Effects Of Online Gaming

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    Factors That Affects Learning

    psychology in 2008 found out that viewing video increased aggression and sometimes can be linked to the decline of academic performance. This online games has a big impact especially in teenagers; moreover, Dalan (2008) on cyber psychology found out the negative effect of playing online games, these according to him may lead to violence, anger and swearing. Online gaming has emerged as a popular source of entertainment and play for all ages, especially for students. Students and other individuals who are

    Words: 354 - Pages: 2

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    Just One More Hour...

    anything, but he knows you’re playing that game and says, “Alright man, well get better.” Back to the game once more to continue your goal. This is the life of an Online Video Game addict. Relationships between friends, family, and lovers start to degrade. The job you once had has now turned into an Unemployment check. Massive Multiplayer Online games, or MMO, have taken a serious spot on the addiction scale. For a lot of people, it is an outreach to a world that isn’t their own, allowing them to be

    Words: 1021 - Pages: 5

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    Social Interaction - Enhanced or Reduced by Technology?

    assess the effects that the internet and technology have on the ways people interact and network. Online interaction provides an easy and anxiety free environment making it possible to open up and reveal true personalities. Technology also helps to expand communications and social networks. The internet and cell phones have had a monumental effect on social interaction and networking, but does this come with negative consequences and dangers? Internet, Cell Phones and Online Gaming on Social Interaction

    Words: 2488 - Pages: 10

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    Perceived Effects of Online Games to the Academic Performances Among Students Under the College of Business Administration Education at University of Mindanao

    Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study In 1958, the world’s first world computer game, a rudimentary two-player tennis game, was created to entertain visitors on the Brookhaven National Laboratory. Since then, the computer/video game industry has become one

    Words: 6618 - Pages: 27

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    Video Game Addiction

    a severe compulsive use of either video or computer games. Indulging in using the games excessively may hinder one’s everyday life. Video game addiction may display itself in the following way: social isolation, excessive amounts of time spent on gaming, diminished imagination, irregular mood swings, too much focus on the in-game achievements, behavior, which is modeled by the rules and realities of any given game (Lindsey 2007). Video game addiction is not going anywhere, as it recently acquired

    Words: 1004 - Pages: 5

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    Information System Literature Review

    last 10-15 years, the gaming industry has come an extraordinary long ways in development and growth. This particular industry continues to grow and improve from year to year. The newest generations have come from board games, to video games, and finally computer games. The computer games have developed from two dimensional (2-D), three dimensional (3-D), and virtual environments. Gamers get to experience revolutionary virtual realities known as massive multiplayer online role-playing games (MMORPG)

    Words: 2522 - Pages: 11

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    Case Study: Zynga

    This case study highlights the success of Zynga in online games. This forms an excellent basis for assessing the relationship between durable and virtual products. The continuous over- reliance of Zynga on Facebook is also another essential aspect of consideration in paper. Finally, the case study addresses the various implications of Zynga on the existing video game business.  Overview Zynga is among the world’s most popular online gaming firms. The firm has been operational since 2007. During

    Words: 1025 - Pages: 5

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    Competitive and Market Analysis

    selling and shopping online through the internet. Today, a variety of products and services can be acquired online and this explains for the vast benefits which can be realized in the heightening wave of technology. One common sector where online business has been realized is in the online shopping and gaming industry which has developed rapidly of late (Thompson, 2007). CanGo is one of the few companies known to have made a fortune in this sector. As a reputed seller of online books, games, CDS and

    Words: 1194 - Pages: 5

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    Literature Review

    section as "Internet Gaming Disorder" (Petry, 2013), this information confirms that problem is existing and need an investigation. The following several literature reviews presented main information about reasons and effects of video game addiction among adolescents. In the article written by Kimberly Young (2009), in details described the consequences of video game addiction and some therapies and methods to avoid this problem. Author briefly shows impacts of gaming and life of addicted

    Words: 1755 - Pages: 8

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    Video Game and Caffiene Addiction

    particular situation, I‘m keeping my thoughts and opinions at rest In order to give an audience an opinion that is not bias. Ever since gaming has become a viral for by becoming viral all over the internet there has been a monumental boom in the gaming industry. Imagine when you first got your hands on gaming materials that you are new to, a gaming system such as xbox or Playstation 4,that provide you with scenery and graphics you would never though would even be a possibility of

    Words: 1765 - Pages: 8

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