Playing The Number Game Case

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    2012 Walking Game Culture

    Walking Game Culture 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

    Words: 4311 - Pages: 18

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    Mr Atto

    Card Playing Android Game Submitted to: Sir M Wasif Nisar Sir Kashif Ayyub Submitted by: Arslan Tariq SP11-BS(CS)-024 Furqan Jalil SP11-BS(CS)-003 COMSATS Institute of Information Technology Wah Campus Table Of contents 1. Introduction ……………………………………………………………3page 2. Product Scope ………………………………………………………….4page

    Words: 2091 - Pages: 9

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    Gentile.Anderson2003.Pdf

    Media Violence and Children CHAPTER 7 Violent Video Games: The A COMPLETE GUIDE FOR PARENTS AND Newest Media Violence Hazard PROFESSIONALS Douglas A. Gentile and Craig A. Anderson Hazard Edited by Douglas A. Gentile In creating this electronic reprint, we have attempted to keep the style, pagination, and format as close to the published form as possible. Nonetheless, some errors may have occurred. If you discover a substantial error, please contact Craig Anderson using

    Words: 11640 - Pages: 47

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    History

    MASARYK UNIVERSITY Faculty of Social Science Department of Psychology M. A. Petra Vondráčková ADDICTIVE BEHAVIOUR ON THE INTERNET Thesis Supervisor: Assoc. Prof. David Šmahel, M.Sc. et Ph.D. Brno 2012 I declare that I have written this thesis independently and all cited resources have been listed in the references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also

    Words: 31833 - Pages: 128

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    Consumer Behaviour Trends

    and most important of all, they give us the sense of transforming to a better person. There are three underlying forces in creating this trend: the increasing stress brought to us by our routine yet increasingly competitive life, the rising number of cases of the unsafe, uncertain events happening around our environment and the advancement of technologies. In the 1990s only 40% percentage Canadians reported stress in workplace but the statistic had increased significantly recently.(JobStress, 1997)

    Words: 1749 - Pages: 7

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    Google Analysis

    Student ID Number: (200937726) Date of Submission: (26th July, 2013) Word count of your essay (1,265) Internet is a fast developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have

    Words: 1480 - Pages: 6

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    Worldoo

    and game is for each age group. Here we have tried to split the virtual worlds into categories with descriptions for you. Best Virtual Worlds for Kids: 1. Neopets: This is a very popular virtual world for kids and some tweens. 2. Lulilab: This used to be called Playdo, Lulilab lets players travel, chat and build their own worlds. Lulilab has won some awards for its graphics. 3. Nicktropolis: Nicktropolis boasts over 8.6 million citizens, who actively surf, skateboard, snowboard, play games, create

    Words: 896 - Pages: 4

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    Altius Golf

    Shashank Lahoty 15F247 Shruti Surendran 15F250 Altius Golf and the Fighter Brand Altius Golf and the Fighter Brand Marketing Management- Case analysis 3 Marketing Management- Case analysis 3 Altius Golf and the Fighter Brand The case talks of the premium brand in the Golfers market. The case is set in the post-recession period, due to which the company’s market share has been on a decline. The market has seen no new customers over the period and a lot of the

    Words: 1302 - Pages: 6

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    Ibrahim

    about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing

    Words: 2881 - Pages: 12

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    Dota

    A. Definition of terms DOTA - is a multiplayer online battle arena game in a three-dimensional environment, presented from an oblique high-angle perspective. The player commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience points through combat, thereby leveling up to the maximum level of twenty-five. With every level gained the player either selects a new ability for their Hero to learn or enhance their general

    Words: 2974 - Pages: 12

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