Prepared for -
Mr. Gajendra Singh Chauhan
Submitted by -
Pulkit Bhargava
Samuel Pradeep
Ravi Sankar Ippili
Anuj Kumar Loomba
Rahul Gogna
A report submitted for the partial fulfilment of the requirements of TA C312 - Technical Report Writing
10 April, 2007.
Acknowledgements
We would like to express our thanks to Mrs. Sangeeta Sharma, Instructor In charge for the course TA C312 - Technical Report Writing for giving us an opportunity for writing this report. We would also like to express our gratitude to our instructor Mr. Gajendra Singh Chauhan for his continuous advice and assistance in preparing this report.
We are also very grateful to the students of BITS-PILANI for their overwhelming response to the questionnaires.
Table of contents
Acknowledgement Abstract 1. Introduction 1.1. Computer games and Aggression 1.2. Computer games and Addiction 1.3. Computer games and Health 2. Discussion and Analysis 2.1 Gaming Density 2.2 Gaming History 2.3 Gaming Interest 2.4 Game Timing 2.5 Gaming Effects 3. Conclusion 4. Recommendations References and Bibliography Appendix
Abstract
In the past few decades Computer Games have started to have a greater impact and influence on our lives, and more specifically on the youth of today. Ever since the first computer rolled out, these computer games have been evolving by leaps and bounds. Today there are a huge variety of games and the Gaming industry has become a multi ' billion dollar industry. This industry has become one of the fastest growing also, with new games flooding the market almost everyday. With this background, it becomes empirical that a study should be