"Gamer" Essays and Research Papers

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    Game On! The Newest Way to Socialize Online games aren ’t just a diversion‚ but a unique way to meet other people. As millions of gamers demonstrate‚ playing online is about friendship and cooperation‚ not just killing monsters. These games are a viable social network because players focus on teamwork‚ form groups with like-minded people and have romantic relationships with other players. Massively-Multiplayer Online Role Playing Games (MMORPGs) feature millions of players interacting in the

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    The cultural values of race and class are prevalent in the gameplay of World of Warcraft. To avoid gamer oppression‚ the online game has created unrealistic races and classes for each of the characters. Players can enjoy gameplay without having to choose between human races‚ such as White Caucasian or African American. Furthermore‚ the game has two factions that the gamer must choose between‚ known as the Alliance and the Horde. Both of these factions have different mythical characters that users

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    No other game has brought such depth and intricacies into the world of online gaming‚ and no other game has brought such a controversial fan-base. Although one may proclaim to be a gamer and may play every day with friends‚ whether online or not‚ if that gamer does not play World of Warcraft‚ you can bet that gamer has criticized those who have; World of Warcraft players have become the archetype for what people believe is the “dark side” of gaming – hiding away in one’s own room‚ never socializing

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    — 12% of all boy gamers vs. 8% of girls — enough to be considered addicted. Symptoms included spending increasing amounts of time and money on video games to feel the same level of excitement; irritability or restlessness when play is scaled back; escaping problems through play; skipping chores or homework to spend more time at the controller; lying about the length of playing time; and stealing games or money to play more. Those who were considered to be “pathological gamers” by the researchers

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    English 102: Essay #2 10 October 2012 Virtual World Violence In the high definition world of video games today‚ a relatively recent trend has taken hold of younger people. The rise in popularity of the First Person Shooter (FPS) game has become very evident among teens and college students. This genre of game involves the player controlling a character in the first person perspective. The character being controlled usually wields one or multiple firearms in order to defeat enemies. Most of the

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    Video Game Violence

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    inside of people. Video games do not cause violence because gamers understand that video games are not real‚ that video games release daily frustration and are inspiring. “Gamers can usually tell reality from fantasy and have a level of common sense that prohibits them from emulating the violence in media” (Rashawn). Most gamers understand that video games are fantasy and not reality. Instead of increasing or causing violence in gamers‚ video games tend to release daily frustration and serve

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    Case Study Of Thundergetz

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    Julia Lebedeva‚ a business development director‚ Russian gamers “speak Russian only‚ [loves] complaining‚ needs 24/7 support‚ and [doesn’t] trust those who charge money (that’s why reviews matters.” Thus the need for a local team that can provide support to these gamers is critical. Rather than bringing international workers that can provide support‚ it might be ThunderGatez’s best interest to find local workers that understand the Russian gamer culture‚ or even partnering with local companies that

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    Informal Learning Of English Via Online Games Noor Azwa Mohamed Ozir General Studies Department‚ Ungku Omar Polytechnic Abstract : Computer games as a leisure activity have become an ever-increasing part of many young people’s day-to-day lives (Griffiths & Davis‚ 2005). Krasilovsky (2006) claimed that young learners tend to ‘favor “edutainment” applications-academics-oriented games’. Wood (2001) investigated the use of learning games as a learning tool and concluded that game-like formats

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    the social aspect of gaming. With the rise of the video game industry a new group of people have developed and they call themselves Gamers. Gamers are people who have a passion for anything video game related. There are conventions all across the world inviting those with a passion for gaming to meet with different cultures and bond over a shared interest. Gamers go to these conventions and are free to express themselves fully because they know that nobody is going to judge them. In fact there are

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    dynamic creatures and different societies will view this technological innovation differently. Japan: Home of Videogames Most videogames are programmed in Asia and about 70% of those released in America are designed in Japan. Also‚ 60% of the gamer market is dominated by the Japanese alone (Beck 154). Needless to say‚ videogames play a prominent role in Japanese culture. Japan is also the law of pop culture in Asia and what it deems modern or the latest trend is followed by Korea‚ China‚ and

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