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    About Olympic Games

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    supreme authority of the IOC‚ of all individuals and entities who are inspired by the values of Olympism. It covers the five continents. It reaches its peak with the bringing together of the world’s athletes at the great sports festival‚ the Olympic Games. Its symbol is five interlaced rings. The goal of the Olympic Movement is to contribute to building a peaceful and better world by educating youth through sport practised in accordance with Olympism and its values. Belonging to the Olympic Movement

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    Computer Games Classroom

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    COMPUTER GAMES 1 Running Head: COMPUTER GAMES Computer Games in the Classroom: A History and Brief Review of the Research John W. Rice Texas Center for Educational Technology University of North Texas Paper presented at emPowering the Future‚ Texas Center for Educational Technology Higher Education Cadres Conference‚ Denton‚ TX. COMPUTER GAMES 2 Abstract Computer video games are derived from a broad range of related fields‚ including virtual reality‚ simulations‚ and synchronous computerized

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    have you ever attempted to buy a game‚ and‚ of course‚ you got turned down‚ because‚ once again‚ you were not old enough? Although‚ you probably do know why you were denied or turned down‚ because of those great warning or rating systems on every form of media nowadays. Video games have been a part of American culture since the late 1970’s and first emerged as a controversial social problem in late 1994 and has continued until the present. Violence in video games is one of important issues that most

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    Video Games and Aggression

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    Violent and Nonviolent Computer Games on Implicit Measures of Aggressiveness Matthias Bluemke1Â Monika Friedrich1‚ and Joerg Zumbach2 1 2 Psychological Institute‚ University of Heidelberg‚ Heidelberg‚ Germany Department of E-Learning and Media Research in Science Education‚ University of Salzburg‚ Salzburg‚ Austria : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : We examined the causal relationship between playing violent video games and increases in aggressiveness

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    Topic: Ninendo’s Disruptive Strategy: Implication for the Video Game Industry 1. Evolution The video game industry has a history of over 40 years since 1970s. Over these years‚ the industry has undergone giant revolution in terms of competition and technology as described below. * Competition In the earliest day‚ major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s‚ the

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    Video Game Violence

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    Does Video Games cause Violence? 97% of 12-17 year olds in the US played video games in 2008. Due to recent school shootings‚ and increased bullying‚ communities are wondering if violent video games cause actual violence. The issue was brought up after the school shooting of Columbine High School. Investigators learned that the two students played many violent video games including Wolfenstein 3D and Doom. However this was to some was a one-time occurrence. Video games are being used as something

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    Northgard's Game Analysis

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    Northgard is a Real Time Strategy game that puts players in command of a Viking clan who after years traveling find themselves in the mysterious land of Northgard. In this land filled with bountiful resources and dangerous creatures‚ these clans must not only survive in their new surroundings‚ but also bring fame and glory to their newly build civilization through colonizing key locations on the map‚ documenting the history of their clan‚ or concurring other clans looking achieve the same goal. Inspired

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    Fantasy Role Games

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    Abstract “Fantasy Role Playing Games” explores two intents; (1) to delineate the hypothesis which was the correlation between violence and aggressive behavior to fantasy role playing games and (2) to understand the impact these games have on players’ lives. The hypothesis was tested on the game Dungeons and Dragons while also referencing more modern day games such as World of Warcraft. The scope also extends to the profile of participants initially marketed to be between ten to eighteen years old

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    .6. Games and motivation Motivation is a key to learning‚ which can be created by games. Robinson (1960) stated that motivation is a driving force which can be intrinsic or extrinsic. Based on his idea games can strengthen student’s motivation and self – confidence. He also mentioned‚ if students know that they would play a vocabulary game after the lesson finished‚ they would look forward to participating in the game‚ and they would enjoy during learning. Moon (2000) had the same idea and stated

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    Badminton: Tennis and Game

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    fast moving energetic game where a lot of thinking is required. In order to play this game you need 2-4 players. This is a game where a net is required which is used for the shuttlecock to be returned over the net. History The exact origin of the game‚ tracing back to ancient Greece and China more than 2000 years ago‚ is shrouded in mystery.  It is believed that the game descended directly from the ancient game of battledore and shuttlecock.  This was primarily a children’s game although 19th century

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