...popularity many new on-line web sites have been created to take advantage of this growing craze. Internet Gambling has shot up the most these past few years. In 2005 the first online betting web site started. Today there are over 2,000 online gambling web sites. Take time to think about the rise in television shows that involve gambling, and the stations that air the shows. Bravo, ESPN, ESPN2, Spike, Game Show Network, FOX, NBC, CBS, and ABC all have aired a show that has had some type of gamble involved. Shows like Deal or No Deal, World Series of Poker, Celebrity Poker, Black Jack, some of these shows may not seem like gambling but as long as there is a risk there is a gamble. How many people knew of Texas Hold’em before ESPN started covering tournaments? And now you can’t go a day flipping through the channels without seeing some kind of poker or celebrity blackjack on television. As technology has improved our world by making things easier and more convenient, it has also made the gambling world easier and more convenient. With the rise of Internet gambling web sites, it is easier today more than ever to place a bet. You can see gambling every time you watch television. Whether it be game shows, card games, or just commercials, you see it. I love sports, so I watch ESPN to catch up on news and to see what is going on in the sports world. One day about 4 years ago I turned to EPSN and I saw a card game going on. I had no idea what it was, but I was interested...
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...Video Game Influence A recent study, conducted at the Max Planck Institute for Human Development and Charité University Medicine St. Hedwig-Krankenhaus, shows that video games don’t lead to long-term behavioral problems. Not only do video games not lead to these problems, but they actually improve things such as reflexes, creativity, and even give a healthier brain. A molecular psychiatrist found that “video gaming causes increases in the brain regions responsible for spatial orientation, memory formation, and strategic planning, as well as fine motor skills.” Video games are often assumed to take a toll on the person that plays them physically, emotionally, and/or psychologically. These assumptions often come from concerns that a person has, rather than the evidence that can prove otherwise. This has been a problem since video games first came around. The good side to video games, such as hand eye coordination being trained, will be talked about. The bad side, such as the violence in video games, or the addiction they cause, will also be addressed. These problems are often serious problems and can be difficult to deal with. It is worth noting that some video games can actually be good for a person to be playing—in moderation of course. The Positive Effects of Video Games One thing that video games can help train is a person’s spatial navigation. Spatial navigation is the ability to be able to know what is around you, even though you might not be looking that direction. Though...
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...Artificial Intelligence Chapter 1 Chapter 1 1 Outline ♦ What is AI? ♦ A brief history ♦ The state of the art Chapter 1 2 What is AI? Systems that think like humans Systems that think rationally Systems that act like humans Systems that act rationally Chapter 1 3 Acting humanly: The Turing test Turing (1950) “Computing machinery and intelligence”: ♦ “Can machines think?” −→ “Can machines behave intelligently?” ♦ Operational test for intelligent behavior: the Imitation Game HUMAN HUMAN INTERROGATOR ? AI SYSTEM ♦ Predicted that by 2000, a machine might have a 30% chance of fooling a lay person for 5 minutes ♦ Anticipated all major arguments against AI in following 50 years ♦ Suggested major components of AI: knowledge, reasoning, language understanding, learning Problem: Turing test is not reproducible, constructive, or amenable to mathematical analysis Chapter 1 4 Thinking humanly: Cognitive Science 1960s “cognitive revolution”: information-processing psychology replaced prevailing orthodoxy of behaviorism Requires scientific theories of internal activities of the brain – What level of abstraction? “Knowledge” or “circuits”? – How to validate? Requires 1) Predicting and testing behavior of human subjects (top-down) or 2) Direct identification from neurological data (bottom-up) Both approaches (roughly, Cognitive Science and Cognitive Neuroscience) are now distinct from AI Both share with AI the following characteristic: the available...
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...Conclusion ....……. ………………..………………………………………………………………………………………….. 12 Problems and Solutions …………………………………………………………………………………………… 12 Works Cited ………………………………………...…………………………………………………………………………... 14 Introduction Gabe Newell, a Harvard drop out, began working for Microsoft in 1983. Newell spent thirteen years at Microsoft and emerged as a “Microsoft Millionaire.” Newell and his co-worker Mike Harrington left Microsoft in 1996 to begin their own company. The inspiration came from another former Microsoft employee named Michael Abrash. Abrash departed Microsoft to assist in creating the video game Quake at ID Software. In 1996, Newell and Harrington signed an LLC contract and founded the private company, Valve Corporation. Valve started off as purely a video game development company. By 1998, Valve had completed their first game titled Half-Life. Half-Life won over 50 game of the year awards and is considered one of...
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...What If World Wide Web Never Exists? World Wide Web is become the important thing nowadays. Have you ever think about one day that we do not have the World Wide Web? It is really hard for us to think about that. However just pretend that World Wide Web does not exist, how the world will change and how our lives will be different. Firstly, if World Wide Web does not exist, we won’t have the social media. We can say that World Wide Web gave birth to social media. We can connect to people easily especially when we are not living close to each other. We cannot keep in touch or talk to people when they go to somewhere else. If we want to tell those people what is going on or to tell them about the important things happen, the only way is that writing letters and wait until it sends to those people. It really takes a lot of time and does not convenient. Secondly, without World Wide Web, we do not know how to buy things online. Whenever we want to buy something, we have to find the store and go to that store so that we can buy the things we want. It really takes time for us to do that. We cannot buy things we want from another country because it is really hard to do it without World Wide Web. Moreover, the companies cannot develop their business to all over the world easily without Internet and World Wide Web. They have to take time and go around the world to present the companies. With the World Wide Web, they just have to create their companies page and post the information...
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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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...Bloody Pixels: Video Game Violence There are many speculations on video game violence and its harmful effects on the kids who have come addicted to playing them. Many people believe that video games are the ultimate cause of why we see aggression and violence from our youth today. In reality video games are not the main cause of this violence that is being seen. There are many factors that are not being accounted for when determining the cause of a child's violence. Factors such as abuse, depression, and environmental influences have more of an effect on children then actual video games. Violence in video games is not the reason children become violent. Said violence comes from the abuse, depression, and other environmental factors. My support for this claim is for many of reasons, but the big one being that I myself have played many violent video games as a child yet I have grown to be caring and refrain from violence towards other people. I have not committed a violent crime or acted aggressively towards another in any way. A major argument that comes up is that children act based on what they see. With today's advanced technology video games have become so clear and graphic that one could get lost into the "gaming world". Albert Bandura, a famous psychologist, did a study on children and aggression. The study showed that children who witnessed a bobo doll being abused by an adult also committed those same actions, sometimes worse and sometimes less when encountered with...
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...facts regarding the upcoming Rio de Janeiro Olympics Games and explain how the city is preparing to host the event. This report explores and predicts the preparation and the impacts of 2016 Summer Games in Rio de Janeiro city. The Brazilian Government expects to boost the economy with increased tourism and create a large number of jobs prior to and during the Games. The exposure of Rio will improve the global awareness of the city and create new opportunities. This report will uncover and highlight the city’s preparation including transportation, accommodation, environmental concerns, safety and economic projections. The paper is concluded with the student predictions towards the Rio hosting the event. Overall the report revels how the Games will provide an opportunity for the city to improve infrastructure and build new world-class venues which be put to use for a long period of time after the Games. The city expects these improvements to stimulate the economy and its sustainable growth providing enough financial gains to compensate for the cost of the games. Rio 2016 Cities across the globe are using mega events like the World Cup and Olympics to catalyze urban development, social and economic change. Being a host city is a way in which cities can express their personality, enhance their status, and advertise their position on the global stage. After six attempts1, the Brazilian ambition of hosting the Olympics Game has become...
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...College 05/02/2015 History of Sports/Games Using A Ball Sports or games have played a large part in the history of the world in regards to culture and entertainment and in some cases even sacrificial beliefs. Games using spherical shaped balls have been recorded as early as 1,400 B.c. in MesoAmerica and have evolved into what are now the World’s most prominent sports such as soccer or fùtbol. Games have evolved into sport, which has taken modern society by storm and created one of the largest economical entertainment industries in the world today. The first recorded history of games played with round objects was known as Ōllamaliztli, or simply as, “The Ball Game.” This game had ritualistic associations and has been dated back to 1,400 B.C. Many cultures grew to involve this game into it’s culture and ritualistic lives but the great civilization of the Mayans was the prominent exerciser. “As best as is now known from archaeological and iconographical sources as well as the structure of the sport courts, this was a very physically taxing and important part of Mayan culture.” (Blümchen). Although the exact rules of the game are unknown to this day, historians have made certain hypothesis as too how it was played. The game was played in large courts found all over Central America and as far north as Arizona. Diagonally arched balls surrounded the court with rings at the top of each wall. “Evidence suggests that different types of games, all played with a rubber ball, existed...
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...Main Stream Media Violence and the Effects on Society Violence can be found in almost every form of media from television to video games. Violence exists in sports, news, movies, and games. This violence has many implications on society. The impact of this violence is different from one person to the next and from children to adults. There are many forms of violence in the media today. Violence is most prevalent on TV and in movies, video games, and the daily news from around the world. Violence can be found in sports such as boxing, mixed martial arts, hockey, and football. The news reports of murder and other forms of violence every day. News about foreign wars or news of violence in your local inner city, bet your bottom dollar you will hear something new every day. It seems like every day there is a new and violent video game coming out. Games about war and games about crime life, even games about fantasy violence are all over the market. Children are affected by violent media more so than adults. Studies have shown that on average, American children watch no less than 4 hours of TV a day. Studies have also proven that violent programming can have some very adverse effects on children. Children can become emotionally numb to violence and develop a lack of empathy for victims, as noted by the American Academy of Child and Adolescent Psychiatry. Children have been known to imitate the violence they see on TV. Some children may even learn to use...
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...Huy Tran English 1301 11/13/12 (1510) The M Game Effect Technology has been an ever-developing innovation in our society. We make use of it for a variety of things. One of those things is for our entertainment. Gaming has been one of the more popular forms of entertainment as the decades have passed due to its evolving nature. Video games are played by people all over the world ranging from young children to even senior citizens. Given the audiences that have been amassed, the different types of video games are regulated into ratings due to their content material by an organization that specializes in this area for gaming. Now imagine the idea where video games intended for a mature audience fell into the hands of younger children. Video games with themes of constant violence or that of which rewards the players for taking part in acts of violence. This is where most of the controversies regarding video games fall upon, raising the suspicion of parents and scientists alike. Since many of the negative aspects of video games are put in the control of children at such a young age, do kids suffer as a result of graphic contents in video games? Such incidents could possibly play a role in the emotional, behavioral, and intellectual aspect of kids who are exposed to contents like the violence and suggestive themes within the video games that are played. It has been believed by many supporters that playing violent video games that involves shootings and killings would lead children...
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...whizzing overhead, debris clouding our vision. Closer, closer…CLOSEERRR, grenades are tossed at feet, “GRENADE GET DOWN, GET DOWN!” and then…Blackness. “Huh? What the…” I look up at my mom standing there power plug in hand and giving me “that look”. I drop the controller flip off the TV and hit the books. I’m sure I’m not far off assuming this scenario or something similar has happened to many other people this day an age. It is not uncommon to find one if not more gaming consoles or computers within a household this day and age; they have become apart of our modern society and look as though they are here to stay for the long term. But what effects does the up and coming gamming culture have on our society? After taking a closer look at the topic it could be argued that those who are apart of the B. Allen 2 gaming culture are susceptible to possible violent behavior, but are also inclined towards academic success, and health benefits. “Bring on the guts, bring on gore, bring on the mayhem!” Unfortunately video games that contain content such as this are seen as possible scapegoats for exemplifying violent behavior in teens and adults in our society. For example when it was found that Eric Harris and Dylan Klebold were fervent players of the games Doom and Wolfenstein3D (CNN 4/22/99) many people blamed the games for the massacre to an extent. Some people even tried to file...
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...The Escalation of Gamer Gate The Gamer Gate controversy is a polarized debate that occurred between many individuals, many of whom are associated with the video game industry. Initially sparked by feminist criticisms of video gaming, Gamer Gate eventually escalated into a fiasco of hateful tirades, threats, and violence. In this paper, we hope to illuminate the factors which contributed to Gamer Gate evolving into its final form and Gamer Gate’s ultimate impact onto the industry that birthed it. To objectively describe the components of this extremely polarized conflict, we must sift through the bountiful amounts of opinionated material related to the matter, until we can depict Gamer Gate’s progression in an unbiased manner. What is Gamer Gate? The phrase Gamer Gate can refer to multiple things. The overall controversy known as Gamer Gate, in essence, is a polarized debate that began with criticisms of the videogame industry's misogynistic culture. In response to these claims, individuals amassed under a Twitter campaign of the same name to slander critics of the videogame industry and those that spread those claims. Eventually, slander became threats and these threats metamorphosed into a fiasco of indistinguishable muckraking that shook the video gaming industry to its core. Advocates of Gamer Gate and its crusading supporters rally against a supposed unethical reporters. They engage in a variety of extreme actions against anyone or anything they deem to be...
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...in a household where video games were a privilege that I had to earn. When I had done all my homework and chores, I was allowed to play video games for an 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...
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...Do Violent Video Games Make A Person Violent? Violent video games have been evolving for years. The first violent video game to ever be released was Death Race made in 1976 (Suddath). This game brought a controversy that would follow all video games for years to come. Although many people say that violent video games cause a person to become violent, many people will argue that violent video games do not cause a person to be violent. Both sides of the “violent-video-game” argument, examples to both points being made, and who should not play violent video games will be analyzed or examined in order to determine the effects of gaming. First, many people believe that violent video games do not cause violence. People believe that violence in video games is the cause of violence, but most video games depict and reflect the real world (Rynne). The world is full of violence, and it was full of violence long before video games started to make their way to popularity. People will counter this point and say that violent video games bring stabbing, shooting, running people over, drugs, alcohol, theft, etc… into people’s lives, but if a person turns the television to a news station, he/she will see all of the same things. War games depict wars in other countries, Grand Theft Auto reflects how people in bad neighborhoods can act, and medieval games give people and understanding about the past. People will say that because of these games mass murders will evolve; for example, Sandy...
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