"Statement of the effect of video games in academic performance of students" Essays and Research Papers

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    Video Game Addiction

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    VIDEO GAME ADDICTION After playing video games for 50 hours‚ a man died in an Internet cafe in South Korea (Khazan). China has set up a system in order to control the online video gaming hours. This is the vital step the country has taken to prevent the online gamers from getting addicted by limiting the hours of online video gaming (Koo). Thailand‚ on the other hand‚ has banned a very popular game called Grand Theft Auto 4 after a crime was committed in a similar fashion as shown in the game

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    What actually is video games? Based on the Google online dictionary‚ video games is a game playing electronically manipulating images produced by a computer program on a monitor or other display. It is playable using a television set‚ whether accessed it via games console or using the digital subscription-based system. Besides‚ it also can be play on a PC or Macintosh. Video games has being the mainstream culture in this world which full of technologies. It has been gradually influenced our daily

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    Violent Video Games

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    violent video games. Senator Joe Lieberman (I-Conn.) raised the issue while discussing his proposed “national commission on mass violence” on “Fox News Sunday” Dec. 16. “The violence in the entertainment culture‚ particularly with the extraordinary realism to video games and movies now‚ does cause vulnerable young men‚ particularly‚ to be more violent‚” said the senator‚ who was joined by Sen. Dick Durbin (D-Ill.). ABC News has not confirmed that Lanza played violent video games‚ but gaming

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    “Analysis of the Problem of Working Student in Relation to their Academic Performance” A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science and Office Administration BY: Racelle Casimsiman Christine Ann Ramirez Ana Rose Umali TO: Dr. Erlinda Mendoza Table of Contents CHAPTER I The Problem and Background * Introduction * Theoretical Frame Work * Research Paradigm * Statement of the Problem * Hypothesis

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    Globalization: Video Games The global software market for video games was approximately $52 billion in 2012. In just the last 8 years‚ the emerging markets have gone from 12% to 47% of the market size and are growing at a compounded annual rate of nearly 30%. All of this growth in the international video game market offers a unique experience and cultural impact on many countries that previously would not have had exposure to these types of games. This exposure demonstrates the globalizing power

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    Game Addiction as we commonly call someone playing (video/online) games as if there’s no tomorrow‚ is still out of the “addiction book” of the doctors. Isn’t that neat? Further showing how politicians and some members of the media are just using this topic so they have something to say‚ and have something to report? All that talk‚ just so people will think they are responsible‚ or maintain their reputation‚ without any consideration the result the gaming industry can contribute to the economy‚ and

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    Playing Video Games

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    sources of ‘happiness’ that can help them ‘escape’ life temporarily. video games just happen to be one of the effective stress reliving methods; that can attract just anyone due to the variety of its genres (Gallagher‚2013). Video games has proven to be a source of entertainment for millions of people around the world. Unlike the common negative approach of videogames influence on people. This essay will argue that playing video games is good for you. Research has proven that

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    It in Video Game Industry

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    IT in the Video Game Industry Emanuel Ultreras BUS 381 Instructor: P. Witman October 20 2011 Fall 2011 Video Games were once a simple simulation of pong using two lines and a dot for imaging. They were played and mastered by a minority group of individuals most commonly referred to as “nerds”. Since those days in 1975 the video game industry market has gone through an exponential growth. With the revolutionary changes in technology and the social changes in product demand the

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    Stereotyping Students: Improving Academic Performance Through Stereotypes This paper will examine how the impact that stereotypes have depends entirely on the connotation that they are used with. Drawing on several essays discussing the consequences of stereotypes this essay shows the relationship between students and stereotypes. The paper aims to show educators and students the unintentional impacts that stereotypes have on the academic performance of students. According to Marlene Philip

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    student performance

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    BULGARIAN ACADEMY OF SCIENCES CYBERNETICS AND INFORMATION TECHNOLOGIES • Volume 13‚ No 1 Sofia • 2013 Print ISSN: 1311-9702; Online ISSN: 1314-4081 DOI: 10.2478/cait-2013-0006 Predicting Student Performance by Using Data Mining Methods for Classification Dorina Kabakchieva Sofia University “St. Kl. Ohridski”‚ Sofia 1000 Email: dorina@fmi.uni-sofia.bg Abstract: Data mining methods are often implemented at advanced universities today for analyzing available data and extracting information

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