"Gamer" Essays and Research Papers

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    Shelby Verden Ms. Kolodzie English 1301 10/28/13 Respectfully Agree to Disagree In the article‚ “Be a Gamer‚ Save the World”‚ Jane Mcgonigal tries to convince the reader that playing video games is actually beneficial to the gamer as well as the world. Throughout Mcgonigal’s article‚ she explains why and how video games help and motivate gamers to help save the world and become better people. On the other hand‚ in the article “Violent Video Games Increase Aggression” author Dave Larsen

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    Carly Cannon Deviant Behavior April 7‚ 2014 There are significant differences between different societies. In studying issues of youth culture and deviance behavior‚ it is important to take these differences into account. “Goths‚ Gamers‚ & Grrrls” by Ross Haenfler‚ discusses a wide range of youth subcultures‚ from British mods to recent online communities. The youth subcultures that are covered throughout the book are skinhead‚ punk‚ hip hop‚ hard core‚ heavy metal‚ Goths‚ hackers‚ online communities

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    Why Gamers Shouldn’t Be Prosecuted for Virtual Stealing In an essay by Alex Weiss called “Should Gamers Be Prosecuted for Virtual Stealing?” he writes about a Dutch Supreme Court case where a teenage boy was convicted for virtual stealing in the online video game RuneScape. Weiss argues that playing video games are just an escape from reality and is not work which has a monetary value. The author then gives an example from his teenage years where he played a game called EVE Online where players

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    In the article "Should Video Gamers Be Prosecuted For Stealing Virtual Objects?" Alex Weiss explains why he thinks that video games should not be prosecuted for stealing from others in an online world. Weiss begins his argument off by saying that he was also a gamer when he was younger and that the video game thefts aren’t that serious. He also‚ says that the whole reason that the gamers actually enjoy the game is because of the known risk that their items could be taken at any point. Weiss finishes

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    CHAPTER I Introduction This study is about the effect of Online Game (Lineage II) to Gamers in the Philippines. Lineage II is a massive multiplayer online role-playing game (MMORPG) for Microsoft Windows‚ the second game in the Lineage series. It is a prequel to Lineage‚ and is set 150 years before the earlier game. It has become very popular since its October 1‚ 2003 launch in South Korea‚ reporting 1‚000‚918 unique users during the month of March 2007. To date‚ the game has been played

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    Alex Weiss proposes the idea that the boy who is being prosecuted for stealing in a video game is wrong in “Should Video Gamers Be Prosecuted for Stealing Virtual Objects?” In agreement‚ I believe that what happens in the virtual word‚ should be dealt with in the virtual world. For example‚ if -I a person were to steal in a game‚ I that person should be banned or penalized in the game. Bringing virtual problems to the real worlds cause a number of problematic cases. If a case for virtual theft is

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    Can violent games make a gamer act irrational? Does it lead to a dangerous situation? How does it affect the behavior of the participant or player? Since the 1950s‚ Social scientists have been debating and studying the effects of media violence while since the 1980s‚ they have been more directly studying the effects of video games on behavior of the participant.This topic seems so important today because the games nowadays are more realistic and bloodier than ever. Video games are definitely becoming

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    DFC Intelligence Forecasts Global Video Game Software Industry to Reach $100B in 2019 Core Gamers Expected to Be Biggest Driver of Growth (1888 PressRelease) New DFC Intelligence forecasts for the game industry are being released and indicate that the industry will grow significantly over the next five years. A series of new reports from DFC Intelligence examine growth prospects for the worldwide video game software industry. The reports forecast that the global video game industry will reach

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    EMotiv

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    Advantages with PC gamers: 1. They were serious gamers who added extra processing power‚ memory‚ graphics display and sound cards to improve the gaming experience. This means that they would be willing to spend the additional money for the headset offered by Emotiv. 2. Game development for PC games for much less concentrated. Emotiv could release the development kit online and see what happened. Growth could occur organically as developers built increasingly sophisticated games that integrated

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    their eyes. Visible most in their absence gamers across the world disappear into dens

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