In the article called “Gamer communities: the positive side” Keith Stewart opens the article by using a quote from Howard Rheingold. This quote discusses that gaming is a good way to make friends through mutual interest. This sets up his main idea by introducing the concept of mutual interest in making friends. He then goes into the story of when Phantsy Sar Online was first released in 2000 and how when the US population entered the game, the Japanese population helped them get started and introduce game mechanics. He uses this story and the fact that the video game community started with the arcade boom in the early 80s and that even though there were some rough patches, particularly with social media, there was always a good foundational community.
Therefore, the purpose of this analysis is to give CanGo a detailed overview of the industry that will include information regarding the target market, geographic area, and size of the audience to include gender and age; along with trends and outlook of the gaming market. Online gaming is the new trend
In “The Gamer’s Dilemma”, Morgan Luck seeks to align the moral standards of virtual murder and pedophilia. To this end he examines five arguments that are used to defend virtual murder while denounce virtual pedophilia. They are as follows: • Social acceptability A. Here Luck attempts to dissuade the notion of moral relativism. He does so with an illustration from history that of slavery, by showing that slavery was socially acceptable he claims thusly that it must be viewed as morally correct in the realm of this argument.
The Informing of El Nino and Video Games Rhetorical Analysis One: “NASA Studying 2015 El Nino Event as Never Before” Kasha Patel’s “NASA studying 2015 El Nino event as never before” talks about the upcoming El Nino weather event and how NASA is prepared to study it. According to NASA, this El Nino is going to be one of the strongest on record and this time around, NASA has more tools to study it. With more satellites to observe El Nino, NASA will be able to find out and discover more about how El Nino affects weather in different areas and how interconnected the Earth’s weather system is. Kasha Patel’s article was written in a way to inform the general public, with a broader appeal to those in the scientific community and those who are interested
GameStop is a leading retailer in the video gaming industry. Founded in June of 2000, GameStop offers customers the most popular and in-demand games, gaming consoles, and accessories. In addition to the newest models and software, GameStop offers store credit and cash for used game trade-ins, where they then upsell in store to customers. This business model has carried GameStop through the years, and sets it apart from its competitors. With over 7,000 locations, GameStop’s services are available to many people across North America.
Native communities, historically, have struggled economically compared to those of other races nationwide. So, some tribes decided to search for alternative sources of income to boost their profile and diversify their investments. One of the ideas tribes had was starting gaming operations. This idea became reality in some tribal communities with the opening of bingo operations and casinos. Today, the true effects of gaming facilities on tribal land is debated, with the consensus leaning towards minimal benefits.
Blog 37 – Microgaming score a slam dunk with Basketball Star When it comes to US based sports, Basketball ranks are one of the most popular. From Alaska to Alabama, millions around the country regularly stop to ‘shoot hoops’. Given how regularly the game is played and how popular NBA games are from a TV perspective, it was only a matter of time before a developer saw the potential is basketball themed slots game. Stepping up to three-point line when it comes to such matter is Microgaming, who are soon to debut Basketball Star. Play with Style
One demographic of gaming that this company has not catered to is games like Assassin's Creed created by Ubisoft, which is a story based game that emphasizes on “single-player” immersion into a storyline as opposed to an emphasis on interaction with other players, or a “multiplayer” setting. Our company has not made a noticeably profitable single-player game since Guitar Hero: Tour in 2008 when the company really took off. They have left game console single-player games in the past, losing the player base that can not, or do not want to play multiplayer games. An example of this could be a user who does not have a secure connection to the internet and can download, but not play games online.
Gamerfication. Sounds like a word that’s forged but is actually much, much more. It’s meaning according to Webster dictionary is: “the process of adding games or game like elements to something (as a task) so as to encourage participation”. Gabe Zichermann presented this theory and at first, being a moderate gamer that I am, I was immediately drawn in. He proposed that modern industry and education is becoming game like in how they think, learn, and solve problems in, with the same way video games work.
Role-playing Game document Scenario 1: Conflict of interest Person A: You work in the public relations department with person B, and you receive a call from a company. Acme Widget works closely with this company and they were given your number in case they want someone from your department urgently. It turns out, they need to invest in Acme Widget, and have ideas to share with anyone from your department. Unfortunately, it is on Saturday and you have a date with your new girlfriend/boyfriend.
Technology was advancing each generation , in the Baby Boomer Generation arcades was a new attraction to children. The early arcade games that were popular were part of amusement parks, they were known to be shooting galleries, ball toss games, fortune tellers, strength testers or mechanical musics. Though, coin-operated arcade games were more video game operated because they contained short levels, intuitive control mechanisms and the difficulties would rise as the levels changed. This encourages players to keep paying the arcade video game machine to continue playing. The idea is to influence the goal of being the best or wanting to overcome a ordeal,a challenge this would make the player keep paying the machine to keep playing.
(2008). The first wave of research on gender on gaming focuses on the “narrow gender stereotypes” of games being produced in the commercial market. The studies are mostly about the lack of recognition that the female gaming community receives, especially in terms of having games and gaming experiences that are more suitable to them. From there, the second wave of gender studies emerged. The emphasis has shifted from the glaring sex stereotypes in games to more “real” life issues and social concern.
One goal that everyone has is that they want to belong to a subculture. Subcultures are groups of people that join together because of a shared belief or hobby. Subcultures are necessary because people, much like other animals, have an instinctual need to be in a group. I chose to investigate the famous but somehow still unknown culture of larping. I believe that larping is a game for people with avid imaginations and a love for story telling Larping (live action role-playing game) is a form of role-playing game where the players involved act out the characters they created and become a critical part of a story that an appointed GM (Game Master) or referee put together.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
The Research Essay As a growing trend, video games mirrors society’s characteristics: from the use of societal topics such as inequality and violence that stems from the implicit prejudices found in today's culture. Whether video games are merely perpetuating the stereotypes of racism and sexism or providing social commentary on burgeoning social issues remains to be discussed. Despite the game developers or artists’ intent on such issues, there is an ongoing trend of negative portrayals upon women, such to the extent that these portrayals have continued the ideals of injustice among the audience and consumers of video games. Despite public discourse, video games are nuanced in their intentions and therefore is left to individual discretion on whether to participate. Recently psychologists have linked video game playing