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    Esports

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    Brandon Chow Mrs. Mulligan English 10 Honors 20 March 2013 Competitive Gaming Competitive gaming‚ also known as e-sports‚ is becoming a worldwide phenomenon. With huge events and tournaments that are watched by millions of passionate fans‚ many people are beginning to question whether playing video games can be considered a real sport. Even though e-sports may not be as physically demanding as traditional sports like football and basketball‚ the structure‚ strong fan base and the

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    Electronic Addiction

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    video gaming causes health problems‚ and health professionals have stated several concerns regarding video game playing. During the last twenty years rheumatologists have diagnosed gamers with “Pac-man’s Elbow.” This is a condition characterized by muscle and skin problems from repeated small strokes while playing. Gamers also complain of numbness on fingers‚ hands‚ and elbows due to excessive playing. Additionally‚ hallucinations‚ wrist and neck pain‚ problems with tendons‚ strain injuries‚ and

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    Online Games Effects

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    INTRODUCTION As years passed by‚ new generations starter to grow. Our world right now is different than before. At this time‚ modern technologies are patronized by people specially students because of its advantages. Without looking on the other side‚ these innovations can also cause and bad effects. Because of technology‚ new thing were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself

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    computer addiction

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    References: 135 Reprinted with permission (Marc van Tol‚ April 2010) are Extreme Gamers” (NPD‚ 2008). Extreme gamers play an average of 45 hours per week. A press release by the same firm two years later stated that this percentage had increased reported that the group of extreme gamers had grown to four percent‚ emphasizing that “…extreme gamers spend two full days per week playing video games” (NPD‚ 2010). a motion controllable console system aimed at more casual

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    amount “far larger than the total domestic gross of Gettysburg (1993)‚ Saving Private Ryan (1998)‚ Pearl Harbor (2001)‚ Cold Mountain (2003)‚ God and Generals (2003)‚ Valkyrie (2008)‚ and Inglorious Basterds (2009) combined.” According to Wallace‚ war gamers changed from board games to internet games in 1996 and continues to be the most popular way the play war games. Some small-scale companies that created playing cards for solitaire games‚ occasionally do not produce enough for consumer needs but‚ they

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    doing something as meaningless as gaming‚ but I say NAY! Getting this check not only marked the start of my career as a professional gamer‚ and allowed me to gain four of my closest friends to this day‚ but also it marked the day I became one of the youngest professional gamers in the world‚ with a salary. Being a child the age of thirteen‚ becoming a professional gamer had to have been the only thing on my mind. I looked through all of these pages such as

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    amount of time they spend in the game world. This is especially true for adolescent gamers. Social interaction is a primary feature in MMORPGs; in the adolescent years‚ players may by influenced from those they play with. Given the amount of people that play‚ the risk of exposure to negative influences is present; however‚ through monitoring and communication it is possible to prevent negative impact on the gamer. These games feature in-game sub-culture that influences how players interact and represent

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    When playing online video games it’s common to run into strangers with unique names such as BongHit420‚ Unicorn Bae‚ and Goeasyonthekids. This is no exception to multi-player online battle arena games (MOBAs) such as League of Legends. Athanasios V. Kokkinakis‚ a research student at the University of York‚ decided to conduct research asking if usernames in League of Legends determined the social behavior of their users. After conducting the research with his colleagues they discovered that the usernames

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    the US to Japan‚ underwater‚ over the ocean network. Once it arrives in Japan‚ it is then distributed back to the long haul network or regional network‚ to the local exchange‚ and then back to you at your home computer or Xbox. The reason the gamers see everything in real time is because all of this happens superfast. When this occurs it happens mostly over fiber optic cable. This means that it moves at the speed of light‚ for example it takes about 30 to 40 milliseconds to go from New York to

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    Thesis Game Addiction

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    TOPIC: Video Game Overuse. Date of Submission: February 28‚ 2011 Expected Date of Completion: March 2011 Thesis Supervisor: Mrs. Maricor I. Tancinco Submitted by: Mia Aira John Cary John Holden Table of Contents Chapter 1. INTRODUCTION 1 Chapter 2. METHODOLOGY

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