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    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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    Video Games and the Benefits They Bring Since the mid 1980’s the popularity of video games has spread like wildfire. With updates to current technology we have gone from the very basic games such as Pong‚ Mario‚ and Tetris to the vast lifelike expansive worlds of games like Mass Effect‚ Skyrim and Diablo. As our technology grows‚ so does the realism in our video games. We have gone from a ball and a stick moving back and forth to a vast list of choices that a player can make while exploring

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    BODY Games in the past were viewed in the light of fun and leisure‚ but now it is slowly being recognized as a tool for learning where students are being engaged and immersed on the subject being learned (Annetta‚ 2008‚ p 229). This explains the steady application of video games in aiding different teaching approaches and experimenting with its use. According to Garris et. al (2002‚ p 441) there are several reasons for the popularity of video games as an educational tool; first‚ is that its use

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    Don’t Blame the Video Games The video games have been a source of entertainment for many over the past few years and over the years its consumers are growing in number. It is a source of digital entertainment and does not trigger violent behavior or the violent crimes. It is not a new trend anymore as the games have been around for as early as the 1990s. Parents and guardians strongly believe that most games have violent content thus prohibit their children from playing as they believe it might

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    Video game consoles have made their way into the households and hearts of millions of people all around the world. New games of all different genres are continually being produced and bought by consumers from every inch of the globe‚ only becoming more popular as time goes on. Throughout the past couple of years technology as a whole has been on a drastic up rise. With continuous breakthroughs in the technological field the video game industry has been able to flourish into its current state.

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    Fighting the online video game wars in China 1. Introduce case: Definitions 2. Information about China: Country profile: China has a tremendous market for video games. With close to 40 million gamers‚ China was commanding $1 billion in revenue in 2007. Putting these numbers into perspective: 40 million gamers equals the total population of Switzerland‚ Israel‚ Austria‚ Honduras and Bulgaria combined. Today‚ China‘s gaming public‚ meaning people that play on a regular basis‚ exceeds the population

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    Evolution of Video Games Video games originated from the development of electronic games. William Higinbotham was said to be the inventor of the first electronic game‚ Tennis for Two‚ by many.A similar game was then released on the Magnavox Odyssey‚ the first home video game console by Ralph Baer. The game Spacewar!‚ a computer game by Steve Russell‚ was adapted by Nolan Bushnell and turned it into the first commercially sold arcade game‚ Computer Space. The first major video game company‚ Atari

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    The study aims to understand the different cause of computer games addiction and manage their time on study and playing games. Specifically this study seeks to answer this following questions: 1. What are the cause of computer games addiction as perceived by the students? 2. What are the advantages and disadvantages of being addicted to computer games? 3. What are the proposed ways to eradicate computer games addiction? PANPACIFIC UNIVERSITY NORTH

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    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 notable Japanese industry player Sony introduced PS‚ a video game

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    The Negative Influence of Video Games Video games are a relatively new medium of entertainment‚ which gives us control over the story to play it out‚ act it out‚ making it engaging. This leads to games being extremely fun‚ challenging‚ appealing and addictive. With time‚ games with improved mechanics‚ visuals and complexity are released making it even more appealing for the player making it difficult for people not to like video games. Nevertheless‚ video games tend to have certain effects on people

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