Benefits Of Computer Gaming

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    Information System Literature Review

    Literature Review Team A University of Phoenix Information System Literature Review Paper Over the last 10-15 years, the gaming industry has come an extraordinary long ways in development and growth. This particular industry continues to grow and improve from year to year. The newest generations have come from board games, to video games, and finally computer games. The computer games have developed from two dimensional (2-D), three dimensional (3-D), and virtual environments. Gamers get to experience

    Words: 2522 - Pages: 11

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    Swot Analysis

    2-3 Appendix 3 Executive Summary It is a well-known fact that the gaming industry is advancing at an amazing speed in present-day society. The global video gaming industry in 2009 was estimated at US$52.5 billion, and video game revenue is expected to jump to US$86.8 billion in 2014, according to PricewaterhouseCoopers. Singapore video games industry grew from $87

    Words: 1742 - Pages: 7

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    Computer Addiction When It Comes to Online Games

    Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers

    Words: 5594 - Pages: 23

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    Cango Senior Project

    expected with state of the art product delivery and improved customer service. Strategically, CanGo needs to expand in order to stay ahead of growing competition. Legacy Consultants recommends purchasing Webjouster as the way to enter into online gaming. CanGo should stay away from offering violent games in order to maintain brand integrity. Server capacity should be increased in order to accommodate expansion demand with minimal down-time. SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

    Words: 5440 - Pages: 22

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    “Study on How Video Games Enhance the Mental Skills of a High School Student”

    percent faster and made thirty-seven percent fewer errors than those who didn’t. Vision is also improved, particularly telling the difference between shades of grey. This is useful for driving at night, piloting a plane or reading x-rays. Games also benefit a variety of brain functions, including decision-making. People who play action-based games make decision twenty-five percent faster than others and are no less accurate, according to one study. It was also found that the best gamers can make choices

    Words: 3724 - Pages: 15

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    Study Habits

    BACKGROUND Responsible gaming is an attitude the students need if they were to engage into playing computer online games. Developing this attitude is not a personal choice alone, it required the participation of the society. As time continues to run, our world keeps getting more advance and modernize and until now, it doesn’t stop. One of the finished products of modernization is the machine called computer. Since it was invented and being developed, it gives us benefits and brings significance

    Words: 1010 - Pages: 5

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    Alienware Background

    Alienware Corporation manufactures high-performance computer systems designed primarily for video gaming enthusiasts. The company sells its computer systems mainly under the brand names "Area-51," "Aurora," "ALX," and "Lightspeed." Systems range in price from $799 to more than $9,000, averaging between $3,000 and $4,000. Alienware sells its products through its web site to customers in North America, Europe, Australia, and New Zealand, and at a company-owned retail store in Miami, Florida. A stand-alone

    Words: 2034 - Pages: 9

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    Humn 432 Course Project

    making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society in all its cultural glorified context and media influence, proving

    Words: 20783 - Pages: 84

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    Chicago

    New Industry in Gaming  Video games are no longer the nerdy stepchild of popular entertainment. Nearly half of all US homes own one game-playing machine, and 23 percent own more than three, according to Nielsen Entertainment. The technical requirements for video games are pushing the most popular technologies - including cell phones, Palm Pilots, computers, and TV - to become more versatile and powerful. College grads are now more likely to head into interactive software than moviemaking. This industry is

    Words: 341 - Pages: 2

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    Nevada Gaming Case

    To: Jack Potts, Nevada Gaming, Incorporated From: , Statistical Consultants, LLC Subject: Statistical Analysis Results for Nevada Gaming, Incorporated Thank you for trusting Statistical Consultants, LLC to provide you with a summary for the data you provided in regards to your gaming empire. The purpose of this report is to explain the results of our research. I. Introduction Your factory in Jean, Nevada has 800 employees. Your personnel department selected 36 employees at random and provided

    Words: 1737 - Pages: 7

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