"Gamer" Essays and Research Papers

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    RESEARCH PAPER Topic: LAN (Local Area Network) based Multi-player game in Bangladesh Date: March 6th‚ 2005 To: Carl Bloom (CBm) From: ID: Course: English 105 Sec: 2 Introduction Multi-player gaming has opened a new world for the gamers. It was available on the Internet for a long time but it is now available in the cyber cafe‚ which are called gaming zones. It is like a newborn baby in Bangladesh. Multi-player games in gaming zone’s are LAN based games. A lot of people are interested

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    e-gaming  To find the genres/categories of e-games those attract contemporary e-gamers.  To study the impact of e-gaming over e-gamers. SAMPLING DESIGN  A sample design is a definite plan for obtaining a sample from given population.  Universe: Ambernath City  Sampling method: Purposive quota  Sampling Size: 100  Sampling unit: Youth Age bracket (18 – 25 yrs) (gamers & non-gamers)  Sampling Frame: Youth Of Ambernath City. SOURCE & METHOD OF DATA COLLECTION

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    Video Game Essay

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    damage your nerves. They may even tell you video games make you more violent‚ but they cannot provide any evidence to back up their opinions. Nor do they realize the real problem—which is not video games themselves—but the addiction that drives many gamers to play video games to the exclusion of all else. In this essay‚ I will show that video game addiction is the real reason why video games are bad for you. Video game addiction leads to poor performance in school and insufficient physical inactivity

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    twenty one billion hours a week by the end of the upcoming decade. Jane also thinks there are so many gamers in today’s society because of the feelings they get while playing. They become optimistic‚ motivated and inspired. The players are less likely to give up while playing online games than they would in real life. It’s precisely those qualities that make Jane McGonigal believe that many gamers become better versions of themselves in online worlds. The biggest feeling a player can feel is an epic

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    Dota Effect

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    content that DotA offers to the gamers? And how’s the excitements that it brings towards the gamers? And you may ask a key question‚ how long will this DotA effects last? DotA basically is a game expanded from version of War of War Craft‚ which initially a strategic game similar to Red Alert series. But eventually evolved into current state. Gamers can play DotA on a wide range; from single player‚ local LAN‚ or LAN over internet connection with various country’s gamers. There contain variety of Heroes

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    still managed to let players bond. They didn’t bond by playing‚ but by sending players to another type of gaming. At the time of the video game crash‚ while gamers kept walking away from major console companies like Atari‚ computers began to take a stand once again. They were seen as cheaper and more reliable option than consoles‚ so gamers began to take their business to the realm of computers. Many companies took advantage of the gameless families and would sell their computers off the idea that

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    topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day‚ and the influence they have on their live styles. However‚ video games dramatically alter the lives of gamers in many different ways‚ such as increasing their levels of concentration‚ development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course. First of all‚ gamers and their capacities are continuously tested in video games; furthermore‚ they indirectly

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    teenage gamers are constantly occupied with excessive revel at playing enslaving video games. Now more than ever before‚ video games are much more complex and interesting to young gamers. Also‚ the advancing technology has proceeded to the point where a gamer can become engrossed in a multimedia classified as a virtual reality or alternate universe. As a result‚ teenagers are not getting enough exercise to stay healthy. This recurring dilemma is causing an extravagant amount of teenage gamers to gain

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    Gap for Sony

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    socio/cultural/demographic. Since the Nintendo Wii emerged‚ it attracted many of non-traditional gamers came into the videogame console market‚ especially females and elderly people. Traditionally‚ non-traditional gamers think PlayStation is not ease of use for them. For instance‚ the joystick is difficult controlled or the instruction of the games are not easily understood for them how to play. Due to the non-traditional gamers want simpler products‚ high level of technical and graphical complexity are not concerned

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    Gaming as a Community

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    use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games‚ typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to

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