"Gamer" Essays and Research Papers

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    Bibliography: (http://en.wikipedia.org/wiki/Video_game_culture‚2008) In the “old days‚” before Tony Hawk signed his name to video games and MTV Cribs showed professional athletes with cabinets of video game consoles‚ being a gamer wasn’t something to be proud of (http://www.associatedcontent.com/article/35153/the_effects_of_the_video_game_culture.html?cat=19‚ 2008) However‚ at some point‚ video games became cool • On May 24‚ 2005‚ the four-month-old daughter of a South Korean

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    Sony Strategy

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    “good-better-best” strategy‚ whereby Sony produces discounted and premium versions of the current Playstation 3 for sale to consumers. This strategy will encourage price-sensitive customers to purchase Playstation 3 consoles without marginalizing power gamers. Nintendo and Microsoft will most likely respond to this strategy with differentiation rather than price competition. If Sony reinforces this strategy with coherent marketing and intellectual property strategies‚ it can increase Blu-ray adoption rates

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    Violence in Video Games

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    It had been reported that the original working title of the game was Pedestrian. Programmers and video game enthusiasts would argue that this kind of reaction to a seemingly harmless game is unnecessary and over-the-top‚ whereas millions of anti-gamers‚ so to speak‚ would say that violent video games are corrupting our youth and training them to kill. In 1999‚ Dave Grossman and Gloria DeGaetano‚ co-authors of Stop Teaching Our Kids to Kill: A Call to Action against TV‚ Movie & Video Game Violence

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    Negative Effects of Video Games I am an incessant gamer. I have played games ever since I got my first computer‚ back in 1995. The first games that I ever played were the commonplace and everyday Wolf 3D (which later on was released as Return to Castle Wolfenstein)‚ and Quake I (Which has of course become one of the greatest selling games in entertainment history) and many other‚ lesser known games that would be bought only by someone who had an interest in games as I had. Ads by Google Watch

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    Emotiv System

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    Emotiv System Min Company Background When Tan Le and Nam Do sold their company and earned a large of money in 2003‚ they decided to take a new challenge about processing brain signals. Then‚ together with Allan Snyder‚ a physicist and Neil Weste‚ a chip designer‚ they founded Emotiv Systems Inc.. The company built a R&D lab to develop a workable system about brain signals process. Finally‚ the team had a breakthrough-successfully developed basic technology called

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    The History of Video Games

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    by Mattel. The next system to be released was Nintendo in 1985 followed by the Sega Genesis in 1989. This gaming system used a 16 bit technology that had not been seen in any consoles at all until this system was released. This system allowed the gamer

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    Thesis on Video Games

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    EXTREME GAMERS’ DEMAND PLAYSTATION 3 RATHER THAN PCs ------------------------------------------------- CHAPTER # 1 BACKGROUND 1.1 INTRODUCTION 1.1.1 GAME CONSOLES A video game console is an interactive entertainment computer or modified computer system that produces a video display signal which can be used with a display device (a television‚ monitor‚ etc.) to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for

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    Effect is like playing a movie (Gamer Excitement 2). It has a great space-age plot that draws you in and just envelops you into the story‚ and by the end of it leaves you wanting more. The characters in the story are so dynamically different‚ whether it’s just by their erratically different personalities or even being different races. It has everything. Game Informer Magazine describes Mass Effect as “one of the greatest science fiction stories ever told” (Gamer Excitement 1). This story involves

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    severe problems associated with the violence that is so heavily incorporated into them. Video games can give a false sense of reality and allow gamers to become so immersed into their game play that lines between real life situations and game play situations begin to blend together. Playing video games can also become an addictive distraction. Many avid gamers can spend hours at a time glued to their TVs playing on their Xboxes‚ PS3s‚ and other gaming consoles. This time spent playing games can take

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    the opportunity of home computer games until such time in 1995 that Sony introduced PlayStation console‚ then followed by Microsoft’s Xbox. Since Nintendo could not topple Sony and Microsoft within the market of core gamers‚ it decided to expand its target market to non-core gamers. It started to develop new uses for handheld console DS (e.g. DS is used in Japan to teach English through special character recognition software). Wii was also launched

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