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 the most aggressively growing business sectors in the United States and in the whole world. Obviously,
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Addiction: The Ghost in the Machine Sumeet Kshatriya Senior Project – Final Draft Dominican International School Senior Project Advisor: Mr. Michael Wise Mentors: Mr. Jacek Kaczmarek & Ms. Janice Doyle Due Date: April 7, 2010 Table of Contents: Introduction………………………………………………………………………3 History…………………..........………………………………………………..3-4 Literature Search…………..…………………………………………………4-5 Body…………………………………………………..……………………….5-9 * Symptoms of cell phone addiction…………………………………
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media has a long history behind its back and has walked a long way to be transformed into this large communication connection we all live with today. Like all stories with a beginning, media started in the early years of 3000 B.C with the introduction of the alphabet, devised by the Semites (“Major Events in the History of Mass Communications”, n.d.). During this early era of media, not only the early form of paper was invented by the Egyptians, but the printing method was created. Johannes
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Students with Bad Vices Chapter I CHAPTER I INTRODUCTION Background of the Study The rate of students involved in bad vices such as smoking, hard drinking, gambling and sometimes illegal drugs, addiction in computer games and variety of gadgets are serious problems that need diplomatic actions. There are lots of reasons why the youth nowadays are being involved in bad vices. One of the major reasons per observation is the lack of quality relationship with their parents because a lot of
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PSY01 A01 M3A2 - Protecting Children From Media Joslynn Ford 9/20/2015 ideo Introduction In recent years there has been a significant increase in video gaming among young adults. They are a unique form of entertainment that allows it's users to become interactive. According to an 2014 article entitles The Impact of Video Games, 97% of teens play video games, making the video game industry a dominant force in the lives of many adolescents (2014, Norcia). A 2010 survey hosted
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well as negative impacts will be drafted. We will be also showing the time spent by an average person on the internet. Introduction Internet The internet is an international system of interconnected computer networks that use the standard internet protocol suite to connect users worldwide. It is composed of a network of smaller networks, from personal computers to large university systems, all of which are linked by various wireless, electronic, and optical technologies. The term “Internet”
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TITLE PAGE THE INFLUENCE OF BLACKBERRY MOBILE PHONE ON NIGERIAN STUDENTS: A STUDY OF UNIVERSITY OF LAGOS UNDERGRADUATES. By OLISEH KONYENUM CHIJIOKE . MAY, 2012 ABSTRACT The study assumed that youths no longer have boundaries as to when and where to use and not to use the mobile device and thus, It sought to explore the influence of blackberry mobile on Nigerian students. The research was conducted to study the influence of blackberry mobile phone on the students’ lifestyle. The theoretical
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off with a Substance Abuse and Behavioral Disorder Counselors whom primary tasks are counseling and advising individuals who suffer from alcohol, drug addiction, eating disorders, gambling, and other behavioral problems. They may counsel individuals, families, groups, or even engage in prevention programs, to help individuals recover from addiction or modify their behavioral patterns with the intentions of gaining full recovery. As a Substance Abuse and Behavioral Disorder Counselors they provide
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from work to pay for their gambling and 27.5 per cent said they filed for brankruptcy. Finally, the role of the government and the economy will be introduced, and some solutions for addicted gamblers must be included. First, a little historical introduction is important to analyse where the gambling and VLTs came from. The earliest reference to gambling is found in ancient Egypte displaying various board games. Knuckle-bones, from which dice were derived, were popular in Greece and India (Roman board
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Brain Sci. 2012, 2, 347-374; doi:10.3390/brainsci2030347 OPEN ACCESS brain sciences ISSN 2076-3425 www.mdpi.com/journal/brainsci/ Review Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies Daria J. Kuss * and Mark D. Griffiths International Gaming Research Unit, Nottingham Trent University, Nottingham NG1 4BU, UK; E-Mail: mark.griffiths@ntu.ac.uk * Author to whom correspondence should be addressed; E-Mail: daria.kuss@ntu.ac.uk; Tel.: +44-789-111-94-90
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