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    Articles & Case Studies: Blockbuster Video case study: I. Issue: The central issue or issues of the Blockbuster Video case that the company faced‚ can be broken down and represented as three major areas of focus: • Financial ? Prevent the continual decline in cash flow and profits. Lower inventory costs. • Strategic ? How to react to an ever decreasing video rental market. Promote global marketing to reach and service the international home entertainment market. • Technology ? Implement Best

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    What is it about video games that interest you. The video game world has often been a form of escapism for me from a young age. I often seem to stick to fantasy games that allow me to entertain myself in another make believe world where there are challenges to complete and an alternative dimension to let my mind go free from the common day to day stresses of school and university life. I much prefer escaping in a world and creating a new personality online where there are no boundaries on what I

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    of many grossly popular video games today‚ and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer‚ one is engaging in extremely violent video-game action‚ and probably having a lot of fun doing so. With the rapid growth of intensely violent games‚ parents and politicians across the nation have begun to protest against violence in video games and have even gone

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    Why Video Games Can Be Educational‚ by You Over the years video games have been proven to increase addiction to staying inside‚ along with increased aggression‚ and various medical and psychosocial effects. However there are many positive aspects to playing video games. Research dating back to the early 1980s has consistently shown that playing computer games (of different genre) produces reductions in reaction times‚ improved hand-eye co-ordination and raises the player’s self-esteem. Let’s explore

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    daily basis‚ video games came to be one of the most‚ if not the most‚ favorable pastime. Just like music and art‚ video games also have different types and genres. They can also be a combination of multiple genres. Some of the notable genres are casual games‚ horror games‚ role-playing games‚ and online strategy games. Different genres appeal to different types of people‚ which in turn gives rise to the diversity in the gaming community. Apart from being a medium of enjoyment‚ video games can also

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    English 102 29 October 2014 Do video games cause violence? For many years‚ children would go out and play in the yard‚ ride bikes‚ or play soccer for fun. All of that has changed since the evolution of technology. In today’s society‚ kids of all ages are no longer playing outside or with their friends. Instead‚ they are locked up in the house all day playing video games. Why is this bad? Video games are neither built to help heighten the learning skills of kids‚ nor are they designed to impact

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    Rhetorical Analysis Essay According to the article “Shooting in the Dark” author‚ Benedict Carey‚ states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience‚ neurology‚ and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author

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    things about video games Many wonder if there are any good things about video games. The question becomes even more prominent when you think about children and teens‚ who might spend more time playing video games than going outside. And then there are adults who develop video game addictions. Sometimes these addictions could lead to problems with employment‚ relationships and other aspects of life.  However‚ despite all these things‚ I still say there are many good things about video games‚ regardless

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    Regulating Violent Video Games Introduction: I. A. Whose place is it to deal with the problem? 1. Parent should censor their children. 2. Why parents should censor children. 3. The possible result if our children are not censored. II. A. Should the Government regulate violent video games? 1. What would happen if the government regulates video games? 2. Why I am against the government’s involvement in regulating video games. 3. Regulating ourselves. Conclusion/Closing:

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    world. Between the ages of 5 and 12‚ girls spend approximately 5.5 hours/week and boys spend approximately 13 hours/week playing videogames (Gentile). Videogames are a large part of children’s lives and this essay will discuss two positive effects of video games as well as two negative effects. First‚ videogames help develop skills that are useful in the future‚ such as multitasking‚ decision-making‚ memory‚ and concentration. Lots of adults nowadays have problems multitasking‚ fortunately though

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