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The future of Virtual and Gaming worlds and their Influence on effects Mariam Jabbar - 0904023
Introduction ,[object Object]
Virtual currency ,[object Object],[object Object]
Branded goods ,[object Object],[object Object]
Computers ,[object Object],[object Object]
Virtual reality ,[object Object],[object Object]
[object Object],(www.globalmantra.blogspot.com)
Effects Positive Negative ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Gears of War(II)  ,[object Object]
My Experience I found that with the mic I was able to communicate with my team members as you would do when you're put into a group to complete a task when you start university. I found that having the opportunity to speak to my fellow team members enabled me to play the game better as we were able to give each other directions and advice. This was good because it means that consumers have the opportunity to develop their teamworking skills whenever they like.
My Experience continued... Although playing with people from different backgrounds and of different ages it did particularly raise some concerns when i played along side a ten year old boy and an eight year old boy. Usually, we tend to hear about the potential dangers of the internet concerning paedophilia and cyber-bullying. However these factors are hardly stressed when it comes to online gaming.
My Experience continued... I feel that there needs to be greater awareness when it comes to the dangers of online gaming for the younger consumers as they are more vulnerable. I felt this because i thought that just as this child was talking to me, he could be talking to anyone and as i live in a household with many children, the importance of online safety and parental limitations have been stressed but the danger of online gaming doesnt usually seem to be an issue which is taken on board. Another experience i had playing with a child was fairly late into the night at around 2am and this made me wonder why she wasn't asleep as she was only twelve years old.
References ,[object Object]

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MC502-Future of virtual and gaming worlds

  • 1. The future of Virtual and Gaming worlds and their Influence on effects Mariam Jabbar - 0904023
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. My Experience I found that with the mic I was able to communicate with my team members as you would do when you're put into a group to complete a task when you start university. I found that having the opportunity to speak to my fellow team members enabled me to play the game better as we were able to give each other directions and advice. This was good because it means that consumers have the opportunity to develop their teamworking skills whenever they like.
  • 11. My Experience continued... Although playing with people from different backgrounds and of different ages it did particularly raise some concerns when i played along side a ten year old boy and an eight year old boy. Usually, we tend to hear about the potential dangers of the internet concerning paedophilia and cyber-bullying. However these factors are hardly stressed when it comes to online gaming.
  • 12. My Experience continued... I feel that there needs to be greater awareness when it comes to the dangers of online gaming for the younger consumers as they are more vulnerable. I felt this because i thought that just as this child was talking to me, he could be talking to anyone and as i live in a household with many children, the importance of online safety and parental limitations have been stressed but the danger of online gaming doesnt usually seem to be an issue which is taken on board. Another experience i had playing with a child was fairly late into the night at around 2am and this made me wonder why she wasn't asleep as she was only twelve years old.
  • 13.
  • 14. Gears of War 2-Life effects, http://www.youtube.com/watch?v=9Y-9pt3BQHA (Accessed 16th April 2011)
  • 15. • Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 February 2011).
  • 16. McClean,G. [Online] Available at: http :// globalmantra.blogspot.com/2007/04/virtual-worlds-future-of-gaming.html (Accessed 1st May 2011)
  • 17. [Online] Available at: http://addictionblog.org/top-10/top-10-negative-effects-of-video-games-on-children/ (Accessed 1st July 2011)