...coming up with new technology is called AMD. They are a company that develops processors for many of the leading brands of computers today. Their most recent development is a new processor chip that is supposed to be faster than their leading competitor’s (Sakr, 2014). From what this article says this new Processor chip is called the Kaveri and combines 4 CPU cores and 8 GPU cores “and gives them unheard-of levels of computing independence, such that AMD feels justified in describing them collectively as a dozen ‘compute cores. ’” From the way this article has described this new technology, it is going to make the computer gaming world’s games run faster and better in many different ways. Now many technologically knowledgeable people would be inclined to believe that this is all just marketing nonsense, but according to Sharif Sakr, the Senior European Editor of Engadget.com, says that AMD seems to be being very open with their companies thinking with this new processor (Sakr, 2014). This new technology is still waiting on home reviews from the customers who have bought this new processor, but if it lives up to what it is supposed to be able to do it should have no problems passing the reviews. According to Sharif Sakr, AMD has claimed that their new processor is supposed to completely outperform their competitor’s newest processor in the gaming world. On top of that it is also supposed to be about $70 cheaper than their competitor’s processor. AMD’s new chip is also supposed...
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...Development of Gaming Gear and Innovations in the Distribution Model Background and History As technology has advanced in recent years, forms of entertainment have shifted from the activities of the outdoor to the games played indoors. Specifically, the emergence of computer gaming as a spectator sport has influenced many firms to develop products that satisfy the unique need of professional and recreational gamers alike. Much like the development of popular sports, such as basketball or soccer, the growth of eSports has created an industry that produces supplementary products required to enjoy the sport. However, instead of basketball and soccer shoes and clothing, the industry if focused on creating high-tech “gaming gear”. These products include higher function keyboards and mice, glasses to protect from glare, and headsets and microphones for gaming oriented communication. As more and more individuals become consumers of this market, the competition in gaming has increased, and the need for better and more sophisticated “gaming gear” equipment has evolved. Initially, with the introduction of computer gaming systems, the basic mouse and keyboard were essential components of most computer games. One of the first innovations in computer gaming history is the introduction of the Apple II and Commodore 64 in the late 1970’s. These were two basic gaming consoles based on the QWERTY keyboards. Both of these products had higher performance and utility in terms of gaming than the...
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...| ONLINE GAMING | MIS Term Paper | | | 3/27/2014 | | Submitted By: Sahan Shrestha 11761 Room 208 TABLE OF CONTENTS Introduction 3 1.1 Background of the Study 3 1.2 Objectives of the Study 3 1.3 Methodology of the Study 3 1.4 Limitation of the Study 3 Analysis of “Latest Online Game Technology” 4 2.1 Introduction 4 2.2 History 4 2.3 Development of Online Game Technology 5 2.4 Impact in the society 7 2.5 Timeline of Online Game Technology 8 Summary and conclusion 10 3.1 Summary 10 3.2 Conclusion 11 REFERENCE Introduction 1.1 Background of the Study Apart from the regular curricular activities, KUSOM has delivered an opportunity to students that certainly engaged us student in activities like report writing and presentation. Students must built capability and skills of report writing and presentation of the report. Besides gaining managerial, leadership and entrepreneurial knowledge throughout the semester, knowledge of report writing and presentation is also essential for the real working environment. For this development of skills and capability regular report writing and presentations are really helpful. 1.2 Objectives of the Study * To analyze the online games in a better way and understand it’s intended meaning rather than just having the entertainment. * To think critically about the topic. * To learn about the report writing. 1.3 Methodology of the Study We have approached the secondary source...
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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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...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...
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...Abstract: This paper examined how gaming can be addicted and how it can cause a lot of problems to us. According to the latest census carried out by a group of specialized international organizations to study the risks arising from the high demand for gaming and radioactive equipment to 175 thousand a medical condition caused by addiction to these games and 285 thousand children and 165 thousand adults were failure to consider the result of video games through the computer screen (Staff, 2000). So this study shows that game addiction is an important problem that face people in the world and especially in UAE. Key words: Games addiction, Internet gaming, computer gaming, PlayStation gamin, video games, gaming, addiction. Mind map:...
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...of playing computer games or online gaming” August 19, 2013 Presented by: Rey Pahunang Presented to: Ms. Michelle Odchigue Introduction Playing game is a natural part of growing up. It is one way that person can learn to socialize and compete. Computer and online games , in most instances are no more dangerous than other games that people plays. But sometimes computer and online games become more than just play. They become an addiction and when they become in addiction teenagers psychological and physical well being may be in danger. Addiction to computer and online games is a real and growing problem. It affects both kids and adults specially teenagers. Often the most addictive games are the online multi-player game they include role playing and endless of achievements and an IM or a chat function. Groups of players play and chats online, creating a fantasy world that provides an escape from real life. Kids can get caught up in this fantasy world to the exclusion of their real life responsibilities. Playing online games is an innocent hobby that can become a pathological behavioral problem, in which playing games becomes more important than other aspects of life. Addicted teenagers spend hours on the computer to the exclusion of other activities. They lose interest in their school, fail to turn in homework assignments and their grades suffer. They turn their backs on their friends, preferring to stay at home on the computer with their...
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...CHAPTER I THE INTRODUCTION I. INTRODUCTION ABSTRACT Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in It is one of the best inventions that are made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects. It has two kinds of impacts: the good and bad. It depends on the player itself. Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multiplayers together, most students become more addicted to it. They keep on playing and playing because it gives them thrill until it becomes a part of their lifestyle. This research study shows how online gaming can be an addiction and its possible effects on the students. A. BACKGROUND OF THE STUDY Education is an important element of investment in human...
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...“The Effects of Computer Gaming to the Academic Performance of Grade 9 Students of Divine Light Academy Las Piñas during School Year 2015-2016” (Submitted by Ernest John S.J. Arreza of Grade 9 Nationalism) Chapter 1 (The Problem and its Background) Introduction: Development in technology brings us many benefits today. One of these things is the computer gaming. Computer gaming is one of the most prominent activities done by teenagers today. Many people said that “they play these games just for fun and relaxation”. But they don’t know the effects of computer games to their academic performance. These games according to some researchers to researchers have benefits, because it enables the mind of the player to be more active. But also these games had bad effects on the Academic Performance of the students, because it might cause computer addiction. Today many Grade 9 students of Divine Light Academy Las Piñas are excellent at playing computer games. But I am sad to see that there are only three level honors out of hundreds of students this first quarter. “Education is the most powerful weapon which you can choose to change the world” – Nelson Mandela, this quotation is very true, because without education there would be no government today. That is why it is necessary to conduct a research about this topic because computer gaming is both a friend and a foe of education. The computer gaming industry is now over 30 years old. In that time computer technology has improved...
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...Computer Game Addiction - Symptoms, Treatment, & FAQs By Dr. Brent Conrad Clinical Psychologist for TechAddiction What is computer game addiction? Computer game addiction generally refers to an excessive, unhealthy amount of playing computer games. Rather than engaging in the real world, an addicted user devotes the majority of his or her time to gaming. The addicted gamer often isolates him/herself from others, ignores more important responsibilities, and is often obsessed with obtaining higher status / rankings / achievements in his/her favorite computer game. Is computer game addiction a diagnosable disorder? According to the DSM-IV (the current manual for classifying emotional, psychological, and mental disorders), no. Although there have been calls from some mental health professionals (and parents) to recognize computer game addiction as a "real" disorder, it has not been granted official diagnostic status. As more research on the effects of excessive gaming is conducted, many believe that it is only a matter of time before computer game addiction is classified as a compulsive behavior similar to gambling addiction. What are the symptoms of computer game addiction? Because there is no official diagnosis of computer game addiction, there is obviously no universally agreed upon list of symptoms. Psychologists and other mental health professionals initially adapted the diagnostic criteria for gambling addiction and used this as a rough assessment tool...
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...Computer Game Addiction 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...
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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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...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 Future of Gaming Devry University Eng 135 Today computers are an integral part of everyday life in America. There's hardly anywhere you can go without seeing a computer in use. It has simplified the hard task of everyday life and left more free time. Many people spend that free time playing video games. Video games are a good way of stress relief, a way to get away from the realities of everyday life and into a virtual world. Some will say that video games have lead to kids being more obese because they don't get outside and play. They say that video games contribute to violence, because acts in games are reenacted by individuals. Video games have also lead to addiction like those from drugs and alcohol. Games have done more to benefit society, than harm it. Video game simulations are used in many fields from the military, education, medical, and the science field. What was once just a break from tedious task on the job has now turned into a billion-dollar industry that doesn't have any signs of slowing down. Some of the negatives of gaming are now being overshadowed by the overwhelming positives. With introduction of the Nintendo Wii we now have interactive video game system that requires users to interact with the game. Gamers no longer sit back and play games but now they are required to interact with them. With games becoming a more integral part of everyday life, the real potential and benefits are now becoming realized. Games are being put...
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...at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops...
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