"Gamer" Essays and Research Papers

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    Comparing and Contrasting Call of Duty and Battlefield Introduction ​Call of Duty and Battlefield are the two great games that have been dominant in the gaming world for more years now. The two games have locked horns with each other and the gamers claim that they are the best games of the century. The debate of comparing the two games started early in 2011 and the hype was created by the game developers. Whether the player wants to gun down the opponents or demolish buildings using tankers‚ the

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    majority of gamers who play violent video games. To begin with‚ users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Lastly‚ desensitization‚ or the loss of proper response to violent images also lurk behind these games. The debate of whether or not video games should be banned presents various reasons including pros and cons. As of today there are no set laws or regulations for the selling of video games to a minor. But just because violent video gamers are

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    Sexism in Gaming

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    accessible (price‚ availability‚ etc.) more and more women are taking up the opportunity to go on adventures through one of the most engaging mediums on the market today. As of 2012‚ 47% of gamers in America were female which was a 5% increase from the year was before and along with the increase of female gamers‚ the average age increase from 35 years old to 41 years old in the same time span. (ESA‚ 2011) (ESA‚ 2012) Considering women make up almost half of the player base of video games‚ why do women

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    Violent Video Games Cause Behavior Problems Name: Muhammad Abdullah Asif Khan ID: 11221010 SEC: 03 COURSE: ENG102 Date: 4/3/2012 TERM PAPER Imagine yourself in a scenario where you are killing fifty zombie pedestrians ruthlessly one by one with a chain-saw in front of a food court. Red hot blood is gushing from their open cuts with a gurgling sound which engulfs your mind in a trance from which you cannot get out. Wait! It’s not over yet. One zombie avoids the swipe of your blade and reaches

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    Nintendo Marketing Plan

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    | Marketing Plan Nintendo Encore | | | | | | | | | | | | | TABLE OF CONTENT 1. Executive Summary 4 2. Problem Statement 4 3. External Analysis 5 3.1 Macro Analysis 5 3.1.1 Demographic 5 3.1.2 Economic 5 3.1.3 Social-Cultural 6 3.1.4 Technological 6 3.2 Meso Analysis 7 3.2.1 Global Video Game Industry Sales 7 3.2.2 New Trend in Video Game Industry 8 3.2.3 Porter’s Five Forces 9 3.3 Competitors Analysis 10 3.3.1 Sony 10

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    We all have at least one person in our life that is crazy about computers… the sound of the keyboard typing away throughout all hours of the night. With the advanced technology society has brought us‚ it is a normal occurrence in your typical household. Since the computer has become so accessible to mostly everyone‚ life has become much easier for humans. What would we do without the Internet? You can find information on any topic you choose‚ from the click of a button or two‚ right at your fingertips

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    on the negative aspects of gaming such as aggression‚ addiction‚ and social isolation‚ rather than viewing it as an activity which forms an important part of many people’s leisure lifestyles. This paper presents a very different image of gaming and gamers. It investigates computer gaming as a serious and competitive leisure activity. The paper looks at the

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    the room and the city is grey and dreary. Level by level‚ color is added and music is happier. This is just another way “Flower” shows how great and fulfilling nature can be. Another way this game positively affects it’s player is the ability of the gamer to choreograph their own music. Every time you‚ the wind‚ hits a flower‚ a chime of different tones‚ ring which adds variation to the soothing background music. This adds even more incentive to complete the level because of the beautiful immersing

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    1. How attractive was the videogame console industry in 1985 (when Nintendo was the volume leader)? What did Nintendo do to position itself relative to the 6 forces?” * Not very attractive; home video game market ended in 1983 because of the saturation of low quality games developed by third party game developers for the Atari System. The games were uninspiring or unattractive. * Domino effect: software houses collapsed because they had to reduce the price of their games‚ making the

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    decade‚ video games have become an integral part of American culture where violence is a common factor in many of these games. An increasing number of people are becoming concerned with this violence‚ and its possible effects and influences among gamers. As we enter an age made of computers and filled with virtual realities‚ knowing the effects of violence in video games is becoming increasingly important. Video games‚ in all forms‚ lead to aggressive behavior in young children. When electronic

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