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    Video Games and Art

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    Video Games and Art Video Games can never be art “No video gamer now living will survive long enough to experience the medium as an artform...” “No one in or out of the field has ever been able to cite a game worthy of comparison with the great poets‚ filmmakers‚ novelists and poets‚ composers‚ painters and so on...” “They will not evolve..” These are the arguments emphasized in Rogert Ebert’s article about video games which for me‚ are striking and disturbing. Appreciation of the video games

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    Case Analysis

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    Executive Summary The decrease in August registration is a competitive disadvantage for Camp Wahanowin. The effective way to solve the problem is segment the Camp Wahanowin which based on age and geography. Children from ten to sixteen years old are likely to be regarded as the primary market‚ because they are more energetic and capable to handle challenging and exciting recreation activities than the secondary market - children who less than ten years old. Since they are too young to deal with

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    Violence in Video Games

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    Tanya Sanchez ENG 1201 Professor Aldridge Annotated Bibliography Effects of violent video game playing on youth Ward‚ Michael R. "Video Games and Adolescent Fighting." Journal of Law and Economics 53 (2012): 611-28. JSTOR. Web. 5 Nov. 2012. <http://www.jstor.org/stable/10.1086/605509>. There is a link between violence in the context of video games and violence affected by gamers outside of the context of gaming. Psychologists have studied the possible connections between violence

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    Educational Video Game

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    IMPACT OF EDUCATIONAL VIDEO GAMES TO THE STUDY HABIT AMONG THE STUDENTS OF CAVITE STATE UNIVERSITY – CAVITE CITY CAMPUS An undergraduate thesis manuscript submitted to the faculty of the Department of Information and Communication Technology of Cavite State University – Cavite City Campus in partial fulfillment of the requirements for graduation for the Associate in Computer Technology with contribution No. ______ prepared under the supervision of Mrs. Estrellita P. Cruz. INTRODUCTION

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    Video Concepts, Ince

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    Team 2 Video Concepts‚ Inc. 1. Describe Video Concepts’ business model. Has it been successful? Would you consider Chad Rowan to be a successful entrepreneur? Why or why not? A company’s business model is defined as‚ “management’s blueprint for delivering a valuable product or service to customers in a manner that will generate ample revenues to cover costs and yield an attractive profit” (Thompson‚ 2012). Video Concept’s business model is based on providing value to its customers through

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    The Effects of Video Games

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    The effects of video games Kathy Michelle Watson University Composition and Communication II February 10‚ 2013 Jacqueline Smith Lance The effects of video games It is time for adults to come out of the closet. When talking about video games most people will picture in their minds an adolescent glued to a screen; while it is true that 92% of American children play video games (Gentile‚ 2011‚75)‚ the average gamer is 35 years old (ESA‚ 2008). Playing games is an investment of time. The majority

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    Violent Video Games

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    Chunyang Liu Core 2,Level 6 K. Christolear February 20 2013 Say No to Violent Video Games Do you know Call of Duty? It has swept the world. There are so many people playing this game which has been issued to its ninth part. In the world‚ more and more people are attracted to video games which are about shooting or other violent actions like Call of Duty. On the one hand‚ this kind of video games is so popular bacause the game makers make these games very attractive; on the other hand‚ nowdays

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    Case Analysis

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    Ana Case Study Analysis Written By: Marcella Fullilove Grand Canyon University: PCN 500 Counseling Theories 3/21/2012 Instructor: Dr. Cheryl Fisher The use of a case study analysis can help a student or group apply the best theory to an individual’s problems or issues. The green team will face the challenges as therapist to provide the necessary problem solving skills that may be suitable to this case study. Ana is the adult female in this case study who is face with different

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    Video Game Developer

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    Wii case - Given the current pressures from competitors and substitutes‚ what should Nintendo do?  (last Student ID digits = 0 – 3) Nowadays‚ electronic game industry has three dimensions: traditional video game console sector‚ PC and online game sector‚ and new emerged smartphone game sector. Historically‚ Nintendo was the leader in traditional video game console sector with highest profit margin than its competitive peers‚ Sony and Microsoft. As the technology developing‚ however‚ the whole

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    The Miss Representation video was sending a message about how media plays a big role in the sexually objectifying woman. The video provides a lot of information including statistics and interviews of women themselves and men stating facts and their opinion of the discussion. The video has a very informative and serious tone to it‚ the background music was very settling and calm then it would switch to a very fast beat making that piece a little more dramatic. There are many different forms of media

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