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    Game Over: The effects of Violent Video Games on Children Seven hours. That is the amount of hours a day the average American child plays a video games (Anderson 354)‚ and with technology advancing and games becoming more graphic‚ the concern over a violent game’s effect over a child’s development is growing. What does playing video games for seven hours do to a child’s development? Violent‚ role-playing video games adversely affects a child’s development and causes aggression in children and adolescents;

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    HKU982 ALI FARHOOMAND NINTENDO: DISRUPTOR BEING DISRUPTED In February 2011‚ Nintendo released the next evolution of the DS line of handheld gaming devices in Japan: the Nintendo 3DS. It was an auto-stereoscopic device that allowed users to view three-dimensional (“3D”) images without wearing 3D glasses. Despite initial rave reviews of the new device‚ sales figures were much lower than expected. In July 2011‚ Nintendo announced that it would reduce the price of 3DS by 30%1 to boost sales

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    Fighting the online video game wars in China 1. Introduce case: Definitions 2. Information about China: Country profile: China has a tremendous market for video games. With close to 40 million gamers‚ China was commanding $1 billion in revenue in 2007. Putting these numbers into perspective: 40 million gamers equals the total population of Switzerland‚ Israel‚ Austria‚ Honduras and Bulgaria combined. Today‚ China‘s gaming public‚ meaning people that play on a regular basis‚ exceeds the population

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    Business Strategy Game

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    Overview Looking back over the last 5 weeks of the Business Strategy Game there were several areas where Company Emergent could have improved and did very well. This paper will provide an in-depth analysis of Emergent’s approach to managing their Emergent footwear company‚ the growth experienced through the process‚ and lessons learned. In addition‚ recommendations for improvement are provided should the game be played again. Strategic vision of Emergent “Always move forward “. Emergent

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    The Art Of Gaming: The Effects of Video Games Video games have been under a lot of scrutiny the last few years. Many people believe that they have harmful side effects‚ and that children and teens should not be allowed to play them. I happen to love video games‚ and I wanted to examine for myself the research that has been done‚ and decide if the critics of video games really have a case. So that is what I did. I found that there are many physical‚ and mental side effects‚ but that neither of the

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    Business Game Essay

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    The Business Game is an exciting and dynamic module‚ unlike no other that is studied by all students who are in their second year at Aston Business School. Primarily it was designed to allow students to explore and overcome numerous difficulties‚ challenges and obstacles they will be presented with when working as part of a team in real life situations. Essentially preparing them for their third year‚ where they will be required to spend time being employed in the real world‚ and will be expected

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    Video Games vs Board Games: Which is Better? Playing games is already a part and parcel of our recreational life. However‚ it is more than just a form of entertainment‚ as playing games‚ whatever the type is‚ comes with benefits that they share with other types and at the same time‚ benefits that are unique in their own ways. Among the common types are video games and board games. Essentially‚ there has been a debate as to which one is better. Most proponents of board games love the physical interactivity

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    reporters and stations alike are able to manipulate their audiences through a variety of techniques‚ to make them believe a representation of reality as opposed to the true fact. This is evident in the current affairs story "Video Game Violence" and the standard news story "Music Video Ban". These similar stories both originated from Channel Nine and represent violence in society’s youth today‚ stating children are at risk if exposed to such material. Through a selection of techniques‚ the audience is

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    Video Games for Education‚ Exercise‚ and Team Cohesion Acacia Jackson University of Advancing Technology Abstract Video games hold so much more potential than as sedentary entertainment for players. A handful of benefits can be garnered from video games including education‚ exercising‚ and team cohesion. These benefits can be used by individual players or schools‚ athletic teams‚ gyms and clubs. The theory for Games for Activating Thematic Engagement or GATE theory encourages games that foster metacognition

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    The ethics of selling violent video games 1. Should Barry recommend that Take-Two go forward with the release of GTA: Vice City? Yes‚ they should think deeply of the impact that the game will game will have over the children who play it‚ not only the impact the game will have over their company and also take into account that many groups are already against them in the release of the game. 2. Given the contemplated video game is legal‚ is clearly marked as “Mature” for audiences over 17‚ and

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