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    Children turn into teenagers‚ and teenagers turn into criminals. Violent video games and movies turn into violent weapons. But the feeling of playing the violent game‚ or watching the violent movie‚ stays the same. It stays the same until the teenager no longer gets the rush of energy from the game‚ but they want that feeling for real.That same teenager is bullied at school and one day‚ he has had enough. The teen takes a weapon to school and a school shooting occurs. Who is to blame? The parents

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    Video gaming is the largest entertainment industry‚ with an estimated 1.2 billion people engaged worldwide. Whilst women represent 46% of gamers and female game creators are increasing‚ games are still predominately made by and for men. As a result‚ misogynistic and sexist representations of women are created in the interest of male fantasy that is reflected in both game context and game play. Throughout many video games a patriarchal culture of sexism is maintained‚ reinforced and normalised through

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    Mobile Video Games CA

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    Mobile Video Games This Course Activity will help you meet these educational goals: Inquiry—You will conduct online research in which you will perform an investigation and communicate your results in written form. 21st Century Skills—You will employ online tools for research and analysis and apply creativity and innovation. Introduction Mobile phones are used for a variety of purposes including playing video games. However‚ creating games for mobile phones presents different challenges than those

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    Comparative Study of Video Gaming Systems Final Report Due Date: August 10‚ 2011 Table of Contents Introduction………………………………………………………………………………………………………4 Research Data……………………………………………………………………………………………………5 Results……………………………………………………………………………………………………………...17 Conclusions………………………………………………………………………………………………………24 Recommendations…………………………………………………………………………………………….25 Bibliography……………………………………………………………………………………………………..27 List of Figures Graph 1.1: Role-Playing Games Bar Graph Graph

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    seventy nine Billion in income (2014). History of Medical Video games Company Scientific Video games was founded in 1973 while the maker from the first protected immediate lotto ticket. Rival Autotote Company purchased Medical Video games Keeping Corporation in 2000 as well as the recently mixed company started to be just Technological Games Company in 2001. By the next year‚ almost two-thirds of most equine and greyhound race was monitored with Autotote computer systems‚ and both on-monitor and

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    list of factors that can convert computer games into real-life violence stimulators. Essay Questions: Why have computer games caught the attention of Mass Media nowadays? How can computer games stimulate violence in everyday life? What does New York University say in relation of computer games? Thesis Statement: The opinion that games make violent actions normal for the player and therefore make the player pitiless can be often heard. In this case the game is the cause of violence and the act of

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    Do Television Shows‚ Movies and Video Games Increase Youth Violence? From the tragedy of Columbine‚ Colorado‚ 1999 to various youth related incidents around America‚ the media and in particular‚ violence in the media‚ has been considered a factor that contributes to the rise in youth related crimes and aggression. Beyond reasonable doubt‚ the media has changed the world and how we view it. The media offers a wide range of entertainment options. While the public majority understands that

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    Improve Er Wait Times

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    Ways to Improve Emergency Room Wait Times Veronica Padlo California College San Diego MAN324 May 2‚ 2010 Dru Macasieb Abstract It seems that emergency room wait times are ridiculous and there is no need for it. My mom has been in and out of the hospital since last April and the most annoying thing in the world is having to wait 3 hours to see a doctor. This paper is going to focus on ways to improve emergency room wait times. With all the advancements in technology you would think that

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    Microsoft and Sony are competitors for Nintendo Wii. And Nintendo is doing pretty good compared to these companies. E.g.: Nintendo is cheap‚ Xbox and PS are not; Nintendo has a broad target segment‚ Xbox and PS do not; the sales for Nintendo tend to grow‚ the sales for Xbox and PS they do not; Nintendo already integrates touch screens and has first integrated motion detecting features‚ Xbox and PS are just integrating motion sensors. 3. Compare the life cycle of Nintendo’s videogame consoles as

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    Artificial Intelligence and Its Use in Games Robert Beaird 10/10/08 As long as computer games have been made‚ there has been a desire and demand for smarter‚ faster‚ and better artificial intelligence. Artificial intelligence‚ which is often referred to as “AI‚” is “[…] the mimicking of human thought and cognitive processes to solve complex problems.” [1] In the case of games‚ this would mean various tasks involving problem solving and reacting

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