Artificial Intelligence and Its Use in Games Robert Beaird 10/10/08 As long as computer games have been made‚ there has been a desire and demand for smarter‚ faster‚ and better artificial intelligence. Artificial intelligence‚ which is often referred to as “AI‚” is “[…] the mimicking of human thought and cognitive processes to solve complex problems.” [1] In the case of games‚ this would mean various tasks involving problem solving and reacting
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The product life cycle consist of four different phases like‚ 1. Introduction 2. Growth 3. Maturity 4. Decline. The life cycle stage of Nintendo is at growth rate‚ the video games have a potential demand in international market. The Nintendo has already successful in launching video games like Wii. Hence Nintendo product Wii is in growth stage. The life cycle of its competitors are in introduction stage only‚ compared to
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Since the early days of the video game industry‚ there have been many controversies related to violence‚ addiction‚ explicit graphics‚ and sexual themes. The misrepresentation of women being one of the many. The Damsel in Distress has become one of the most widely used gender clichés and misrepresentations of women in the history of gaming. As a trope the Damsel in Distress is a plot device in which a female character is placed in a perilous situation from which she cannot escape on her own and
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habits of the college students where they get addicted and drown themselves into the game itself. The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing sports‚ instead‚ they spend their free time in their homes‚ internet cafes or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young‚ but dynamically every age group as well. So far‚ virtually anyone
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present world. The Hunger Games is based on a depressing world which we would all hate to live in. Collins brings to our attention some of the problems we have in today’s world such as our obsession with looking perfect‚ how we waste our time‚ and how selfish we are. In our society we waste our time on video games‚ appearance‚ TV and computers while there are people who can barely survive and spend every minute of there day trying to keep their family alive. In the Hunger Games the capitol waste there
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Reducing Children’s Television and Video Game Use on Aggressive Behavior A Randomized Controlled Trial Thomas N. Robinson‚ MD‚ MPH; Marta L. Wilde‚ MA; Lisa C. Navracruz‚ MD; K. Farish Haydel; Ann Varady‚ MS Context: The relationship between exposure to aggression in the media and children’s aggressive behavior is well documented. However‚ few potential solutions have been evaluated. Objective: To assess the effects of reducing television‚ videotape‚ and video game use on aggressive behavior and
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Impact of Music‚ Music Lyrics‚ and Music Videos on Children and Youth Music plays an important role in the socialization of children and adolescents. Popular music is present almost everywhere‚ and it is easily available through the radio‚ various recordings‚ the Internet‚ and new technologies‚ allowing adolescents to hear it in diverse settings and situations‚ alone or shared with friends. Parents often are unaware of the lyrics to which their children are listening because of the increasing use
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The Negative Impact of Technology on Today’s Youth Sebrina M. Abbott Florida State College Jacksonville We live in a day and age where there are no longer many unanswered questions. The digital world that we have come to know can be thanked for that. Technology has made our lives tremendously easier. Most answers can be found at the touch a finger with a smartphone or the Internet. Although‚ this new technological world has made life easier for us‚ are we paying a price? Technology has
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Do Video Games Cause Violent Behavior in Children? The presence of video games in the lives of children is obvious. Childrean are spending increasing amounts of time playing video games. In one study it was found that children spend an average of 9 hours per week playing video games (Gentile et a.‚ 2004). The violent nature of video games to which children are exposed is of specific concern. Therefore it is important to assess whether the active involvement of playing a violent video game leads
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technology (2013) once said “gamification will have its greatest impacts in learning” In other words‚ games effect the student more than teachers. The games is more appealing to the students seeing that People start to memories the subject more‚ when it is mentioned in the game. In addition‚ the game will affect in the student learning life positively especially in the classroom. Therefore‚ there are three main reasons why video game should be used in classroom instruction‚ since it will motivate
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