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    Influence of computer games on young people CHAPTER I Introduction It is known that we are living in the technological era. Computers became an irreplaceable tool in everyday life of almost every person. The adult users generally use it for business purposes while youngsters for computer games. Computers are part of our life and are a very important component in many spheres of modern life. And nowadays majority of young people spend their time either gaming or surfing the net. Computer games

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    My Talent

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    might be money or ability. If we use it wisely‚ He will increase it so that our lives will glorify Him. This means that God will basically work with you to make you and your talent constructive. Im a very good gamer i could literly get 32-0 in call of duty black ops i started to become a gamer when i was about 8 the year call of duty 4:modern warfare came out i would beat people in thier 30’s soon after i played more and more i became addicted to video games . i was 6 when i watched my father play

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    Video Games

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    children develop skills like following directions‚ problem solving and hand-eye coordination that develop fine motor and spatial skills. Video games contribute a lot to education‚ like developing reading skills; gamers must read to get instructions‚ follow storylines‚ and get information. Gamers also become more determined because‚ usually they don’t succeed the first time playing a level so they try and try again until they move on to the next level. Games can provide a positive outlet for children

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    Running Head: EFFECTS OF ONLINE GAMING THE EFFECTS OF ONLINE GAMING TO THE STUDENTS’ ACADEMIC PERFORMANCE AT AMA COMPUTER COLLEGE – PARAÑAQUE Noel Christopher O. Salmingo Joemarie M. Dacillo Lorenz Andrei B. Marquez Zehm E. Austria AMA COMPUTER COLLEGE – PARAÑAQUE CAMPUS DECEMBER 2013 Introduction In the present time‚ most adolescents get hooked on to online gaming. Online games are video games played through a form of computer network. Online games can range

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    The Video Game and Sexist

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    scantily clad (39% versus 8%) and as showing a mix of sex and aggression (39 versus 1%). A survey of teens confirmed that stereotypes of male characters as aggressive and female characters as sexually objectified physical specimens are held even by non-gamers.” Studies are discussed in terms of the role media plays in socializing sexism. The Gender issue in video game was signified. Depending on statement of The National Institute on Media and the Family characterized recent video games as glorifying

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    “Play time” was once considered when friends got together and had fun in the sun. Nowadays teens “play” by picking up plastic controllers and staring at a TV screen for endless hours. Gaming has induced an epidemic of laziness; which has consumed gamers‚ causing a major lack of personal ambition. Not only have kids become incredibly lazy‚ but they’ve also isolated themselves from being involved in group activities like sports and clubs. Health concerns are of up most important; those who replace

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    Bibliography

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    midnight madness events‚ a multi-city music tour and extended hands-on opportunities in malls nationwide. Across the country‚ men and women‚ young and old‚ experienced and not‚ are getting their hands on Wii and helping usher in a new generation of video gamers. Already Nintendo’s viral efforts have paid off. In a 24-hour period in early November‚ Wii served as the centerpiece of a multipart South Park episode‚ appeared on the front page of The Wall Street Journal‚ made People magazine’s Style Watch gift

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    Nexon's Marketing Plan

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    potentially be interested in. A strong emphasis will be put on keeping customers and building brand loyalty through gaming experience‚ and players’ satisfaction. In general‚ the majority view online gaming as being playing by a marginal group of extreme gamers. However‚ we want to change that image‚ and market our games as a mainstream form of entertainment to be played and enjoyed by everyone. Company History: Nexon is a Korean video game developer and publisher of free online games and MMORPGs. They

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    I was in elementary. And as I grew older it became a bigger and bigger part of my life. When I reached middle school‚ technology was part of my daily life‚ using it for homework‚ entertainment‚ and research. During this time‚ I’ve become and avid gamer‚ I own all consoles and a game collection big enough to bankrupt a small country. Though‚ this became a problem. Because I like games so much‚ I always wanted to get new ones. And games these days are expensive‚ especially when 4 or 5 come

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    Tetris

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    the russian game about tetrahedron shapes raining from the sky in an unending puzzle apocalypse‚ rapidly took the world by storm‚ resulting in its distribution by countless companies. How did such a game reel in a massive audience where even non-gamers are willing to play? In this paper I will be analyzing the visual and audio elements of the gameplay‚ as well as the audience’s traits in playing the game. In Tetris‚ the player must orient a number of falling shapes at they collect at the

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