far the superior console with its Blu-ray integration‚ amazing cell processor‚ and rechargeable wireless controller. The first difference is The PlayStation Network is free‚ whereas Xbox Live Gold charges a gamer yearly to use their services. After making one PlayStation purchase‚ a gamer does not have to worry about internet again. A person gets all the same features on PlayStation 3 for $250 dollars‚ plus forty extra gigabytes of memory. However‚ Xbox 360 costs $249 dollars plus fifty dollars
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addiction can lead to the loss of career goals‚ educational objectives and personal relationships. Gamers also fell irritable and out of control when they can not play online games. This essay describes the main causes and effects of game online addiction in the society. The first reason why people get addicted to online games is that they can escape real life. Gaming worlds are large and vast so gamers think of them as the real world. In real life‚ there are so much to do such as family caring‚
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Alex Pham addresses the deception of online gamers in gender-switching and the effects it has on the online community in the article “Boy‚ you fight like a girl”. Both men and women are a part of this online community consisting of thousands of gamers that face several challenges. Among them are men who play as women not being taken seriously while women who play as men might lose respect by fellow gamers if their identity is revealed. The online gaming community is increasing‚ therefore resulting
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Violence is happening all around the world and it is said that one of the biggest reason for violence is playing video games. It is true that there are many games that show violence; however the purpose of creating this games was not to promote gamers in doing more violence as violent but to entertain. Violent games are rated for adults and so if parents take a good look the type of games they purchase and also become responsible for what kind of games their kids play then this would in some
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on a day to day basis. “Gamers themselves may see MMORPGs as just any other community‚ but when we look closer‚ we find that there are underlying differences.” (Schofield 595). However‚ the gamers share common interests‚ but have less interests in individuals well being. Although MMORPGs could be seen as a community‚ “True communities foster human interaction as a means of preserving our relationships to other members.” (Schofield 595). Don’t get me wrong‚ these gamers talk to other players‚ but
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depends on the gamers themselves. If the gamers know how to control themselves then playing video game is actually good for them. But games are known to cause some major advantages and disadvantages that is confirmed by researchers‚ such as improve one’s social connection‚ brain booster‚ act as painkillers‚ violence‚ addiction‚ etc. The following are some of the major advantages of game to the current society. Playing games can actually improve one’s social connection. The saying that gamers are always
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two divisions in the industry; PC gaming and console gaming. It is important for gamers to make a choice on the gaming they prefer between PC gaming and console gaming (Koster 37). This is because it would be much expensive to own both the PC gaming rig and the console gaming machine. Much popularly known software has been released for both PCs and consoles and‚ therefore‚ in making a choice between the two‚ a gamer has to weigh the pros and cons of both of them. Pc gaming has some advantages over
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but also their decision making ability and problem solving skills. All the more‚ gamers have been proven by a recently published meta-analysis research to have a more improved hand-eye coordination than non-gamers‚ as it develops their reaction time and accuracy. This enables them to stand out in fields such as sport as well as in
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but the specific applications used to achieve certain goals that benefit the user in some ways. At a social science perspective‚ video game addiction can lead to troubles in communication and self representation. This could also deeply effect the gamer psychologically. Video games are in fact applications that people can identify themselves with‚ and therefore can incite levels of addiction. The question remain: does the concept of
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Results Figure 1 compares the different preferences about the types of games among overseas students. The majority of gamers were in favor of on-line games and mobile games. However‚ considerably more males than females preferred on-line games. In contrast‚ substantially less males than females liked mobile games. Over a third of international students enjoyed on-line games totally. The percentage of males (23%) was nearly twice as many as females (12%). In addition‚ the number of males
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