Video Game Consoles

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    Online Games: Impact on the Behavior of Must Students

    online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always

    Words: 2639 - Pages: 11

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    Application Design, Application Software, and Software Design

    as video games or PC game and even mobile gaming on smart phones. Personal computer games are an electronic game that involves personal interaction with an interface to generate visual feedback on a monitor or other screen. The personal serves as the platform rather than a gaming only console. The games were originally distributed on media such as DVDs and CDs, but have become far more readily available as Internet-downloadable versions. With each passing generation of technology PC games require

    Words: 873 - Pages: 4

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    Alone

    Abstract 2 The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games in education. The claims are that digital games (1) are built on sound learning principles, (2)

    Words: 8946 - Pages: 36

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    Sistem Pengendalian Manajemen Hasbro

    to the public. Between 1978 and 1981, Stephen reduced the Hasbro product line by one-third and its new products by one-half. Hasbro focused on simple, low cost, longer life cycles toys like Mr. Potato Head. Hasbro thus stayed out of the electronic games field which when bust in the early 1980s. In 1982, Hasbro revived its G.I. Joe line — with the help of Marvel Comics — as an anti-terrorist commando based on current events. The company launched

    Words: 2441 - Pages: 10

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    I See

    Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games 1 Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc.,2 and Reinout W. Wiers, Ph.D. 3 Abstract Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational

    Words: 4647 - Pages: 19

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    Term Paper

    retailer of video game and entertainment software, GameStop boasts 6,500 retail stores worldwide and also operates the popular websites GameStop.com and EBgames.com. Moreover, GameStop publishes a critically acclaimed monthly, Game Informer, a magazine that covers the entire gaming industry. This marketing plan presents the results of our situational, marketing and financing analysis and presents the strategies to be employed to implement a new product offering - a video and computer game rental kiosk

    Words: 6866 - Pages: 28

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    Hasbrooo

    chief executive of toy and game company Hasbro, decided it was time once again for his company to take a risk on interactive games. The company had been stung when betting on the notion that consumers would spurn traditional board games in favor of the electronic variety. However, the personal computer, with its improving multimedia capabilities, looked to be the future of gaming. Mr. Hassenfeld spoke with Tom Dusenberry, an ambitious rising star from Parker Brothers, a game company that Hasbro had

    Words: 6462 - Pages: 26

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    Garena

    basically focused on providing all sorts of services by hosting online games for the rapidly growing gaming community. Due to their passion to bring the online gaming experience to another whole new level, they are being motivated to build a great gaming company together. Therefore, Garena was established on 2009. During 2010, Garena launched its best online gaming social platform called Garena+. It’s for online gamers play games online with each other and they could use it to meet, chat, share tips

    Words: 2606 - Pages: 11

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    Tuners

    chief executive of toy and game company Hasbro, decided it was time once again for his company to take a risk on interactive games. The company had been stung when betting on the notion that consumers would spurn traditional board games in favor of the electronic variety. However, the personal computer, with its improving multimedia capabilities, looked to be the future of gaming. Mr. Hassenfeld spoke with Tom Dusenberry, an ambitious rising star from Parker Brothers, a game company that Hasbro had

    Words: 6462 - Pages: 26

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    Qwert

    Electronic Devices Can Be an Educational Curse or Blessing I thought I had seen everything after watching middle school kids text-messaging during the funeral of one of my high school students. Then, our school had its first play in three years. Throughout the audience, parents' faces were aglow as they text-messaged throughout their children's performances. Mostly, I was a bear about electronic devices in class. Even during the worst of our school's gang-related violence, my students kept their

    Words: 9266 - Pages: 38

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