technology. With the invention of the personal computer and following the inception of the internet this has spawned a new addiction that now plagues...
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...Amy F. 09/14/2014 ENGL 111 In “Plight of the Little Emperors” by Taylor Clark the article talks about the difficulties of young children growing up in China. The article talks about how some mothers who gave up their employment to monitor their children’s studies and also go to school with them, just to make sure their children succeed. Parents even monitor their children’s five plus hours of nightly homework. Children aren’t allowed to watch television until the homework is done. The children’s whole future hinged on just one test. It is China’s version of the SAT’s, but in China it is called “GAO KAO” or “tall test”. The children prepare their whole life for this one test. If they do pass they get a pick at top universities and an easy route to a middle class lifestyle. If they do not succeed on the test they will likely end up having a blue collar lifestyle like most of their parents did. China has the one child policy, the country wanted to produce young elites which they are called “little emperors”. China wanted to have a generation of high quality children. But, the children are achieving at a high rate and are becoming more modern too quickly. There is limited opportunity in the still developing nation, so that leaves millions of little emperors out. There is just not enough college level jobs for everyone when they graduate. Many go into depression from the unemployment and are unwilling to accept jobs that are beneath them. In China it...
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...Video Games Effect on Behavior With games like Assassin’s Creed 3 and Halo 4 recently released, video game sales have been sky-rocketing. Children, teenagers, and adults alike have all been rushing to Game Stop to have the chance to slash victims with a hidden blade or shoot down enemies with AK-47s. This type of game rewards murders. In fact, the National Television Violence Study (1996) found that about 73 percent of violent video games reward violence as an acceptable way to handle conflict (Norcia). This is true for a variety of games ranging from Poke’mon to Mortal Kombat. Due to consumer’s demand, most of the video games sold are violent. Gamers learn to identify with the characters they are controlling. “This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games (Norcia).” Aggression is defined as an action It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper (Shin). Research on the subject has suggested that violent video games cause aggressive thoughts and actions. Assassin’s Creed 3, mentioned in the paragraph above, is an example of a classic violent video game...
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...Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try ...
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...hour a day. As I grew older my parents thought I could make my own choices and did not limit the amount of time I spent playing video games. Many people today think that video games cause children to become couch potatoes, act dumb, and be rude. As a young child, my parents taught me that responsibilities come before the reward. That is why I have a different opinion of video games. I believe that video games can be beneficial to individuals; however, there are limitations. They help children deal with cancer, improve literacy skills, gain educational skills, and stay fit, but individuals should be cautious about the genre of the game and the amount of play time. When these precautions are taken, video games can be a helpful tool for many. The first at home video game, Pong, was created by Allan Alcorn for the Atari. It consisted of two dimensional graphics and was the first game to attract people’s attention. To win, you had to be the first to defeat your opponent in this virtual game of table tennis. Soon after, the video gaming industry began expanding at an unimaginable rate. It took only 30 years to develop this multimillion dollar industry. New technology is opening doors for more advanced gaming systems and the industry is always increasing. We have come from a virtual two-dimensional game of table tennis, to realistic graphics with an abundant amount of detail. One advantage of video games is that they help patients in hospitals with certain problems like cancer, stress...
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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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...jump to content MY SUBREDDITS FRONT-ALL-RANDOM | ASKREDDIT-FUNNY-WORLDNEWS-PICS-VIDEOS-TODAYILEARNED-GIFS-NEWS-GAMING-AWW-MOVIES-IAMA-SHOWERTHOUGHTS-TELEVISION-MILDLYINTERESTING-EXPLAINLIKEIMFIVE-NOTTHEONION-MUSIC-JOKES-SCIENCE-TIFU-FITNESS-PHOTOSHOPBATTLES-HISTORY-PERSONALFINANCE-LIFEPROTIPS-BOOKS-SPACE-FUTUROLOGY-TWOXCHROMOSOMES-SPORTS-ASKSCIENCE-OLDSCHOOLCOOL-DIY-FOOD-DOCUMENTARIES-WRITINGPROMPTS-EARTHPORN-CREEPY-UPLIFTINGNEWS-DATAISBEAUTIFUL-ART-INTERNETISBEAUTIFUL-NOSLEEP-GETMOTIVATED-GADGETS-LISTENTOTHIS-PHILOSOPHY-ANNOUNCEMENTS-BLOG MORE » psychology psychologycommentsWant to join? Log in or sign up in seconds.|English search this post was submitted on 17 Dec 2014 270 points (98% upvoted) shortlink: https://redd.it/2pm3cz username password remember mereset passwordlogin Submit a new link psychology subscribe196,530 readers ~53 users here now We now have user flair! Please message the moderators if you'd like to add your degree. About Us A Reddit community for the sharing and scientifically-based discussion of psychological material. Wiki and Frequently Asked Questions Please do not solicit psychological, psychiatric, or medical advice. It is unethical for professionals to respond to such inquiries, and those not qualified shouldn't respond anyway. Submission Guidelines Submissions need to cite at least one peer-reviewed study. We understand that not all of our members are involved in academia, but submissions should primarily come from journal...
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...Internet Assignment 1 Marketing Strategy Analysis Wendy Willard Genesee Community College A high-profile service called Games2U claims to be “America’s #1 Provider of Mobile Entertainment!” G2U (2013,) Games2U brings entertainment to the customers’ place of choice. They have ten separate experiences and price by piece of equipment you schedule to rent, and how long you would like your event. The mobile gaming industry is relativity new and upcoming field. Games2U has an extensive marketing strategy. Games2U was premiered on them on Shark Tank and I found the experiences they were showing something I would love to promote or start a franchise in. They really have used the marketing concept. It is obvious that the social and economic justification for Games2U’s existence is satisfying the customer’s wants. The pieces Games2u rent are fun and each has it’s own characteristics. Their product is an experience guided by the theme/piece the customer would like to rent. My favorite piece is the life size robot you get into and control. It is 7 feet tall and you use joystick controls to move it around. It changes your voice with a voice synthesizer so you can talk with a robot voice. It also gives you the control of a fog machine that pours out fog all around the Ubot. Some of the Ubots have tennis ball launchers as arms. The one on Shark Tank had the launchers and it was even fun to watch. The Ubots have to be one of Games2U’s stars because it is a fast-growing...
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