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    Brandon Courtney 3/2//16 Section 119 Hill Annotated Bibliography Rough Draft Mortensen‚ Torill. “Forever a Moral Subject”. Game Studies.org. Volume 12‚ Issue 2. GameStudies December 2012. Web. February 26 2016. http://gamestudies.org/1202/articles/mortensen_book_review Torill discusses the book “The Ethics of Computer Games” by Miguel Sicart‚ and the basis for which it was written‚

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    be proof because of how fast this industry is growing and changing (Willis 99) The truth about this subject is that most gamers‚ around ninety nine percent of them are not violent and aggressive. Most of these gamers have the best times of their lives playing with their friends online until midnight‚ laughing and creating great memories. It would be hard to see these gamers become violent and have intent to become a danger in the community after experiencing pure happiness and positivity with friend

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    Should professional gaming be considered a sport? Professional gaming has gained a lot of viewers in the last few years. League of legends viewing has gone from a small gathering to the Seoul football stadium packed with space for 66‚000 people and getting around 270‚000 people watching online through a stream‚ the year before‚ 32 million people watched (http://www.theverge.com/2013/11/19/5123724/league-of-legends-world-championship-32-million-viewers). Dota 2 has a similar following‚ with the last

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    create angst in nonmembers of the group. These views about cliques are not necessarily true. In today’s school environment there are several different types of cliques that have emerged. Some examples are athletes‚ academically inclined students‚ and gamers. Upon examining the different cliques in the school cafeteria‚ one can understand the reasons why students feel the need to congregate in groups with the same interests. With close observation‚ anyone would understand that many students sit with

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    The Legality‚ Morality‚ and Social Responsibility of Marketing Violent Video Games to Children Mureille Etienne‚ Tanya Rahman‚ & Percy Koo Nova Southeastern University MGT 5015 Abstract The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen‚ 2012)‚ video games has become an American phenomenon and coupled with decades of technological innovations

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    The global game industry will generate $60 billion in revenue for 2011‚ and is growing at 10% annually according to a new research report by industry analyst Colin Sebastian for RW Baird. That growth rate should see overall industry revenue hit $80 billion by 2014‚ but the some areas of the business will remain flat or even decline‚ while other areas will be growing at an annual rate of 15% to 20%. The growth areas that Sebastian sees are in online and mobile games‚ “driven primarily by downloadable

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    Comparison Essay Rough Draft When I was young I had no interest in playing sports or going outside just to run around and waste my energy and get all sweaty and stinky. Instead I enjoyed staying indoors and embarking on interstellar missions through the cosmos. Of course I do not mean that I literally did this but I did play video games‚ allowing me to do things that no normal person could hope to do in their lifetime. Now there still are limitations to this and by no means should you not go outside

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    videogame violence

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    Effect of Violent Videogames on Gamers Videogames have been around for 30 years‚ with space battle being the first video game in which the user had to kill the enemy spaceships in order to advance to the next level. Although experts and activists have tried to ban the production of violent video games‚ due to the lack of solid evidence that these types of games are what stimulate teenagers to commit crimes‚ their attempts have been futile. They argue that gamers tend to be more aggressive‚ exhibit

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    It in Video Game Industry

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    1975 the video game industry market has gone through an exponential growth. With the revolutionary changes in technology and the social changes in product demand the gaming industry has transformed into a thriving market with a quickly growing casual gamer demographic. The success of this development in the gaming industry would be little without information technology. Information technology is a fundamental part of the gaming industry. Technology is used to handle information in the gaming industry

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    Nintendo Market Analysis

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    difficult to understand and play‚ but also found the consoles complex to operate. The games were built more on fantasy and targeted towards traditional over 18 year old male[1] population. Nintendo made a conscious attempt to bring the non gamers into the spot light and create a new consumer segment. They decided to concentrate on simplicity and real life game scenarios. Nintendo designed and marketed “Wii” as family entertainments devise involving all age and gender groups including those

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