"Gamer" Essays and Research Papers

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    Gaming Essay

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    improvements in multi-tasking‚ attention in depth‚ and creativity. A healthy dose of gaming‚ perhaps 30 to 60 minutes a day of any video game‚ has shown to help with problem solving. Comparing gamers to non gamers‚ they have more creativity and have been known to solve problems faster than those who are non gamers. By better understanding video games‚ we can determine whether a video game is a "violent activity" and/or " a waste of time and money" and how they affect the human mind. That saying that

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    Pokemon Ruby Essay

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    When a video game is released‚ many people see is as the newest video masterpiece. It is something that shouldn’t be touched‚ and will remain throughout generations for gamers to play. However‚ depending on the time the game was released‚ sooner or later that game will become outdated‚ or obsolete. People will tend to forget and move on to the next newly released game of their choosing. Back in 2002‚ a GameBoy game by the name of Pokemon Ruby was released by Nintendo‚ and it took over the gaming

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    Case Study

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    Case Study # 10 1. What‚ if anything‚ should Sony do to turn around the sales of the PS3? 2. What has been Sony’s strategic approach with regard to new product development? 3. What are the key success factors in the video gaming industry today? Are these the same as in the past? 4. What was Sony’s marketing program for the launch of the PS3? What is the competitive advantage of the PS3? What are the weaknesses of the PS3? 5. Compare the marketing program of the Nintendo Wii to the PS3. How are they

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    Mikeiteq Research Paper

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    Mikeiteq (aka Mike) is a teenage Mexican-American YouTube Gamer‚ born on April 12‚ 2002. Mike enjoys being on the computer and chatting with people on social media. He also likes to play video games at leisure times (even when doing recording). He does let’s play videos on his YouTube channel‚ although he has a bad habit of stuttering for doing commentary and not focusing on studying. He created his YouTube channel since November 21‚ 2015. He then started out YouTube Gaming in March 2016 (but he

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    Chapter Ii

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    Chapter II “Review of Related Literatures and Studies”. Local Studies: One of the past local studies that is relevant to our research was made way back 2009. I think it has something to help in our current issues about our researches. On December 5‚ 2009‚ Mapua Institute of Technology finalized their research named “The effects of Computer Addiction to the Academic Performances of Mapua Institute of Technology First year Students”. It seems like familiar or should I say Same

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    "Pac-Man Party" for the Nintendo Wii presents your favorite Namco characters as you’ve never seen them before. Instead of a top-down arcade video game‚ Pac-Man and his friends are participating in a board game. In the main story mode‚ the evil ghosts are looking to steal Pac-Man’s cookie formula. Only by winning on each game board can you save your precious cookie formula. "Pac-Man Party" was both developed and published by Namco Bandai Games. This title had a release date of 2010 for the Nintendo

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    Case Study: Gamestop

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    wonder when the onling gaming industry was introduced‚ the threat to GameStop was grave. “With more than 6‚600 stores throughtout the United States‚ Austrailia‚ Canada‚ and Europe‚ GameStop’s management team wants to be the premier destination for gamers” (p. 58). However many obsticles GameStop has been faced with‚ it has been able to capitalize stragtigically. The question remains‚ can GameStop survive with its brick-and mortar stores? Perform a five forces analysis of the online gaming industry

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    Violence in Video Games

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    "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 depicted in the media and violent behaviors. The usual sources for violent portrayals are music lyrics‚ television scenes‚ and video/computer games

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    MKT1 CompanyG Marketing Plan

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    new XG-PVIE or Portable Virtual Immersion Environment. The new PVIE will allow anyone from the casual to the hardcore gamer to partake in and experience and entirely immersive‚ highly interactive level of game play consisting of stunning‚ realistic visuals and enhanced‚ pulse pounding audios. The XG-PVIE is the next generation in gaming innovation and a must have for ALL gamers seeking the next adventure. Mission Statement “We enable consumers to improve the quality and convenience of their lives

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    Sony Playstation 3 Case

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    1. What‚ if anything‚ should Sony do to turn around the sales of the PS3? * Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women‚ children‚ occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low degree of comfort with new technologies. Furthermore some of them

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