This graphic image taken from a video game is not uncommon. The low-cut clothing on the woman and the large overbearing man behind holding a knife to her depict a sad‚ but far too common representation of women within video game culture. As discussed in class‚ women are often presented as objects to which the players may do whatever they wish. This often results in violence and abusive sexual acts geared at what the game creators believe their consumers might enjoy. There are many negative representations
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Polytechnic University of the Philippines Sto. Tomas Extension Sto. Tomas Batangas “Effects of violent video games on the minds of the children ages seven to twelve years old at Sto. Tomas‚ Batangas at Polytechnic University of The Philippines Sto.Tomas Batangas extension SY 2012-2013 ” Submitted to: Professor Resa T. Suarez Submitted by: John Robert A. Montilla Dedication This work is dedicated to the next batch of researchers‚ to the writer’s parents who supported her morally
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describe future developments The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability‚ all parts of games‚ gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field. The popularity of games is growing exponentially‚ with more and
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Part Two-Business Strategy Home Depot’s mission statement can be summed up in these eight core values • Excellent customer service • Taking care of our people • Giving back • Doing the “right” thing • Creating shareholder value • Respect for all people • Entrepreneurial spirit • Building strong relationships The founder of The Home Depot had this for his vision statement back in 1976 when their first store was opened in Atlanta‚ Georgia: “a vision of warehouse stores filled with a wide
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The Home Video Game Industry: Atari Pong to the Nintendo Wii; Rotting youthful minds since 1974 Many people of today remember how video games began the decay of the physical and mental well-being of the world’s youth since the inception of the Atari game Pong in 1974. What Atari creator Nolan Bushnell did not realize back then was that when he invented this wildly successful creation it would leave such a large imprint on society; physically‚ mentally and emotionally. Many youths of today are
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Running head: STRATEGIC PLAN PART II: SWOTT ANALYSIS Strategic Plan Part II: SWOTT Analysis Irene C. Muñiz University of Phoenix BUS/475 Integrated Business Topics Linda Torres-Kleinhans March 10‚ 2011 For those customers who have made a choice of how they want to be cared for when stricken by an illness or injury‚ Agape Home Healthcare Services is the best home healthcare in the region. Agape Home Healthcare Services is where you will obtain the medical care service suited
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Research Quotes “Game developers must balance an implicit notion of fun with the educational merit of a video game. In most commercial examples‚ disciplinary content is secondary to enjoyment and pleasure. In most educational examples‚ fun and engagement is a byproduct of the context. Developers face the daunting task of maximizing the technological elements of video games alongside the educational affordances. Further‚ they must accomplish this without losing the intangible element of fun…educators
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The Bad Effects of Video or Computer Gaming Submitted by: Kevin Richard G. Operiano Kevin Eric R. Siangco Table of Contents 1. Introduction 3 1. Gaming Culture 4 2. Video Game Culture 5 3. Massive-multiplayer Online Gaming
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Introduction Home Depot is a nationally and somewhat internationally recognized company. They not only have stores throughout the US but they have broken into Canada‚ District of Columbia‚ Puerto Rico and Mexico. They are the United States’ largest retailer behind Wal-Mart. Home Depot is known for its bright orange logo and its multiple departments available to individuals and businesses. They have primary operations in the home center and hardware store industry. Their strongest competition
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Situation analysis The motivation to produce this document is very basic: There is much discussion about whether the direct selling model is temporarily challenged or simply going through what might be one of its best transformations. The new business environment is impacted by forces and competition that did not exist just five to 10 years ago. The speed of change has never been greater and its impact upon society has never been as profound. Current observations reveal some mature companies
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