assessing its size difficult. Contents 1 History 1.1 Early growth 1.2 Industry crash 1.3 New genres 1.4 Contemporary gaming 2 Platform characteristics 2.1 Fidelity 2.2 Openness 2.2.1 Mods 2.3 Dominant Software 2.3.1 Digital Distribution Services 3 PC gaming technology 3.1 Hardware 3.2 Software 3.3 Multiplayer 3.3.1 Local area network gaming 3.3.2 Online games 3.4 Emulation 4 Controversy 5 Computer games museums History Early growth Spacewar!, developed for the PDP-1 in
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Research Methodology Project How Facebook overpowered Orkut? – The gaming way! Eastern Institute of Management MBA 2009-2011 Prepared by: Mohul Mukherjee Pratim Banerjee Mou Biswas Sukhdeep Kaur How Facebook overpowered Orkut? – The gaming way!2 1. Executive Summary The web based social networking platform in India was always ruled by the giant from the house of Google called Orkut. Launched in 2004, within 5 years of its time Orkut grabbed a whopping 17.5 million visitors in India
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Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the
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E-Learning: Emergence of the Profession Jason Drysdale, Jackie Flynt, and Shauna Hannon-Johnson 24 July 2011 The e-learning profession has grown leaps and bounds over the past two decades. Despite being slow to take hold, e-learning is now rapidly increasing in universities: “Today, almost all institutions of higher education offer some form of distance teaching and learning in the U.S.” (Saba, 2008). The historical timelines of instructional design and technology (ID&T) and distance education inform
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“Model to hero” context or his site. STATEMENT OF THE PROBLEM The foregoing study is about the influence of playing computer games to the students above 16 yrs. old, specifically the researchers tried to find out the answers to the following problems: 1. Is there a positive effect in playing DOTA? 2. How does DOTA affect the performance of a student? 3. Are they aware of what it can do to them? SIGNIFICANCE OF THE STUDY Nowadays, DOTA game is one of the most popular games here
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Digital Media: A Better Way to Learn Educators and parents have legitimate concerns about the effects of the Digital Age on learning. Digital media has changed dramatically since the development of the Internet and improvement of wireless technology. John Palfrey, Professor of Law and Urs Gasser, Executive Director of the Berkman Center for Internet and Society, both employed by the prestigious Harvard Law School, have written about how the world has been reshaped because of this new digital
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Internet Use among Central Luzon State University Students Thelma T.Dancel Carlota Villaroman Angelie D. Maningas Nico F.Ace Salas BSBA1-1 First Semester Academic Year 2009 - 2010 One of the technologies dominating the computer industry today is Internet technology. The Internet, also called the Information Superhighway, is a global system of interconnected computer networks that use the standardized Internet Protocol
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Kart for hours on end – with my father joining us every so often. I noticed as months and years went by, that newer systems with better games and better graphics started to come out. The Gameboy Color, which came out in 1998, was the first handheld gaming device that I had the liberty to enjoy playing. Since GameBoy Colors were one of the first handheld videogame systems, making them very expensive, it was rare for kids to have them, so I was one of the lucky few who owned a GameBoy Color. As we moved
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have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring
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Introduction: Current Scenario 100 Million Households worldwide own at least one connected TV. 50 % of the world’s population own smart phones, 19% own tablets and almost 80% multitask on these devices while watching TV. And this is just the nascent stage. By 2016, there will be 10 Billion mobile connected devices, almost exceeding the global population of 7.3 billion people. With such numbers in play, it is of supreme importance to reach out to this category of digitalized people. The time spent
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