Dota Addiction Introduction

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    Dota2

    COLEGIO DE SAN LORENZO 1HRM-B Stephen Fernandez Date of Submission: December 8, 2016 Introduction Computer gaming is one of the most favorite hobbies and pastime of the teenagers aging from 13-19 nowadays aside from watching television and playing sports, until the Valve Corporation released DOTA2 based from the game Warcraft III: Frozen Throne custom map DOTA (DEFENSE OF THE ANCIENTS). The invasion of DOTA2 in the teenagers is very massive, that millions of them all over the world are

    Words: 695 - Pages: 3

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    Case Study

    CHAPTER I THE PROBLEM AND ITS BACKGROUND INTRODUCTION Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the "Aenon of Strife" map for StarCraft. The objective of the scenario is to destroy the opponents' "Ancient". The two teams' ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". With successive versions, features

    Words: 3707 - Pages: 15

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    Anime

    the impacts of these video games on people. Focusing more on the addiction, the psychological effects and how it effects on learning. This study will show the reasons of addiction to this game. How violent gaming can effect to the mental and emotional state of people. The effects of these games to learning, if it’s good or bad. If these games are changing the system of learning. To see if it enhances learning. Introduction The popularity of internet has affected every aspect of human beings’

    Words: 1183 - Pages: 5

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    Sjc-Cavite High School Student Grade 7 Ignore Their Study Just to Play Dota

    Study Just to Play DOTA Group name: Justine Movido Kennedy Dalondonan Gemboy Nunez Gabriel Cailing Deither Pastolero Jefferson Bacanto Section: Grade 7 – St. Anthony CHAPTER 1 Introduction: The high school students ignore their study because of playing DOTA, specially the boys. Some of the High school students common at the boys regret to focus their studies because of playing computer games like DOTA. They wanted to finish the school or cut their classes to play DOTA. Students also

    Words: 2973 - Pages: 12

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    The 3d Generation: Video Game Preference

    The 3-D Generation Video Gaming Preference of the Youth of Today Written by: Grade 10 – Timothy Chapter 1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel

    Words: 1542 - Pages: 7

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    Computer Addiction Among High School Student

    Chapter 1 The Problem and the Setting Introduction Try to imagine a world without the things capable of achieving a beautiful tomorrow. Do you think the world today is really possible if humanity’s curiosity is lost? The things we see now are the dreams of the past but the reality is no longer impossible nowadays. Let’s have a recap of the things that happened in the past which can be seen through the expeditions of different astronomers and scientists during the enlightenment period

    Words: 2160 - Pages: 9

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    The Culture of Dota in the Philippines

    The first factor why it attracts the youth is the type of game involved. Filipino gamers The Culture love strategy of DOTA in theaction games and Philippines compared to board and mini games. It has a very different gameplay compared among other games. Also, it is a multiplayer game; people can play with others up to 10 persons per game. These are the heroes of DOTA, there are so much to choose from. They are divided into three groups, the Sentinel, the Scourge, and the Neutrals. Also

    Words: 15208 - Pages: 61

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    Research Paper About Online Addiction

    Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the

    Words: 3742 - Pages: 15

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    The Warcraft Iii Adventure

    then that this was going to be an adventure. I have never played Warcraft-DOTA before but, I am aware that it is an addictive game. I know this because my 20-year old nephew, still a third year industrial engineering student up to this day, was an excessively avid player. Two years of his college life were wasted because of his addiction with the game. He could have been graduating this year if not for the addiction. Thus, when I heard from Professor Nicart that the game has been lauded by no

    Words: 3715 - Pages: 15

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    The Effects of Computer Games to the Study Habits of Grade Three Pupils in Relation to Their Academic Performance

    HABITS OF GRADE THREE PUPILS IN RELATION TO THEIR ACADEMIC PERFORMANCE” A research proposal Presented to: In Partial Fulfillment Of the Requirements for the Subject Research Seminar 1 By: September 9, 2012 INTRODUCTION As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man

    Words: 2261 - Pages: 10

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