as a business tool for online conferencing, online collaboration, knowledge management and prototyping. Also companies can test new products using Second Life’s 3-D rendering programs, experiment with new marketing and advertising campaigns to see how people react, receive feedback on real-world products or services. 2. What kinds of businesses are most likely to benefit from a presence on Second Life? Why? Retail businesses that are already used to doing business online may have an easier time
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the relationship between online video game involvement and social competence Rachel Kowert a,⇑, Julian A. Oldmeadow b a b Institut für Kommunikationswissenschaft, University of Münster, Münster 48143, Germany Department of Psychology, University of York, Heslington, York YO10 5DD, UK a r t i c l e i n f o a b s t r a c t Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation
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legalized, the demand for gaming increased along with it. With the relatively recent creation and advancement of the Internet, this demand was soon transferred to Americas quickest growing craze… Online gambling. Online gambling and its legality have caused a great deal of controversy in the recent past. The industry is so profitable and the demand is so high, that despite government acts to make it illegal, people still find their way around it. There are those that argue that online gambling should be
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Gomez, Airasel A Term paper “Defense of the Ancient” “Introduction” DOTA or Defense of the Ancient is a computer game that may cause happiness on the students. DOTA is an online game where you can play with your friends. We all know that DOTA is a well-known inline gaming that many students can be addicted in the game and can cause a damage to their studies and health. It can damage their studies because they choose to play DOTA that to attend their classes instead. It
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A research conducted by: Mary Jane Francisco of L86 To be submitted to: Ms. Christina Rodriguez I. Introduction In modern times such as today, it is not unusual for people (of any age) to be seen with an electronic gaming device/game consoles such as cell phones, PSPs, computers, PlayStations etc. Humans over the years have been so inventive of ways to preoccupy themselves to avoid dull and null moments; thus the creation of video games. Kramer (2002) summarizes that
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are more likely to answer a text message then answer a phone call, because they are not required to have a verbal conversation with someone. Again we are losing a communication skill vital to interact with the real world. Next are IPads and other gaming systems. People can connect with virtual strangers in a virtual world and can pretend to be anything they want to be. The problem arises when your virtual world becomes more real than the person sitting next to you or the person living in your home
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and indirect methods. For Microsoft, the battle for the living room is not just a war over a console; it is a war of Microsoft’s future prosperity. The release of the Xbox involved several crucial business decisions. By analyzing this case, students have the chance to deal with issues relating to strategy development, product positioning, core competencies, and competition advantages in a realistic situation. Intended Courses and Audiences This case can with CHAPTERS 2 and 3. When
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Games. [Online]. Retrieved on 29 October 2012 from http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games/ ACEI. (n.d) . Childhood. [ Online ]. Retrieved on 8 November 2012 from http://www.acei.org/childhood.html Bates, C. (n.d). Fat Britain: Tackling the obesity epidemic. [Online]. Retrieved on 11 November 2012 from from online Brady, S. (2006). Video Game Violence Changes Attitudes in the Real World. [ Online ]. Retrieved on 19 November 2012 from ambik kat online Bushman
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communication technology, online games have gradually become part of people’s life in recent years. It is believed that digital games, as a catalyst, can be very useful teaching media. According to the Taiwan Institute for Information Industry in 2010 published report of using broadband network. Taiwan's Internet users most commonly used online gaming services (50.28%), the largest proportion of 12-19 years accounting for 83.08%-90.91%. For this reason, teachers must elevate students’ learning ability and
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See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/235265707 Effects of mobile gaming patterns on learning outcomes: A literature review ARTICLE in INTERNATIONAL JOURNAL OF TECHNOLOGY ENHANCED LEARNING · DECEMBER 2012 DOI: 10.1504/IJTEL.2012.051817 CITATIONS READS 7 995 3 AUTHORS: Birgit Schmitz Roland Klemke Deutsche Telekom Stiftung, Bonn Open Universiteit Nederland 23 PUBLICATIONS 41 CITATIONS
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