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    Game Vs Violence

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    Adam Lanza’s psyche. After Dylan Klebold and Eric Harris bloodied the walls of Columbine High School in 1999‚ their avid interest in video games was addressed in almost every news report and editorial. Now that it has come to light that Lanza was a gamer‚ my reaction is the same as it was back then: Why is this relevant? According to the

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    Furthermore‚ gaming can improve interpersonal behavior by providing a healthy source of socialization and relaxation. Video games can be considered a medium to meet new people and create social capital. Shapiro (2013) even listed social benefits that can be incurred through gaming such as being able to play‚ physically and virtually‚ with others as well as having a common topic of conversation in real life situations (para. 4). This social capital created through gaming could possibly lead to individuals

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    Gaming market survey. Consulted 3 October 2012‚ at http://www.slideshare.net/Seventhsidegames/gaming-market-survey Slideshare (April 16‚ 2011) Softpedia (January 26‚ 2011). Nintendo 3DS targets core gamers at launch. Consulted 3 October 2012‚ at http://news.softpedia.com/news/Nintendo-3DS-Targets-Core-Gamers-at-Launch-180711.shtml Techdirt (June 11‚ 2007) Techdirt (June 11‚ 2007). Nintendo moves into the educational market. Consulted 3 October 2012‚ at http://www.techdirt.com/articles/20070711/090150

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    pc gaming research paper

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    PCs are a good choice for gaming for a multitude of reasons‚ including but not limited to price‚ reparability‚ upgradability‚ value‚ versatility‚ performance‚ game selection‚ game prices‚ and more. Computers are an ever-evolving platform. It grows in power‚ capability‚ and value almost every single year. The cause of this improvement is partially because it is free of control from any single entity. Rather than being regulated by a single company‚ control and improvement influence over the PC belongs

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    The Home Video Game Industry: Atari Pong to the Nintendo Wii; Rotting youthful minds since 1974 Many people of today remember how video games began the decay of the physical and mental well-being of the world’s youth since the inception of the Atari game Pong in 1974. What Atari creator Nolan Bushnell did not realize back then was that when he invented this wildly successful creation it would leave such a large imprint on society; physically‚ mentally and emotionally. Many youths of today are

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    But the video gaming industry is in the middle of a midlife crisis — facing aging consoles‚ layoffs‚ slower growth‚ and a disgruntled customer base. The industry is responding with major equipment upgrades‚ online gaming‚ new titles to reach non-gamers‚ and ad-supported online and console gaming. The next three years will see a generational shift for home game consoles and increased broadband connectivity for all game-playing devices‚ but this will be an evolutionary rather than a revolutionary

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    Company Overview of Garena

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    experience to another whole new level‚ they are being motivated to build a great gaming company together. Therefore‚ Garena was established on 2009. During 2010‚ Garena launched its best online gaming social platform called Garena+. It’s for online gamers play games online with each other and they could use it to meet‚ chat‚ share tips and strategies etc. Within one year‚ it’d reach to over 1 million monthly active users after its first launch and expanded its presence to various countries such as

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    Published Online: June 13‚ 2012 Published in Print: June 13‚ 2012‚ as Online Games Tapped by West Virginia to Improve Education Bits & Bytes Online Games Tapped by West Virginia to Improve Education Students love to play computer games‚ and the West Virginia Department of Education is tapping into that love through a website called Learn21. The site offers all kinds of games that help students in every grade level brush up on their studies. Fifth grade students in Dottie Pownall’s classroom

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    Brand Audit and Fingerprint of Nintendo Ltd Contents Page Number 1.0 Corporate Brand Audit 2 1.1 Brand Description 2 1.2 Brand Strength 4 1.3 Brand Future 6 2.0 Brand Fingerprint (Lead product - Nintendo Wii) 7 2.1 Target 7 2.2 Insight 7 2.3 Competition 7 2.4 Benefits 7 2.5 Proposition 8 2.6 Values 8 2.7 Reasons to Believe 8 2.8 Essence 9 2

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    Video Game Addiction

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    purchase and then repeatedly to play. Video games are heavily advertised to attract a player’s interest and then influence users into trying them. A certain level of captivation and the desire to perform causes gamers to become heavily immersed into the game. When in this state‚ gamers can lose a sense of time and

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