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The Positives of Online Gaming
3 pages (750 words)
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...Online Gaming Introduction The term online gaming is used to refer to the technology through which gamers connect with each other and play different kinds varieties of games over different forms of computer based networks such as the internet. Online games can be played along with other gamers throughout the world and individuals can even play these games at the individual level. For several years, stakeholders such as parents, teachers and researchers have stated that online gaming is a devil and is negatively impacting the society. Several problems such as obesity, decrease in socialization and online gaming addiction have been associated with online games (Wilkinson 6). Online... The Positives of...
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The dangers of Online Gaming
6 pages (1500 words) , Download 1
...Online Gaming According to the recent statistics, the global internet users have breached the billion mark and it is experiencing an unprecedented amount of growth not just in terms of years but in the frequency of months. (CIA 2008) One of the Internet platforms buoyed by dramatic rise in the Internet usage is the growing popularity of addictive online games. This paper is going to explore this sector of the Internet industry and specifically outline the dangers in its use. Background Online gaming is a technology in video games wherein players can play in a multiplayer environment – a combination of player to player and player to game interactivity – via the internet platform... The Dangers of Online ...
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The effect of online gaming on an individual
5 pages (1250 words)
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...online gaming on an individual Shuaa Abdulla NYIT 24 March Outline 2. Family Family emergencies Strained family tiesFamily reliance 3. Social Life Social status Socialization Networking 4. Career Technical skills Communication skills 5. Finances Advertising Advertising sensitivity Spending habits 6. Addiction Alternative reality Conventional social conduct Strained social interactions 7. Development Levels of thought Educational conceptualization Abstract thought Coordination 8. Sleep Patterns Rate of reaction Efficiency Sleep deficits 9. Health Obesity Diabetes Blood pressure Depression 10. References Abstract Games have been around for quite some time and it has been discovered... ? The effect of...
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Why do people behave differently when gaming online vs. offline
5 pages (1250 words) , Download 1
...gaming online vs. offline? Why do people behave differently when gaming online vs. offline? Introduction Description of how society defines the social issue The society describes this issue as a complete menace and distracter. Anecdotal evidence sets forth that when people are gaming online tends to exhibit unnatural behavior. Scholars assert that, people can glean a lot from other’s psyche given the way they play games online. Scholarly research shows that people behave differently when playing video games with a few close friends as opposed to when they are playing alone (Rouse & Ogden, 2005). Additionally, people also portray unfamiliar traits when gaming... ? Why do people behave differently when...
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Why do people behave differently when gaming online vs. offline
4 pages (1000 words)
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...gaming online vs. offline? Why do people behave differently when gaming online vs. offline? Introduction Description of how society defines the social issue The society describes this issue as a complete menace and distracter. Anecdotal evidence sets forth that when people are gaming online tends to exhibit unnatural behavior. Scholars assert that, people can glean a lot from other’s psyche given the way they play games online. Scholarly research shows that people behave differently when playing video games with a few close friends as opposed to when they are playing alone (Rouse & Ogden, 2005). Additionally, people also portray unfamiliar traits when gaming... Why do people behave differently when...
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Persistent Online Games
1 pages (250 words)
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...Online Games Introduction ‘Online gaming’ is popular among youths and children. Online gaming is popular amid youths belonging to 9-16 year age. In this age group, online gaming is popular than social networking. Games are identified as social and fun form of entertainment that encourages co-operation and teamwork when playing with others. However, it is harmful to the subscribers in terms of privacy, addiction and health (Hayes, 2008). In this respect, the essay focuses on the harms caused to the subscribers of persistent online gaming. In addition, the moral responsibility of the designers of online gaming has been discussed in relation to the harms that subscribers faced. Subscribers... Persistent...
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Gaming
4 pages (1000 words)
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...game console interfaces assisting in creating an impressive gaming experience Name] [Institution's Name] How are game console interfaces assisting in creating an impressive gaming experience Rationale Players enjoy the competitiveness as well as the increasingly social aspects offered by interacting with others in the online gaming environment. This trend of playing online games as a leisure pursuit has been at the expense of television viewing, the medium traditionally used to reach target audiences. However, rather than perceiving it as a concern, marketers should consider it as an opportunity to develop more innovative and interactive... Running Head: Criminal Theories of Crime How are game...
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Network Gaming essay
8 pages (2000 words)
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...Online multiplayer games have gained popularity in parallel to the augmentation of Internet users worldwide. Multiplayer online gaming platform i.e. Massively Multiuser Online Game (MMOG) is an efficient platform that may lead to advances in online education, research platforms etc. The paper will highlight integration of Massively Multiuser Online Game (MMOG) with other models. Moreover, we will also discuss issues, threats, and risks associated with online gaming platforms. Keywords MMOG,...
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Gaming and gambling addiction
9 pages (2250 words)
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...Gaming and gambling addiction is not new to our generation, but the introduction of online Internet based games has probably increased the size and range of the problem. Online gaming and gambling addiction can be harmful to adolescents and adults and the issue is required to be addressed at appropriate levels to evade the spread of the addiction. Addicts should be provided with adequate help and treatment to get rid of the disease. However, we first need to define the gaming and gambling addiction? Secondly, roles of public and private organizations as well as individuals to stop and discourage online gaming and gambling should be well defined... ?Tomica Mims English 102 Ms, Ortiz April, 26 Addiction...
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History of online Vidoe Games
11 pages (2750 words)
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...Online video games Rough Draft Initiation While the past of video games can also be considered as the history of computing, it is significant to be familiar with how included this entertainment means is to the development of computing software and hardware. Also, video games are not simply software, however are shaped as well as described through their hardware. The foundation of video games lies in initial cathode ray-tube-based missile defense structures in the late 1940s. These developments were later modified into other easy games throughout the 1950s. Through the late 1950s and...
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Power Point Presentation
2 pages (500 words)
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...online gaming industry. This provides a vast opportunity for other business players. The prospect of gaming industry enabled other players to improve constantly to maintain competitive advantage over other rivals. The value chain of online gaming industry has been revolutionized by escalation in accessibility of internet. In 2012, the progress of gaming industry has been estimated to reach 70.1 billion dollars. The factors which are significant for the growth of gaming industry are online gaming, internet penetration, mobile gaming and increase usage... Speech Presentation 1st Slide The persistent development in socio-cultural trends and technology has been pivotal reason behind the rapid growth of...
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Online Gambling
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...Online Betting Company Over the recent past, there has been an increase in the number of online gaming companies all over the world. It is of significance to posit that this has been made possible by the easy access to the internet as people from all corners of the world can easily place their bets. Though gambling is considered illegal in some countries, online gaming is allowed in most of the developed countries. This paper describes the general background of William Hill, an online gaming company. William Hill gambling company is a company associated with online betting. It is considered one of the largest and one of the most successful companies... ? William Hill Betting Company William Hill Online...
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On-line gaming is a time waster
5 pages (1250 words)
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...GAMING IS A TIME WASTER Soon after its advent, internet has become an integral partof our lives. It revolutionized the world by making it a global village. In nearly all the fields of life internet became an essential. But with the passage of time its disadvantages started to emerge. One such disadvantage is the increasing trend of online gaming. As technology continues to get better and better, its influence in our day to day lives keeps on increasing. The popularity of online and video games has increased immensely with the passage of time. They have caused noteworthy impact upon the societies around the globe. Today we can see the impact of these games in nearly all the walks of life... ON-LINE...
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Saving Chinese gaming addicts
5 pages (1250 words)
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...Gaming addicts The advancement in technology has led to the development oftechnological games that tend to be addictive just like drugs are. In the recent times, the trend has been that these games are not played manually at home. The internet, with its vast and ever increasing modifications has provided an online platform from where gamers can compete with other gamers globally. The result has been an increase in addiction in gaming. It is said that statistics do not lie. In this case, the news are filled with stories of gamers here and there who have become addicted to the games they play and have resulted to may be selling their children or have even died while playing... 29 March Saving Chinese...
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Gaming Essay
11 pages (2750 words) , Download 1
...games they loved without the bulk of the entire arcade. As time passed gaming became even more intense. The quality of the graphics, game-play, and the power of the systems themselves grew tremendously. This allowed hundreds of colors instead of tens, thousands of pixels instead of a handful. Even as it reached its peak with systems such as the Super Nintendo, the flat pixel was soon outdated. Created in the late 1980s, a polygon allows for 3D graphics, something revolutionary for its time and still in use to this day. Massively Multiplayer Online games (MMOs) are the current gaming technology having far reaching popularity with the gamers of today. Therefore... , they are an important...
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Fantasy or Reality the Illusion of the On-line Realm
4 pages (1000 words)
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...game over the internet. Games and the internet have become so prevalent in our lives we cannot escape them even if we try. Whether it is the 75 year old grandmother, who plays online bridge, or the 7 year old child, that plays Scooby Doo, the internet is here and here to stay. I will be explaining why online should have more security and the risk of an online gaming obsession. In the article “Does Virtual Reality Need a Sheriff” by Alan Sipress.” He... ?Greg Potenziani Feld English 803 21 July, Fantasy or Reality the Illusion of the On-Line Realm We may have all been a victim of the false reality on the internet in some way. There are several reasons why someone should be concerned while playing a game...
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The Gaming industry
8 pages (2000 words)
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...gaming industry has become an important industry for electronics companies. This is the reason that brands like Nintendo, PlayStation and Microsoft are investing heavily in introducing new, advanced products and their marketing. Americans now spend more money and time on playing games, as compared to watching movies. (Beck & Wade 2008) Online gaming websites, which charge an annual fee, have become increasingly popular with children who can play games with counterparts sitting hundreds or thousands of miles away. While the gaming industry in the US is driven by children and teens, the market condition in Europe is slightly different, with the industry driven by young adults. Although... The Gaming...
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The Gaming Industry
8 pages (2000 words)
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...gaming industry has become an important industry for electronics companies. This is the reason that brands like Nintendo, PlayStation and Microsoft are investing heavily in introducing new, advanced products and their marketing. Americans now spend more money and time on playing games, as compared to watching movies. (Beck & Wade 2008) Online gaming websites, which charge an annual fee, have become increasingly popular with children who can play games with counterparts sitting hundreds or thousands of miles away. While the gaming industry in the US is driven by children and teens, the...
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International Gaming Research Paper The Philippines
4 pages (1000 words)
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...gaming industry in the country. There are difficulties in this industry in the Philippines, however, associated with fragmented regulatory systems designed to control gaming operations. House Representative Danilo Suarez, frustrated with the fragmentation of existing regulatory bodies, was able to foster House support for the creation of a National Gaming Commission that would serve as the singular body to control casino licensing and building cohesion with the disjointed legal systems that currently monitor gaming (Online Casinos 1). It was only recently that Manila achieved an organized system of regulatory authorities... HERE HERE YOUR HERE HERE International Gaming Research Paper – The Philippines...
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Security issues in Online games
18 pages (4500 words)
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...Online Gaming by 24/09 Contents 3 Introduction 4 Background 6 History of Online Games 6 Business Model of Online Games 7 Massive Multiplayer Online Games 8 The need of security 9 Different kind of people who threaten security. 10 Security Issues 11 Literature review 11 Compromising Accounts 12 Protection Methods 13 Legal Protection Available 13 Creating Strong Authentications 14 Blizzard Authenticator 15 Dial –In-authenticator 15 Monitoring Players for Bots 16 Regular Updates to Users 16 Victim Support 17 Room for Improvement 18 Conclusions 18 References 19 Abstract This thesis deals with the security issues in online gaming. The thesis gives background... information about...
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Compaer between to company playstation3 and Xbox
2 pages (500 words)
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...gaming consoles and is Japan based company which started operating during the period of 1994. Today the company Sony Computer Entertainment sells various products under the PlayStation brand name. These products include: three different homes based gaming consoles, a center of media, online services, several gaming controllers, a phone along with handhelds and various magazines. Xbox is a brand name used by the company Microsoft for its product of gaming consoles which started operating during the period of 2001 in the region of North America. Its direct... PlayStation versus Xbox The PlayStation which is even known as PS is a brand used by the company Sony Computer Entertainment for its line of gaming...
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Market Analysis
4 pages (1000 words) , Download 1
...gaming market for a various years, they probably feel that they pretty understand the market; they have a good understanding of who the customers are, what they want, and their buying patterns. If you come up with this hard-won information in the online gaming sector, however, it will be somehow helpful but utterly horribly wrong. Of course, online players purchase video and computer games, but the market of online gaming should be treated separately from video and computer market (Amazon, 2009). The main thing here is that these two sectors have different objectives. Home players want appropriate... individual experience while online gamers want opportunities of good time to...
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Online Gambling
12 pages (3000 words)
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...online casino started off in the year 1999. Since the 1990s, the expansion of gambling has experienced a considerable growth; this has been true for Australia and several other countries (Fabiansson, 2010). At this time, the electronic gaming machines had been introduced in the hotels and casinos across Australia. In the year 1956, these were introduced in the Australian clubs. At the first stage, gaming machines were not originally introduced in the hotels as these do not have the same community focus or the same types of community engagements as the Australian... ?Online Gambling Table of Contents Introduction 3 Online Gambling in Australia: The roots of the same 4 Australia: The Market Leader 5...
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ADDICTION
9 pages (2250 words)
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...Gaming and gambling addiction is not new to our generation, but the introduction of online Internet based games has probably increased the size and range of the problem. Online gaming and gambling addiction can be harmful to adolescents and adults and the issue is required to be addressed at appropriate levels to evade the spread of the addiction. Addicts should be provided with adequate help and treatment to get rid of the disease. However, we first need to define the gaming and gambling addiction? Secondly, roles of public and private organizations as well as individuals to stop and discourage online gaming and gambling should be well defined... Tomica Mims English 102 Ms, Ortiz April, 26 Addiction...
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Economic Impact of Legalizing Online Poker
24 pages (6000 words) , Download 1
...gaming activities as well raised in this phase. 1.1 Existing State of Regulation Even though a few types of interstate poker are specifically prohibited in federal law, states may permit participants inside the state’s limits to participate online. Quite a lot of current lawmaking plans - on both the state as well as federal levels - are trying to modify the nature of online poker. The economic impact... ?Running Head: Economic Impact of Legalizing Online Poker Economic Impact of Legalizing Online Poker [Institute’s Table of Contents 1. Introduction Neither poker nor opposition to poker is a new occurrence. From their individual idealistic vantage perspectives, leftist critics have always considered...
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Online Gambling in Australia
11 pages (2750 words)
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...online casino started off in the year 1999. Since the 1990s, the expansion of gambling has experienced a considerable growth; this has been true for Australia and several other countries (Fabiansson, 2010). At this time, the electronic gaming machines had been introduced in the hotels and casinos across Australia. In the year 1956, these were introduced in the Australian clubs. At the first stage, gaming machines were not originally introduced in the hotels as these do not have the same community focus or the same types of community engagements... Online Gambling Table of Contents Introduction 3 Online Gambling in Australia: The roots of the same 4 Australia: The Market Leader 5 Certain Facts and figures ...
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Academic Report on video game addiction social responsibility
1 pages (250 words)
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...games. The authors also believe that the companies which produce the games should be somewhat responsible for their consumers. This particular article would be helpful in establishing distinct ways that society can be more responsible when it comes to this issue as the article presents several specific examples for this. In addition, the article does a good job of presenting an overview of the problem which would be helpful in establishing the background for the paper. Mehroof, Mehwash, and Mark D. Griffiths. "Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety... and Number Annotated Bibliography Dike Van De Mheen et al. "Video game addiction...
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Video Gaming Addicition
9 pages (2250 words) , Download 3
...games. Also with the advent of Massive Multiplayer Online Role-Playing Games (MMORPGs), there has been a substantial increase in video game addiction. The most pressing complaint of the parents of addicted children as found out by Griffith is that video games tend to seclude the children from their real life which includes their academic life and their social life. Griffith also believes that the cause of video game addiction is the personality of the gamer. Research has shown that certain individuals are more likely to become addicts as compared to the rest of the population. A control...
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Addiction and intervention
6 pages (1500 words)
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...Online Role-Playing Games (MMORPG) was made achievable with the development and expansion of internet approach in countless countries that are developed, by means of the internet to permit thousands of gamers to join in the same game at the same time. Nevertheless, if a lot of time is exhausted in playing games and gamers demonstrate disapproving signs of behavior, the individual is classified or recognized as an addict for online games. When obsessed, it will have an effect on the gamer’s physical and mental health. This paper will discus this addiction with respect to the intervention...
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Do competitive sports contribute to eduction
8 pages (2000 words)
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...Games are a part of every school going child and teenagers. There have been many studies concerning the psychological and social effects of games on school going boys and adolescents. Games have now moved online, and there are internet games that the kids love. The games have received much attention, and people discuss the positive and adverse effects of the games on the day to day lives of our kids and their health. The purpose of the article is to appraise the literature review concerning the psycho-social aspects of games and its effects critically. The results from the consideration of the literature show that games affect the education... Do Competitive Sports Contribute to Education? Games...
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Evolution of video gaming and computer networking
11 pages (2750 words)
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...games where a created game received network packets. Additionally, it received a system located across the internet or LANs and could run games with one another in a client to server or peer to peer models (Jason, 2004). In the same 1970s, the Control Data Corporation together with the University of Illinois created the PLATO time sharing system that allowed learners at numerous locations to rely on online lessons. This was available in one of the earliest systems versions or systems of computer aided instruction (Allen & Denton, 2010). In 1972, students were able to create versions of multiplayer games due to the introduction of PLATO IV terminals... ? Evolution of video gaming and computer networking...
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Cheating prevention in multi-player online games
8 pages (2000 words)
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...ONLINE GAMES by Multiplayer online games have become very popular since the birth of the Internet. Millions of people play games such as poker and world of war craft among other games that are developed for such purposes. Academic research into such games has been minimal contributing to the fact that the games are not well understood. Multiplayer online games have become a major force in the growth of online gaming industry attracting attention worldwide. These games are hosted on servers and played by thousands of people using the internet at the same time (Joshi, 2008). The games allow people to collaborate or play against each other irrespective... the known cheats (Yeung, Lui, Liu, &...
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Subscription Television
2 pages (500 words)
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...online gaming, online plays, videos and concerts. Evaluation of the Key Competitors The direct competitors offer clients subscriptions to a desirable number of television channels... Subscription Television Identification of Key Competitors Although subscription television has become a preferred choice for many people, it is evident that it receives a measure of competition in the industry. There are different levels of competitors with each level, offering a variable measure of impact on subscription television. In order to understand the key competitors to subscription television, it is important to begin by highlighting the direct competitors. Although the numerous free to air television channels...
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My favorite Game
1 pages (250 words)
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...Game From the contemporary generation’s options for leisure, entertainment and games, most youngsters spend their spare time in front of their personal computers playing video games. The diversity as well as quantity of games abound and are designed for specific target audiences. For boys, the Call of Duty video game series has been an all-time favorite. For me, my favorite game is the Call of Duty: Modern Warfare 3 because of its realistic environment and interactive online gaming design. The realistic environment was just exemplary made as one could be immersed in scenarios that resemble the actual real world environment in complete warfare, World War III. As the first-person shooter... My Favorite...
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GanGo Strategic Planning
5 pages (1250 words)
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...online gaming market, it can be said that the approach was quite haphazard...  Cango Analysis Report 1. Strategic planning is an essential part of the planning process and developing a well designed action plan. It comprises of developing well documented and step by step approach towards the fulfillment of the goals and objectives that have been outlined by a person, individual or agency in an attempt to accomplish the short as well as long term objectives that has been designed as an outcome of a group or an individual effort (Mintzberg, 1994, pp. 9-11). A well designed strategic planning starts with the process of designing the vision and mission of the company, which essentially outlines the long te...
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Constitutionality of RFID Technology within the Las Vegas Gaming Surveillance System
35 pages (8750 words)
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...Online Gaming ………………… 30 4.5.3 The Workplace Video Surveillance Act 1998 …... 32 4.5.4 Law of Public Support ………… 33 5. Conclusions and Recommendations . . . . . . . . . . . . . . . . ………………. 32 5.1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . ……… 32 5.5.2 Recommendations . . . . . . . . . . . . . . . . . . . 36 5.2.1 Setting Basic Privacy Principles in using RFID . . . . 37 5.2.2 Setting up Policy Issues for Casinos Implementing RFID ………… 37 5.2.2.1 Building community trusts ……………………… 38... -tech and labor- intensive mom-and-pop operation to a technology-centered, large corporation-based...
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ITM301 SLP
2 pages (500 words)
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...online site visitors. Co-Wiki is the official wiki site for Champions Online, a multi-layered online role playing game. The purpose of establishing the site is to provide all Champions Online fanatics an update of their favorite online games. Using the site, they can also upgrade their characters everytime they acquire the perks available. The site actually has everything about Champions Online from their Manual Guidelines and Policies to Character Upgrading for user convenience. The theme of the site is parallel to its purpose and features. By the looks of the site, it is obvious that it deals about online gaming and game character making. This is an advantage... ?Review of a Wiki Site Online networking ...
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Gaming Industry in Macao
10 pages (2500 words)
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...online articles and research reports. A conclusion has been inferred from the entire analysis and discussion part. The Gaming Industry in Macao The gaming industry in Macao started back in the year 1934, when for the first time the government in there granted monopoly rights for casino operation. The first monopoly right or exclusive franchise went to Tai Hing Company. At the very first stage, Chinese games were played in Macao. The most ancient game played in the region was believed to be Fantan. The game was supposed to be played with buttons. In this game, the players... ?Gaming Industry in Macao Table of Contents Gaming Industry in Macao Table of Contents 2 Introduction 3 The Gaming Industry in Macao ...
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To explore with greater depth China's competitiveness in a specific technology/industry. Technologies/industries include, but
12 pages (3000 words)
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...online gaming industry Introduction The Chinese online gaming industry is a fast growing interactive entertainment industry with more than 200 game titles launched to the market annually. Some popular game characters have earned iconic status in the Chinese culture as the industry continues to expand attracting new ventures. The local gamer base is expansive with local media entrepreneurs producing games that meet local consumer demand (Yuan and Chung 2009). The Chinese gaming industry has grown to comparable levels with global online media giants. This essay explores the online gaming industry in china and examines factors that contributed to its development... . Of special interest to the...
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Growing online gambling industry and its effects socially, economically
7 pages (1750 words) , Download 1
...gaming, gambling, was introduced into the virtual world. People were allowed to take their gambling into the virtual world with loads of money at stake and with addiction becoming a key concern amongst several social researchers (Gainsbury 21). The internet then led to an increase in the number of gambling options that an individual could ascribe to with each improvement making betting more lucrative and enticing to people. Research shows that approximately 8 million people participated in online gambling in the year 2001 with the exponential growth expected to hit a higher percentile in the forthcoming years... Module Online Gambling: Social and Economic Effects The advent of the internet has been with ...
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Chinese video gaming
3 pages (750 words)
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...game is thoroughly checked and those found inappropriate are either deleted from the games, or the game is banned altogether. The gamers, however, are not satisfied with the new version of the games and, therefore, they resort to pirated full versions of the game. The gamers fail to understand that the real objective behind this censorship is to “promote domestically made games,” in order to “protect the Chinese market” (Wolf 108). Studies have proved that the online games in China are now the “mainstream form of game consumption” and that the “market share of imported games” is on the decline (Wolf 109). This is significantly so because the broadband development... ?Chinese Video Gaming The world has...
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Chinese Video Gaming
3 pages (750 words)
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...game is thoroughly checked and those found inappropriate are either deleted from the games, or the game is banned altogether. The gamers, however, are not satisfied with the new version of the games and, therefore, they resort to pirated full versions of the game. The gamers fail to understand that the real objective behind this censorship is to “promote domestically made games,” in order to “protect the Chinese market” (Wolf 108). Studies have proved that the online games in China are now the “mainstream form of game consumption” and that the “market share of imported games” is on the decline (Wolf 109). This is significantly so because the broadband development in the country... Chinese Video Gaming...
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Castle Bingo
9 pages (2250 words)
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...online gaming activities have become prevalent among people. It has generated new customer segments with varied characteristics than offline players. The market of online bingo playing is increasing considerably. However, in order to take the advantage of these players there is a need to understand the differences in between offline and online players. Therefore, the research proposal provides the framework about undertaking a market research for a Bingo club chain named Castle Leisure. It will facilitate... on the topic, it has been found that online gaming is an international business and many strong players are trying to create a strong position in this...
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This is an individual assignment. You are to research an actual example of IT leveraging business advantage at an operational level
6 pages (1500 words)
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...online gaming industry has been... and Sur Due business advantage through it leverage A CASE STUDY Management Summary The information technology plays a pivotal role in influencing business success in modern times and it has to be regularly reviewed and modified according to the requirements of industry. Requirements and choice of hardware and software has to be correct at the very outset and the focus should be fluid enough to shift with the requirements of the customer and the availability of better and cost effective products with advances in technology. The IT (Information Technology) sector plays a prominent role in forecasting and setting rational and profitable targets for any organization in...
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Interactive Entertainment: Gaming
9 pages (2250 words)
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...games so that it may not harm and affect the mindsets of the young ones. For example, the California State government passed a law in 2005 to ban the sales of violent video games to the minor ones (Greenberg, 2007). This was not the first time that violent games were banned in California. Senator Joe Lieberman also proposed rules and regulations for violent video games (Anderson et al., 2007; Greenberg, 2007). Similarly, following the Virginia Tech University Shooting, the Australian game creator created V-Tech Rampage. The game was online... Interactive Entertainment: Gaming Video games and perceptions of violence: marketing violence in the global games industry. Research Proposal The interactive enter...
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Advertising Proposal for SONY Online Entertainment LLC
10 pages (2500 words)
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...Online Entertainment LLC I. Situation Analysis SOE SONY has definitely achieved an enviable reputation as a universally attractive company and brand name, but consumers generally associate this super-brand status with the long entrenched categories of SONY products such as video cameras, computers, VCD-DVD players and other audio-visual equipment created as SONY brand extensions. Little of this consumer success radiates on SONY Online Entertainment (SOE) as yet, probably because it was established fairly recently as the online gaming firm of the SONY Corp. of America. Notwithstanding its distinguished corporate lineage, SOE is a fledgling company that needs to position... Advertising Proposal for SONY...
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Casino questoin
1 pages (250 words)
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...gaming industry marketers. In an attempt to attract customers, the casino could launch a host of exciting new products and solution aids to offer seamless players multichannel experiences for mobile, land-based and online gaming. The strategy aids to provide a different gaming solution to clients (Kilby & Fox 56). Question 2 The casino is well vast with qualities that best suit the demands of clients. In fact, the casino has technologically advanced gaming system, experienced and trustworthy dealers, and grander experiences. The casino... Casino Management Question Technological advancements and its impact on marketing casino targeting both new and existing consumers is the front-and-center for the...
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Individual Reflective Report 2
6 pages (1500 words)
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...online gaming experience without any delays and lags, it would attract lots of gamers to purchase such card. The most attracted gamers would be Chinese to such cards as these individuals are quite faithful to the game they play. The major... ?Introduction China is the hub of gaming and because of such perception, Chinese are associated with gaming (Kshetri, 2009). To provide the swith the best gaming experience in counterstrike, DOTA, LOL etc, the company will provide the customers with prepaid game cards. Since Chinese are the most interested in gaming (Van Rooij et al., 2010)., and therefore Chinese people will be the major target audience of the company. The aim of the company would be to provide the...
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Individual Reflective Report 2
6 pages (1500 words)
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...online gaming experience without any delays and lags, it would attract lots of gamers to purchase such card. The most attracted gamers would be Chinese to such cards as these individuals are quite faithful to the game they play. The major... Introduction China is the hub of gaming and because of such perception, Chinese are associated with gaming (Kshetri, 2009). To provide the s with the best gaming experience in counterstrike, DOTA, LOL etc, the company will provide the customers with prepaid game cards. Since Chinese are the most interested in gaming (Van Rooij et al., 2010)., and therefore Chinese people will be the major target audience of the company. The aim of the company would be to provide the...
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Real vs Digital
1 pages (250 words)
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...online gaming platform, you are placed into a framework wherein you are virtually going on a date. We cover the information explosion and how it has affected the structure of many social engagements like meeting and dating. This relates significantly to our discussion in class because it talks about the journey of information technology and how it is gradually changing some aspects of our lives. In the same manner, this relates to informatics and computer science because it reveals innovative development in the field that influences cultural structures like dating, meeting, doing business, etc. (Hitsch et al. 10). Three questions arise: (1) how online... Real versus Digital: The Case of Dating and...
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