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Dungeons And Dragons
How Dungeons and Dragons Affects Social Anxiety and Cognitive Abilities Dungeons and Dragons is a tabletop role playing game designed to fuel
people's imagination creativity and other cognitive abilities. Dungeons and Dragons or DnD for short is a great game for social interaction and
entertainment between friends and even strangers. One of the advantages of DnD is being able to create connections with new people. The people
that play DnD include a variety of different people, other than just the stereotypical nerds, like Vin Diesel. DnD is more than just a game, it can be
used as a tool for therapy and learning/teaching. DnD emphasizes and rewards taking risks and being cooperative with your teammates/party. It allows
for people who are... Show more content on Helpwriting.net ...
Social anxiety is not fun, but maybe one day with the help of DnD people can eventually overcome it. I believe that DnD will be able to help deal
with mental afflictions like anxiety and depression. Many people struggle with interacting with other people, but that is not a bad thing. It is
unfortunate at some times, but eventually they will have a bad social experience. DnD is not used to perfect their social choices, but more to make
sure they can cope with the bad choices. When they swing at that dragon they better be know what they are getting into, and the same when they may
be offered drugs. They must make the right choice and hopefully DnD will help them through. Life skills are skills obtained through experience, good
or bad they always learn something. With DnD maybe the bad does not have to have the same harsh consequences as real life. To summarize that is
the main point of Dungeons and Dragons, to make life not as
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Persuasive Essay On Role Playing Games
Without a doubt, violent role–playing games are perilous to teens because they are forced to use violent terms and graphic images. The role–playing
game Killer makes students use violent terms to win and find new ways to violently win. One student asked a "judge", the evaluator of this game, if he
could take his gun, "anywhere near an E1 A1 counter." (Martin). Students are questioning whether they are allowed to take their water guns out. These
students are forced to use these terms. Whenever a student loses they are "killed" and their killers are called assassins. Calling students assassins and
encouraging them to "kill" each other, could encourage them to commit a capital crime, such as murder. The "Assassins" stalk and kill each other.
Another... Show more content on Helpwriting.net ...
The graphics make the bodies fall down in a realistic "Ragdoll" fashion, and blood soaks soldiers clothes when they are shot. (Tahnk) These graphics
mimic real–life deaths. When teens are exposed to such violent graphics, they get used to it and the sight of blood doesn't bother them. Some infamous
killers have admitted to using Call of Duty as "training" before they would go on to commit a crime. Action role–playing games like Dark Souls 3 are
known for their violence. Dark Souls 3 is one of the most violent games of 2016, because of its graphic terms and dark plotline. (Sapieha) Using terms
like slice, hack and impale are common throughout the game, this game is not appropriate for anybody under the age of eighteen. This game has
blood, skulls, and dead bodies that lay on the ground. These details encourage a "dark side" to teens playing the game. Players are forced to brutally
exterminate anyone who gets in their way. "...studies show that violent video games increase adolescent aggressiveness," (Dartmouth). Violent games
with antisocial and first person protagonists are known to have violent terms and graphic images. Games like Grand Theft Auto V and Mortal Kombat
X are known for their graphic nature.
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Mapping the Issue Essay
Jonathan Lee
Eng 1302
8 March 2012
Thomas Tutt
What Makes a Community Worth Gaming for
Dear friends and students of UTA, I humbly come to you with a simple argument, one that is close to my heart. Though it may sound trivial, the
argument has been raging on for three decades, and has grown to a nation wide debate. The question: is there such thing as a gaming community?
Again, the question may sound inconsequential, but consider this fellow Mavericks, what makes a community? Is it just a group of people meeting
and having a good time? Or is it more? Is something like gaming able to unite people from all across the world? Admittedly, the argument is rather
close to my heart. I have been interested games since the age of five. I ... Show more content on Helpwriting.net ...
In terms of organization, it is perhaps not as strong as a community based upon physical land, but what it lacks in town hall meetings and elections,
it makes up in conventions and LAN tournaments. The gaming community boasts large gaming conventions such as PAX, and E3, where
thousands of gamers meet and socialize while playing the newest games. LAN is Local Area Network, which is used to hold massive tournaments
where many can pit themselves against other gamers. These Colosseums are where the celebrities of the gaming world are born, rising from the
bodies of the hundreds they had slain to win. There is no law keeping force, or governing body to be sure, but it is still a community that can have
an impact on the world. The gaming community is not a legitimate community. It is not legitimate due to its lack of due to its lack of organization.
It may claim to be united but there is little evidence to prove it. The community is too broken; there is division with consoles, whether an Xbox or a
PC is better. There is division on the genre of games such as shooting games, role playing games and puzzle games. The communities are too far
apart to be a single gaming community. Take a look at the most played game in the world, League of Legends . It has little to no tie with the popular
fighting game genre,and it is at war with people that play Heroes of Newerth. Nasty internet quarrels, forum raids and other attacks have gone between
the two communities as chronicled in
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Stereotypes In Dungeons And Dragons
Dungeons and Dragons is a role playing game that requires time, patience, and a relatively good imagination. Society has grown up with this game for
several decades and yet the majority has no knowledge of its works and rules other than the misconceptions of stereotypes and confused explanations.
When asked about the game, certain social groups are targeted as the player when, in truth, the quantity is much larger than previously thought.
Dungeons and Dragons is a game that is more than a game. It is a bonding experience with many personal properties, overcomes the stereotypes, and
that everyone can try or witness at least once in their life.
This massive, medieval timed, role playing game can be easily misunderstood for good reason; ... Show more content on Helpwriting.net ...
Some players like the imagination the game requires and using the power of their mind to create a fantasy world where they can start and end wars,
create civilizations, battle monsters, and trek on an epic adventure. Not only is the game based on the creativity of the player, but structure is a key
element just like it is in the human language or in music. For example, a young man who has played soccer and enjoyed the sport for most of his life
may find a liking to the structure of the game and creating his own ideas in context. Another likely aspect to admire is the social requirement; you
cannot play this game alone. It requires at least two people, but most parties have five to eight players. This provides a face to face interaction that
can lead to bonding and friendships. An example is when a younger adult who enjoys spending his time with technology is given a chance to have
contact with other people on a similar subject, there is always the chance of making new friends. The game is also built around performance of
characters, based on dice rolls and abilities obtained, and problem solving skills that the Dungeon Master creates during the game play. Because of it's
many parts, Dungeons and Dragons can attract many different people to enjoy the
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The Role Of Playing Game ( Frpg ) Or Dungeons & Dragons (...
When you hear the words Fantasy Role Playing Game (FRPG) or Dungeons & Dragons (DnD) there is a certain level of nurtured bias that is
applied to the people who are interested in these things. If you were to paint a picture of someone who plays this type of thing I'm sure that person
would have glasses, be overweight, and probably have difficulty socializing as a normal person. However, you might also see those same people as
having above average intelligence and probably have a good job. The stereotypes surrounding FRPGs are generally negative with positive
undertones, most likely because of a lack of general information regarding the FRPG community and those who take part in it. Having played
some FRPGs myself, I can say without a doubt that I wouldn't bring up the fact that I play DnD to say, a pretty girl who I'm attempting to court.
However, maybe the fact that I've played FRPGs is helping me court this woman, or perhaps even make friends and socialize better than I had
before. This essay will concern itself not with just the negative stereotypes and proving or disproving them. But with the culture and impact of
FRPGs as a whole. I believe FRPGs in the United States have a positive impact on the social development of young adults. When analyzing a specific
subjects effects on a person's social skills, it's important to understand as much as possible about what it means to engage in this activity. Now while
there is an array of different FRPGs, the biggest difference
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Self Reliance By Emerson
In Emerson essay "Self Reliance" he demonstrates that people should be relying on themselves because everyone is different and thinks
differently. Emerson believes our heart will feel strongly that which we should be doing. Emerson suggests that people that people be happy with
themselves and do what and do what makes them happy because we don't then we will be filled with regret. Then Emerson shows that being a
person that relies on themselves will bring that person into happiness; however, if all a person does is just copy and be jealous over others that
person will not be happy which Emerson says succinctly "envy is ignorance." Then Emerson goes on to say "it is easy in solitude to live after our
own" to point out that we will easily accomplish... Show more content on Helpwriting.net ...
While, some people will not activate their rare talents because it will lay dormant inside; however, if those people can start to trust themselves then
those people will unleash their hidden talents. Then if people listen to what they want or themselves and not what parents, friends or adults have to say
then it will not have any effect other than getting what needs to be done for those people. Then lastly, if people concentrate on the present then those
people can enjoy their life because they will be able to do activities other than being stuck in past and thinking about a fun time they want to relive or
choice they would like to
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The Fallout Franchise
The Fallout franchise is nearly 20 years old, but the history of the series goes back far more than 20 years. While Fallout can easily be considered
the studios most successful franchise, their legacy goes beyond the post apocalyptic, being publishers of such games as Descent 3, Baldur's Gate, and
the developers of Wasteland. Baldur's Gate and Descent 3 certainly helped shape Interplay into the developers they would eventually become, but it
was Wasteland, first released in 1988 on the Apple 2 computer, that really laid the foundation for Fallout. Not only did Wasteland pave the way for
Fallout, it nearly single handedly brought a genre to mainstream audiences. Wasteland takes place in 2087 after a nuclear war between the United
States and Russia plunged the world into darkness. Sound familiar? The player takes the role of a Desert Ranger, a division of what's left of the United
States Army, who travels throughout the Southeastern United States investigating a series of disturbances. Eventually, the player discovers the source
of the disturbances, a... Show more content on Helpwriting.net ...
However, Wasteland, due to the technical limitations of the time, had a several hundred page long book to provide context and information about
events in–game. Fallout, being released almost 10 years later, wasn't constrained by those same limitations, and was able to put all information in the
game itself, most of which was done via the Pip–Boy 2000. The Pip–Boy, or Personal Information Processor model 2000, is a personal computer worn
by all vault dwellers. It acts as a menu of sorts, providing you with maps of the area, information about quests, lists of skills and perks for your
character, your inventory of weapons, armors, and health items, and will even wish you a Merry Christmas on December 25, in game. The Pip–Boy
took all of the clutter of tabletop RPGs and condensed it into a sleek and clean user
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Shoot-Out Analysis
Every teen has their own likes and dislikes. They are definite to what will benefit them and what will be a detriment to them. For example, violent
games can be debated on both sides. Some people believe that it is detrimental for teens, and others believe they are exciting for them. Even though
others may be convinced that they are harmful, violent games can be beneficial. Role–playing games with simulated violence ask for teens to act out in
killing others in order to win. In fact, teens should be allowed to play these matches as they are diverting for a couple of reasons. One reason is that
violent games involve strategy and teamwork. Strategy requires you brainstorm. Therefore, you can encounter your problem. Teamwork will ask you to
get ... Show more content on Helpwriting.net ...
In a pro–con website, a countless amount of people were arguing concerning the fact that if violent video games contribute to youth violence. One
person argued that it fails to contribute to youth violence since "violent video games allow players to release their stress and anger in the game,
leading to less real world aggression." In order to prove that the person's statement is right, that person showed the results of a survey conducted by a
researcher. "A peer–reviewed study published in the Journal of Adolescent Health discovered that children, especially boys, play video games as a
means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because
'it helps me get my anger out."" Many teens play video games in order to reduce and relieve the amount the pain they have. Even though these games
are violent, they do relieve strain and it does make people feel relaxed. Games can be enjoyable for teens who admires playing a great deal of
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Exploring Different Types of Video Games Essay
Video games in today's society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its
own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like
the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before.
Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people
sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that
category. The top three most ... Show more content on Helpwriting.net ...
Unlike action/adventure games, people don't have to run to a particular spot in the game to get that special item they wanted, instead, they just simply
unlock it when he or she has accomplished the necessary requirements to get the item.
Action/Adventure categories of games are very unique. These types of games generally feature long–term obstacles that must be overcome using a tool
or object that is acquired at the beginning of the game. These types of games are generally a more item gathering, simple puzzle solving, and combat
game. Games such as Assassins Creed and Ratchet and Clank are perfect examples of this category of games. Assassins Creed is a bit more puzzle
solving and more stealth like than Ratchet and Clank whereas Ratchet and Clank is more of an action pack filled game with more item gathering and
small obstacles along the way encountering combat in every turn that is made. Another famous action/adventure game would be Super Mario. The
perfect storyline of saving a princess and while looking for her one would encounter different but strong enemies in each level he or she would go in;
along the way he or she would also benefit from picking up certain items and having to complete certain obstacles to obtain that item that does later on
become very handy when used it at the right time. Role–playing games play similar to action/adventure games but has a much more difficult way of
how the game is completed.
RPG's or role–playing games
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The Negative Effects Of Video Games On The Four Domains Of...
Topic: Video Games Introduction When it comes to emerging adulthood, video games is controversial topic on whether it is beneficial, non
–beneficial,
or possibly a mix of both. Emerging adulthood can be defined as the period of someone's life from the age of 18–25, in which they explore the
possibilities of multiple life decisions. My early emerging adulthood years consisted of playing multiple video games, to be specific, massive
multiplayer online role playing games (MMORPG or MMO for short). There are many different versions of MMO but they all share the characteristics
of keeping up with multiple variables, swift decision making, and retaining a vast amount of information. These requirements had long lasting
beneficial effects on my mental processes, decision–making, memory, perception and awareness. On the other hand, it negatively affected my
self–esteem, physical fitness and connection with my family. This paper will ultimately examine the effects of video games on my late emerging
adulthood years within the context of the four domains of human development, cognitive, social, emotional, and physiological. Cognitive
Developmental Domain The beneficial effects of MMOs on my mental processes can be related to intelligence, or also referred to as the way in
which we organize, process, and receive information. Chiappe et al (2013) conducted a research on 350 junior students at CSU Long Beach. Of these
participants, there were 100 regular gamers and 250 non gamers.
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Assassin: Game Analysis
When a commitment is established, sometimes the comeback of the commitment don't become visible until an obstacle gradually strikes the mind. The
game "Assassin" indicates this statement well, because when the participants are too committed to the game, they sometimes blank out on the about the
aftermath of their decisions and the presence of consequences. It's a prevalent and viral game being taken up by many students nationwide, and it was
initially designed for students to have a vivid imagination by strategically planning effective tactics to eliminate their opponents using "weapons" until
there is a winner. For that reason, role playing games with simulated violence such as "Assassins" could potentially mark a negative influence on the
community. For instance, participants could be ... Show more content on Helpwriting.net ...
It has been shown that games linked to simulated violence could enroll players into an unpleasant situations because mock weapons cause much more
harm than it appears to be. The article entitled "Livermore Police Want to See an End to 'Assassin' Game" written by Alan Wang further presents the
brief that role playing games with simulated violence are perilous. According to Wang, "...senior accidentally crashed her car into a house while
playing... "Assassin' " (2014). The author used this particular scene to illustrate that the participant involved in the incident took the game outside the
boundaries by playing the 'Assassin' while she driving in her car, and this already demonstrates the crisis this game has influenced on student's
decisions. This demonstrates how driven the participants are to this game to the point where reckless driving is present due to students having the a
large amount of urgent of trying to ambush their target. This evidence reveals how reckless driving could put many people endangered such as
yourself, your passengers, other motorists, and
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The Negative Effects Of Role Playing Games On Teens
Is it possible that some of today's most popular yet most violent role–playing games might have a severe negative impact on today's world? In today's
world, many teens are involved in a variety of games with simulated violence included in them. Although they are popular, these games have received a
lot of controversy over the years. "Twenty–year–old Adam Lanza was obsessed with the violent lifelike video battle games that he played at the large
suburban home where he lived alone with his mother, a teacher who became the first victim of his horrific shooting spree in December of 2012." (6
Murders whose killings are linked to video game obsession). Events like this are unfortunately common which results in people being concerned about
the games causing real–world problems. Others have brought up concern about the content and others about their purpose. If these games are as
hazardous as they are said to be, they should not be permitted or tolerated at all because of the range of problems they can cause. Even though some
believe they are okay I strongly believe role–playing games with simulated violence have a negative impact on teens because, violent role–playing
games waste too much time, influence violence, and cause bad behavior.
To start, role–playing games have a negative impact on teens because they are a waste of time. Often times these games have a prize or motive that
draws teens into participating. The negative part of this comes when so many teens are
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Should Teens Be Allowed To Play Violent Role Playing Games?
Should Teens be Allowed to Play Violent Role
–Playing Games
Thousands of teens in the United States play violent video games everyday, for hours on end. Teens and children playing violent games are now
accepted as a part of life. They sit in front of a screen and watch blood and gore, with no emotions and without cringing. The games become
increasingly more violent, as the age that children begin to play these games drops, from twelve to ten to eight. Now, we have six or seven–year–old
children playing games rated M, for 17 and older. Teens should not be allowed to play violent role–playing games because it teaches them that violence
is acceptable, that it is fun to be violent, as well as desensitizing them to violence.
Violence is everywhere in our world, and when teens and children play violent role–playing games, it says "violence is acceptable". In the article
"High–Jinks: Shoot–Out" by Guy Martin a high school student says "I'm looking for some good massacres early" in reference to their high school's
annual end of year game, "Killer". In this game, the students team up and take on the role of assassins, out to kill all others. These are only high school
students, 14–19 years old and Killer is only a game, but they are using violent terms like massacre like any other word. They use it like mass killings
are acceptable, and that attitude is what is hurting the world. In the same article, Martin said, "Since the start of the game, the twelfth graders had been
sleeping on futons in vans borrowed from their parents, the better to pull off a stoop–side ambush and avoid being ambushed themselves." They are not
even adults, yet they are treating a game so seriously, sleeping in a car, talking about waiting to ambush. Yes, they are using tactical thinking, but there
are plenty of non–violent opportunities to use that skill, like in chess. Teens need to stop because violence is never acceptable.
Some teens and children are not yet mature enough to understand that those video games are edited and made with animation and that real people can
not do all the stuff their character does. Some start to take cues from their games. These games are teaching them how to be extremely violent.
According to the article
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Violent Games Argumentative Essay
According to Forbes and CNN, on December 14, 2012, 20 year old Adam Lanza went into Sandy Hook Elementary School and shot and killed 28
people. Adam Lanza was addicted to violent games, which may have caused him to kill many. Violent games have a negative effect on kids. There is
a price you have to pay when you play these games, and that is kids futures. Violent games can distract kids from what is important. These distractors
can turn kids off of the path to success. They can cloud students minds and causing them to only think about the game, not the consequences or turnout.
Some of the decisions can have long term effect, education, jobs, and altogether a person's future. There should be a stop to violent role playing games
for kids. ... Show more content on Helpwriting.net ...
For example according to Edlab, "Kids learn faster than adults because the prefrontal cortex of the brain". If kids play violent games they will
grow up learning and thinking about violence. This can cause them to be aggressive without them noticing. By making these kids criminals it will
ruin their lives, all because of a game. This shows how killing is included in kids games. People may say, "Kids may see violence in some games,
but not a lot of them." This is a false accusation and is not the case. Violent role playing games can distract kids from right from wrong, because
they will not know them apart. According to CBS News, "90 percent of children play video games, with 85 percent of those games containing some
violence". With so many kids playing violent games kids are becoming more violent and aggressive. By so much violence being displayed in kids
lives, they may think that the violence they see in games are okay and are normal. There have been many shootings over the past year. You hear about
one every day on the news. This is because kids are being negatively affected by violent games.
Violent games are distracting kids from success. These games may seem harmless to kids at the time, but it can ruin opportunities for their success.
These games not only distract kids from school, but make them do things that can make them in the eyes of society, a criminal. For example in "High
Jinks
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Is Games Good Or Not For Human Development?
Games are an essential part of all cultures throughout the world and are one of the oldest form of human interaction. It has been around human
being since 3000 BC by the discovery of the oldest board games in Turkey and since then, games has been developing rapidly (Attia 2014).
Nowadays, most people love to do it as a nice way to spend their leisure time because it makes them feel relaxed, enjoyed, or even make money by
doing it. There are many types of games such as board games, card games, roleplaying games, and electronic gaming; but all games have a common
thing; they teach us various aspects of life. However, many, especially parents, regard games as a bad thing to do, but others think that they could
benefit from doing it. Same... Show more content on Helpwriting.net ...
Video games are also effective to build adolescents resiliency on facing failure. Ingame worlds, there is no such thing as huge punishment when the
gamer did mistakes. They could restart the game and try to avoid the mistake that they did last time. This cycle keep repeating itself until the
adolescent immune to it. They will have more determination and not give up easily. Phillips stated that gamer have an intense concentration and
deep focus on tackling a really difficult problem. When they eventually solve the problem, they will be in a condition that is so extraordinary
positive because they had no idea that they would have solved the problem until they achieve it. It was almost beyond the threshold of an
imagination and when gamer get there, they were shocked to discover what they truly capable of (Phillips 2015). This is what we need to see on
millions of problem solvers. Adolescents who play games moderately will eventually turn into adults with an amazing problem solving skills.
However, this condition might also be a problem because gamer feel that they are not as good in reality as they are in games. Relating this to the first
source, gamer are really good in the virtual world but implementing the same performance in reality is not as easy as it looks. They are not as in
motivated to do something that matters as if they are in game worlds. Nonetheless, they have the capability to solve the problem even though they
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Improving the Health and Nutrition for Students Essay
There have been a lot of theories written on how we develop from birth to adulthood; the basis of it is explained within the three domains, physical,
cognitive and social – emotional development and although they seem like three separate areas they in fact relate closely together.
Arnold Gesell a theorist wrote a theory on physical development and explained how a child develops using age norms, he noted how a child grows
and changes from a baby to a teenager going through puberty, how a brain develops, which in turn develops gross motor skills, which are running,
skipping, jumping, throwing and catching, and fine motor skills are described with writing, threading and using scissors
Cognitive development refers to how the brain develops, ... Show more content on Helpwriting.net ...
As a teacher we can assist with a student's physical development by creating a classroom where the student can interact while learning, allowing free
time to play with sand or play dough. Just these two activities can assist with fine motor skills and including free time to play in the playground can
encourage gross motor skills to continue growing,
As a student becomes older and goes through puberty and other changes it is important that we as teachers address this issue by explaining it all and
making sure they realise they can contact the teacher or a student counsellor for help.
To assist a student's cognitive development a teacher must provide a bright and cheerful learning area, organise a reading area for the students to have,
and realize that different students are at different levels with their cognitive abilities. Reading to young students every day can encourage their
imaginations to grow and encourage their listening skills.
The physical activity level of young children has received increasing attention nationally because of the rapid rise in children's obesity. Research tells
us that the percentage of obese children ages 2 to 5 has doubled in the past 30 years (Ogden, Flegal, Carroll, & Johnson, 2002).
Physical activity is important for every age group, I have chosen the ages six to ten years, (middle childhood). At this age we find students are very
active while playing, always running around and role playing, however without
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Argumentative Essay On Role Playing Games
Kids all across America play role playing games that involve shooting each other with water guns which sounds harmless and innocent but some
people think different. A select hand of people think that kids and teenagers playing role playing games are violent and could lead the kids into a
troubled future, but they really are just harmless. The reasons for why role playing games like senior assassin are harless are that it isn't real killing, it
doesn't involve real guns, no one gets hurt, and that it is usually set up by the school that all of the students attend. But on the other hand the people that
think that it is violent have no real evidence and only say things like someone could get hurt, but from what the water, and they also say that it involves
weapons but that really doesn't mean anything.
The evidence for why it is harmless is because there has never been a death or killing from playing those harmless games because there is nothing
wrong with them. Others say that the game is very dangerous but there is no evidence for that, the only thing that they say is that it simulates violence
but there is really nothing violent about it, besides that the game is just fun. A quote from an article called "Violent video games may stopcrime by
keeping criminals busy playing violent video games" and in that it says "violent video games may have directly contributed to the decrease in
real–world violence." That quote really means a lot because it is saying that there is
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Tom Clancy's The Division Rhetorical Analysis
Commodify Your Dissent "Tom Clancy's the Division"
The videogame industry is one of the fastest growing industries in the entertainment business world. There are literally millions of players out there
who are always seeking to buy the best titles that may appeal to them, but how does a company convinces the players that their title is what they are
looking for?. Such is the case of one of 2016's most recent titles: "Tom Clancy's the Division" a third person shooter, open world, and RPG (role playing
game) who has managed to achieve a lot of attention by portraying a world that has been devastated by a deadly disease and you are the only hope to
save what remains. Subsequently, this advertisement is excellent when it comes to move your emotions as well as interest by letting you know that this
game has some of the most addictive aspects that videogames have to offer.
The first thing that manages to get my attention is just how busy and ... Show more content on Helpwriting.net ...
Today's culture is clearly more connected than ever, the internet is so powerful that it allows friends and family to be "together" even if they are far
away. Video games like "The Division" allows to represent this aspect of our society in a more detailed and complex way. When the advertisements
indicates that this is an online game, it is letting us know that the creators took into consideration our constant desire to not be alone, and always be
connected with friends or even random strangers and have fun together for example: as a gamer, I recognize that playing by myself can be boring
unless the story of the game that I choose to play is extremely engaging , but I understand that playing with friends or strangers can represent a big
aspect of the game and allows me to have way more fun than just play alone. As a result, the advertisement understands that gamers are not lonely
people but rather socially
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High-Jiks: Shoot-Out Analysis
The twenty first century. Whenever I hear this, I think of computers, electronics, my future. Kids in the twenty first century aren't like they used to
be. They all have iphones, ipads, Xbox, playstation, you name it. The hot topic it seems for teenagers is violence games; Call of Duty, Grand Theft
Auto, Halo... Have you ever thought if these games could have a bad impact on developing kids futures? Guns, curse words and blood can all lead
kids to have a different perspective on life, which can lead to problems. I believe that role playing games with stimulant violence can be harmful in
maturing kids lives. Some impacts that they can have are that it can affect their actions in the future, they aren't using their time effectively, and it creates
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In the article, the text states "Over the years, students there have developed a seventeen–point rule book, a map of the safe zones around the school, an
entry fee (currently twenty dollars per team; it goes into the winner's' pot) and a nonplaying senior–class "judge," to arbitrate disputed kills and rule
violations." This shows how much time and effort these kids have put into creating a violent game more intense. Also, in the text, it says "The call
had been engineered from a remote computer by a squad member with prodigious hacking skills." This shows that the kids are wasting their time
learning pointless skills instead of more important things, like school. If the kids are spending so much time just to make the game better, how are
they studying for school? Are they completely ignoring academics? How could the students be focused on school and be as focused on a violent
game? Obviously one is more important, but they choose to put time into a silly game. In life, playing violent shooting games isn't going to get you
into Harvard, and probably won't get you a job. What it may get you is getting fired from a job for not having something done on time. Hatred in
Killer can lead to problems, which can lead to violence, which can lead to consequences. Like I said before, do you really want to risk the chance of
hating someone and suffering the
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The Issues Of Cyber Bullying
Coastal Carolina University
The Issues of Cyber–bullying
Alyssa Staub
CSCI 101 – D1
Professor Matthews
October 23, 2017 Cyber bullying has been a topic for scholarly inquiry, political debate, and policy reform since the commercialization of the Internet.
Pre–internet bullying involved socially marginalized children and teenagers picking on their friends and other marginalized children at school.
Traditional discipline included detentions, phone calls to their parents, and some type of discipline between the children involved. Today however, for
bullies has dramatically changed and the risk–reward balance has been significantly tilted in favor of the bullies.
The Emergence of Technology
Today, bullies can... Show more content on Helpwriting.net ...
A case can be made that for engaged participants within massively multiplayer online role playing games, their social well being is paramount in their
realization of happiness and acceptance. This paper will also try to make a case for why bullying in these virtual gaming worlds can be more damaging
to participants than traditional bullying.
Cyber Bullying as a Criminological Issue
The world has adopted the Internet as one of the most popular mediums for exchanging information, and criminologists need to be well versed in its
complexities in order to make meaningful, relevant, and thought–provoking research. Cyber bullying piggy backs on the foundations of traditional
bullying in principle, but provides instigators with a presumed veil of anonymity which modernizes the bullies' process of bullying. Bullies naturally
have less inhibition when they are bullying online because they can be safe at home without fear of repercussion. This is extremely troubling
considering there is very little fear of reprisal in an online environment. There are no "internet police" actively monitoring conversations or information.
The cold truth is that nothing will ever happen to a cyber bully unless the victim(s) report it and pursue it legally. The situation
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Games : A Possible Means Of Therapy
Tabletop games; A Possible Means of Therapy
This paper was important for me to research and write because I have several disabling mental health conditions. I see many of the games mentioned
later as therapeutic and I find that my mental health becomes more stable after playing tabletop games in a social setting. This is odd as my mental
health prevents me from being social in many instants. The importance of mental health and ways to treat them are becoming a concern, and I
wanted to find out if my experiences in gaming where studied and if others shared my views. My goal in this paper is to spark an interest in the
psychiatric world to do more research on these types of games as a means of therapy or rehabilitation and show how tabletop games of many kinds,
affect our mental state and produce a unique environment for mental health experiences.
Many people today see tabletop games as just games however I see them as a new means of therapy. Games like Magic the Gathering or Dungeons &
Dragons are seen as tabletop games however, they are different. Role–playing games, board games, and trading card games all fall into different
subcategories of tabletop gaming, Magic a trading card game; D&D a role–playing game1. Although I had planned to only talk about role–playing
games, after researching and conducting interviews I found that tabletop gaming as a whole had so many similarities in their effects. The effects of
gaming on mental health are now being studied more frequently as
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Ethical Scenarios: Role Playing Game
Role–playing Game I.Ethical Scenarios a.Scenario one Eric and Philemon are two close friends who live together in harmony. Eric is a public
relations professional who works with MTN, a giant and popular telecommunication company, to build a strong relationship between MTN and its
clients. On the other hand, Philemon also gets a new job in Tigo, which is a new telecommunication company that is considered to be the greatest
competitor of MTN. Because TIGO wants to win over MTN and attracts MTN's market share to its services, it approaches Philemon and asks him
to go and ask Eric strategies that MTN uses to creative a positive image in the publics and make people continue using its services. During the night,
Philemon sits together with Eric and asks Eric "Eric, you are my good friend and we used to share everything" and, "Can you please share with me,
even if it can be one, strategies that MTN use to build a good relationship with its clients". Due to the pressure Philemon imposed to Eric, Eric shares
with Philemon some of the potential strategies that can have impact on MTN's performance when TIGO employs them. Therefore, Eric provided
TIGO, through Philemon, helpful information about MTN to its competitor. b.Scenario two... Show more content on Helpwriting.net ...
Due to external factors such heavy rain that dominated the last two months, Ice–cream Company's sales has decreased profoundly as well as revenues.
Then, Carolyn releases false information about Ice–cream's financial performance rather than showing that Ice–cream has experience two tough months
and its sales has decreased dramatically. She releases misleading information to impress Ice–cream's stakeholders. Therefore, Carolyn lies by omission
by releasing misleading information about the company's financial
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Essay about Video Games and Violence: Cause, or Scapegoat?
It seems like everything coming out about video games is bad. A student tried to kill his fellow classmates, and he was an avid Call of Duty player.
A study has been released that proves that playing video games will turn you into a criminal. The many benefits of games and gaming, such as their
possible applications to education and their ability to tell more complex stories than other forms of media, are almost universally ignored. I know
better, though. Between the lifetime I've spent playing and loving video games, and the articles I've found, I can tell you that video games do not
cause violent behavior or thoughts. First of all, to assess the opposite claim: video games, especially popular ones, tend to be violent, using fighting as...
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In addition, many studies use games that are wildly outdated and mismatched in their studies. One such study used the games Wolfenstein 3D and Myst,
both from the early nineties, and in completely genres. Certainly more modern games would be more appropriate for proving whether or not violent
games cause violent behavior, and certainly with less of a disconnect between the games than there would be between a shooter and a puzzle game,
which Wolfenstein 3D and Myst are respectively.(Kushner) Furthermore, no one is using video games as any sort of indicator of possible future
violent behavior. The blame only comes after a major violent incident. Partially, this is because of how ubiquitous gaming has become. A study in
1996 showed that 98.7 percent of children, regardless of gender, had played video games, with violent games being particularly popular with males (93
percent had played fighting game "Street Fighter II" alone.) That was just in 1996, meaning the number has surely grown since then. With that many
people playing video games, it's almost impossible to find a crime that can't be blamed on video games with the "They played games, that must be the
cause" argument. In truth, the only useful indicator of potential future violence (as reported in a 2007 Secret Service report) was the person in question
saying they wish to perform violent acts.(Ferguson) The next question is, if video games don't cause violence, then why
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Video Games Negatives
Video games go on to do more than just entertain us with the right dedication and structure a game can be used as a tool. Much like how video
games are being used to help terminally ill children learn the does and dont's of their illness to stay healthy and prevent them from worsening their
conditions, video games can be used to help children with severe developmental issues learn to develop socials skills so they can go about their
lives like a child and cope with stress and emotions like how children normal developmental skills would. The world we live in is not an easy world
it is very challenging and sometimes too demanding of us be it a child, teenager or an adult. Imagine how hard it must be for kids with severe
developmental... Show more content on Helpwriting.net ...
This can be very motivational for the gamers. According to Dweck of Dwek & Molden in the research "The Benefits of Playing games" by Isabela
Granic, Adam Lobel, and Rutger C. Engels, children develop a belief about their intelligence and abilities, beliefs that underlie specific motivational
styles and directly after an achievement. Also in the research "The Benefits of Playing Video Games " it is stated that Several studies have shown a
causal relation between playing preferred video games and improved mood or increases in positive emotion ( Russoniello, O'Brien, & Parks, 2009;
Ryan, Rigby, & Przybylski, 2006). For example, studies suggest that playing puzzle video games– games with minimal interfaces, short–term
commitments, and a high degree of accessibility (e.g., Angry Birds, Bejeweled II)– can improve players' moods, promote relaxation, and ward off
anxiety (Russoniello et al., 2009). It has further been suggested that some of the most intense positive emotional experiences are triggered in the
context of playing video games. Contrary to conventional beliefs that video games are intellectually lazy and sedating they actually promote a wide
range of cognitive skills. This is especially true for violent video games that have been hammered down by the media for their negative effect it has on
players notably children and teenagers. Violent or
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Violent Role-Playing Games In America
For many people in America, violent role–playing games are fun for them and nothing is wrong with them. When kids play these Violent Role–Playing
games they have many things they can get them involved in making maps, strategies, and many more that can help you in school and in life. If there
are bad things that can happen like the kids sleeping vans, and staying up too late, but there are more good things then bad things because if you look
more into this game you can find a lot of good things.
According to High–Jinks: Shoot–Out there are kids making maps of where they should go next but there were also bad things about this game like
people jumping over their neighbors fences but if the neighbors know that it is just a game they don't
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Analysis Of Philip Pullman's His Dark Materials Series :...
The stunning "equel" to Philip Pullman's His Dark Materials series, The Book of Dust, deserves a video game adaption of equal quality. The Book of
Dust's first installment, La Belle Sauvage, follows a trio of unlikely heroes – Malcolm Polstead, a young worker at his family's inn, Alice Parslow, the
inn's washer–up, and the baby Lyra Belacqua, the prophecy–chosen daughter of two prestigious scholars. The plot of this book revolves around them
making one escape to the next in Malcolm's canoe, La Belle Sauvage. The young protagonists are always either running away from or battling the evil
Gerard Bonneville, who plans to steal away and use her as a bargaining chip. Additionally, a well–paced interactive video game would likely serve
audiences better than a movie. Moreover, many new and old fans would love a La Belle Sauvage video game adaptation. The style and genre of this
video game would be significantly impactful to the outcome. I believe that the video game would do well if its graphics were pixel–art based, from a
top–down perspective and also if the game was a role–playing visual novel type game. Although I see the video game adaptation of La Belle Sauvage
crossing over into many genres, a role–playing game would best preserve the classic storytelling of Pullman's novels. Although the video game's
storyline should be linear, I believe that one of the game's selling points should be its interactive storytelling. To start off the narrative, players would
begin
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The Importance of Children's Play
The importance of play in young children cannot be stressed enough. It has be shown numerous times through research the benefits that play can
have. When you think of children playing it brings a smile to your face. The importance of play definitely plays a big role in a child's life especially
between the ages of 5 to 7. What does "play" mean? There are many different types of definitions because everyone "plays" differently.Play "engage in
activity for enjoyment and recreation rather than a serious or practical purpose" (Oxford Dictionary). The focus on what types of specific toys and
games that will help not only with socialization, but with cognitive and social learning skills. These types of skills are what children need to excel and
improve in multiple areas of life. What will be defined is what types of play children between the ages 5 to 7 should participate in.
Let's start at the beginning when a baby is born, the brain is like a sculpture waiting to be molded. It has been known that a child's brain develops
very quickly in the early years of its life. There are all different types of play whether it is set up or free play it definitely ensures that one's child will
get a wide variety of experiences. Children can almost play with anything o0r anywhere, its almost as "play is a child's work, play is important"
(McNamee–Anderson, 2010).
Some types of play that children should be participating in during the ages of 5 to 7 are onlooker play, parallel play,
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Video Game : Role Playing And Video Games
Role Playing and Video Games
In several New York City schools, there is a trending ruthless role–playing game called Killer, the last–man–standing game of water–pistol ambush. In
St. Ann's, which is a private school in Brooklyn Heights, it is very popular throughout the school. When active it lasts for around two and a half weeks
and is very intense. This game is very controversial and is different in everyone's eyes. Also, there is a big fan/player base around violent video
games. These videos can have material in it ranging from bank robberies, mass shootings, heists, gun violence, etc.. People spend days playing these
games and get to into it. These role–playing games with simulated violence and video games are perilous for teens ... Show more content on
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According to Guy Martin's article, "Protell took a car to Newark airport, found the victims before they passed through security, and dispatched them
using two bathtubs 'squirt fish.'" Protell traveled to the airport to get two people out that were traveling on a field trip. This event was taken too far
because the airport is not the place to bring any kind of weapon or projectile launcher even a water gun. It could be misinterpreted and he could have
faced consequences. Surely he wasn't thinking of those but doing that took it too far. Also, in the reading, it said that he needed special permission
from the judge to perform this. In the article, it also said: "Since the start of this game, the twelfth graders had been sleeping on futons in a couple of
vans borrowed from their parents, the better to pull off a stoop–side ambush and avoid being ambushed themselves." Sleeping in a van with your
friends is an action that was taken too far and seriously. It is risking health, sleep, and also risking the chance of being reported to the authorities
because of suspicion for other things.
Role–playing games aren't always the source of peril. There is also simulated violence that is introduced in a different way in video games that might
have an effect. According to an article that was written by Erik Kain, he said: "the shooter's 'darker side' which saw him playing violent 'zombie' video
games in his room, sometimes from 12.30pm until 4.30am"(page 2). This evidence shows that a
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The Negative Effects Of Violent Role Playing Games
Picture this, you are running through the woods with your friends, a small water gun glued to your hand. It is the best day ever. Except that you
have a paper due tomorrow which you haven't started, you are trespassing on someone's property, and you tripped on a log a few minutes before and
hurt your ankle. Teenagers are known for their rebellious and dangerous behavior. Although pulling stunts and playing games may be fun they also
need to consider the dangers and outcomes of these actions. There is much controversy of whether or not violent role playing games are good or bad
for people including teenagers. There are many people who believe that the positive effects it has on people outweigh the negative effects. However,
there are also people that argue that the negative effects outweigh the positive effects. Although violent role playing games seem fun and harmless they
aren't and are very dangerous, have many illegal aspects to them, and keep people that are playing them unfocused on school or work.
There are many places where this game could be considered dangerous. One example of how this is a dangerous game is in "High–Jinks: Shoot–Out"
by Guy Martin. As Mr. Martin states "hopped a neighbor's fence and exited through a neighbor's house." This is a very dangerous action because
when he hopped over the fence he could have destroyed parts of his body if he fell incorrectly. Or scraped himself when he was grabbing the fence. In
addition, Guy Martin writes "shot a boy
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Play, By Marc Leblanc
When describing the characteristics of play, Huizinga (1995) pointed out that engaging in the activity of play is not essential, yet engaging in the act of
play is a voluntary activity. It is an activity that can start and stop at any time and often carried out during leisure time. He also mentioned that play only
gets urgent when the enjoyment of play becomes a need. Thus, playing is enjoyable.
Games are compelling because it provides players several uses such as allowing players to pass time, to procrastinate, to cheer oneself up or to play
just for enjoyment (Phillips et al. 1995). As an entertainment source, games allow people to enter a world of fantasy and escape the boredom of reality
(Sherry 2004).
Games are compelling because it ... Show more content on Helpwriting.net ...
However, it is goals which bestow these interactions its purpose (Costikyan 2002). Goals are a stimulus in games which motivates players to interact
with the game system further and furthermore. These goals could be an explicit win–state, a set of victory conditions or smaller goals that adds up to
the bigger objective in the game. Goals could be in numerical form such as getting the highest score or in status form such as the development of a city.
On the other hand, there are games that have no explicit winning conditions. These are usually sand–box games like Grand Theft Auto V or simulation
games like The Sims series, whereby players have a wide variety of goals to choose from or a wide variety of possibilities to play with. Therefore,
games are goal–directed interactions that involves decision making (Costikyan 2002), that are up to the player's discretion and the system of the game.
Games are compelling this way because each gameplay of the same game will be dfferent....
To make achieving goals in games a little more challenging for the players, games have the element of struggle to make things interesting. Games
would have a form of conflict, competition, challenge, oppositions or even puzzles to make players to 'struggle interactively towards a goal'
(Costikyan 2002)' In the co–operative board
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What Are Role Playing Games With Simulated Violence...
Are Role–Playing Games With Simulated Violence Perilous Or Diverting?
By Kassie Cordier Playing games is something we all do everyday. It can give us a feeling of excitement in our daily boring lives. But some games
aren't as good for us as you might think. Role playing games with simulated violence can be perilous for us. Although they seem fine on the outside,
they can be very dangerous for our bodies and our minds. Games can alter our brains to think a certain way and cause us to become inhumane. This is
because they can lead to more serious actions, the player can get hurt, and it can distract us from more important things.
Firstly, role playing games can distract us from more important things. They can make us lose our sense of time ... Show more content on
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For example, a game might lead a kid to believe that hurting other people is okay because as Raise Smart Kids explained, they get used to being
rewarded when they hurt other players. They believe that punching, yelling or even killing other people is okay. They show how Kids whoplay video
games are more likely to have violent thoughts and actions. Making yourself think a certain way will make your brain adjust to as if you were
playing the game and soon the player might not be able to decipher fantasy from reality. Also, many studies have shown that kids who play a lot of
video games (a type of violent game) are not able to connect with others. Violent games can be leading us to something that we would never do without
them.
In conclusion, video games that are violent can be very perilous to not only kids but anyone who plays them. They can have short and long–term
effects on your career and the way you think. Violent games are bad because they can lead to serious actions, the player can get hurt, and because they
can distract us. Making the choice to play this game is not only affecting you but it can affect the people around you and how they think of you. So
next time you go to play games you should think about the consequences that come with
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Simulated Violent Role-Playing Video Games
Fellow peers of Mountain View Middle School,
I have been aware for quite some time about the ongoing argument over simulated violent role–playing games. Quite a few of you believe that they can
be dangerous and have negative effects on adolescents today, while they themselves have few interactions and experiences with these types of games.
Specifically, a student by the name of Monica Louka strongly believes that these role–playing games are harmful and thinks adults should be stricter on
limiting these games. I would like to ask that this single person, and everyone with similar views reconsider this position. Students who are rallying
behind me are also making an effort to get others to realize how exciting and fun these simulated games ... Show more content on Helpwriting.net ...
Included in the article "Violent video games may stop crime by keeping criminals busy playing violent video games" is the idea that children that
play these simulated games are having fun, and have the potential to not be violent in real life. Meaning that contrary to popular belief, these games
can be beneficial for the youngsters and keep them out of trouble. Since these games are so popular with children today, they include many people
and are only getting to be more popular. The result of this is kids are getting excited to play with each other, and look forward to getting to play. They
also result in crime rates going down, proving how helpful these games actually are. Games such as these also cause little damage to adolescents
because all these games are about is having fun, and have little intention of causing harm to any players. This overall highlights how simulated violent
role–playing games are all about helping children, and keep them out of
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Effects of a Role Playing Game on the Anxiety and...
The main focus of the present study will be to observe the effects of a role playing game on the anxiety and confidence levels among college
sophomores enrolled in the CUNY institutional system. Specifically, this study will observe the effect of World of Warcraft on students' perceived
levels of anxiety and confidence. 200 CUNY sophomores enrolled in a Calculus II course will be measured by the Generalized Anxiety Disorder Scale 7
at weeks 1, 7, and 13 and by the Self Confidence Inventory at weeks 2, 8, and 14. Students randomly assigned to the experimental condition will
complete two forty–five minute World of Warcraft sessions for a total of ninety minutes a week for a period of fifteen weeks. It is predicted that
students in the experimental condition will have a significant decrease in their scores on the Generalized Anxiety Disorder Scale 7 and an increase in
their scores on the Self Confidence Inventory at the end of the study. Also of interest in the present study is the academic achievement among both the
control and experimental participants. Participants' GPA will be recorded from their Calculus I course and will again be recorded at the end of the
semester in their Calculus II course.
Introduction
In the past decade there has been an increased interest in video games and their potential uses to increase motivation and academic achievement. A
variety of games have been designed to engage students and provide academic learning in various subjects.
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The Role Of Playing Game ( Mmorpg )
Runescape is one of the first massive multiplayer online role playing game (MMORPG) that many gamers have started with. Released in 2001,
there were no games like it out there for its time. For many of us gamers, Runescape was the beginning of an amazing journey. The game was free to
play on your web browser, no download necessary. Once your account was created you were able to start your adventure in the exploration of
Runescape, there is no better game you can get lost in. Runescape is the missing piece of achievement, adventure, and connection that you are
searching for. The concept of the game was revolutionary from the questing to the combat system. Players would have complete control on what
they wanted to do. There was a ray of activities such as what type of combat, crafting, merchanting, cooking, mining, hunting, and many others.
With each milestone you hit a player would feel a sense of accomplishment. The longer it took to reach that goal the more satisfying it was. This
sense of achievement was what all of us craved. For many players this system of gameplay at this level was never seen before. We were used to the
console games such as Zelda or Super Mario that had a set storyline to follow and a goal to reach, once completed the game was over. Unlike the
typical game of the time Runescape was a never ending story. There was always something to achieve and conquer within the game setting it apart
from Zelda and Super Mario. Each day there is always something
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Analysis Of Digital Nation
Technology can be used as a great tool for both education and communication. Specifically, the younger generation is being targeted to use technology.
They tend to use this technology for work, school, communication, or entertainment. In the film Digital Nation, the producers stressed the influence
technology can have on the everyday life of a teenager. In order for one to gain an understanding of the influence of technology, one could use Digital
Nation has a reference to identify how teenagers use technology in their everyday life and the distractions it may cause to a teenager's focus. Today's
teenagers think they are very good at multi–tasking. The easy access to technology by teenagers make them very inclined to use it. Students at the
Massachusetts Institution of Technology are the most connected people in the nation (Digital). These students believe that they are the best at
multi–tasking. That means doing school work while playing a game or checking their social media. This social group of students has learned to become
literally two places at once. They are constantly within a digital network whether that is through Facebook or another social outlet. Even through all
this technology, students are actually struggling with multi–tasking. Students were tested to see how well they could switch between tasks. The test
showed that a student tested better if focusing on one thing than one switching focus. Gathering this information reveals that a person
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Online Role Playing Game Games
In many of the MMORPG (Massively Multiplayer Online Role–Playing Game) game there is always a guid to it but sometime the player are not
follow those guid and ending up complaining that the game are not good. Accroding to Menashe Kestenbaum in every game before the player start
playing its, the players should search up the mmohut.com and what kind of game they like and do they want to play solo or with everyone. (P.3: A
Beginner 's Guide to MMORPG) The players would also check to see if they like the game graphic or not. It might just be a simple game but for a
professional player 's gaming is life and they will help create the guide for new players.
For this, I will discuss about about the rule in MMORPG and the guide to becoming the best player in the game. The best way for the new player
to be successful in gaming and be good at follow the guideline provided by the developer. The guideline that provided by the developer would have
quests information, monsters, classes, weapons, armors, capes, and helms. Sometimes the rule would include about if the players use cheat code to
get something that is again the rule the players would be banned for 24 hours and and the player do it again it would be a week and so on. Also, if
the players use swear words the players would be banned from using chat for one minute and if the player continues to use the swear words the player
would get banned for five minutes, thirty minutes, sixty minutes, twenty–four hours, seventy–two hours,
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Dota
A. Definition of terms
DOTA– is a multiplayer online battle arena game in a three–dimensional environment, presented from an oblique high–angle perspective. The player
commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience
points through combat, thereby leveling up to the maximum level of twenty–five. With every level gained the player either selects a new ability for
their Hero to learn or enhance their general statistics. Each Hero's method of combat is influenced by its primary property: Strength, Agility, or
Intelligence.
Custom map– is game that you can modify its features its features using World Editor.
Computer shops are places that ... Show more content on Helpwriting.net ...
"DOTA" is one of the examples of computer games. And this is where our topic began to start. "DOTA" means Defense of the Ancients. It is
commonly the word that we can hear on most people especially the youth and some actually doesn't have any idea about it. We usually observed some
students talking about "Largo tayo DOTA mamaya." or "Weplay DOTA later. "Not going straight at home after school. It captures our attention when
we are hearing those students talking about the thing "DOTA.". And actually, we observed that it affects their behavior especially in academic standing
and relationship to parents. Obviously it's affects us through psychologically, physically and mentally.
A. Psychological
Playing games is a natural part of growing. It's one way that kids learn to socialize, compete, to fulfill their passionindividuality, to entertain, to have fun
and sometimes to escape from depression. Computer and online games especially DOTA, in most instances, is no more dangerous than other games
that kids play outdoors. But sometimes, computer and online games with the touch of modern technology, it become more than just play. They become
an addiction. And when they became an addiction, it will be hard for the parents and to them to end what has been started.
An addict is one that abandons oneself to something compulsively or obsessively. We've all heard of the drug addict as the one who flushes their life
down the
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Stereotypes Of Games
Within western societies, games are often common place. The average person will play a game to relieve boredom, stress, or be a part of a
community as many games require multiple people in order to play. There are even games specifically designed for learning or refining hand eye
coordination. As the need for mental, and at times even emotion, stimulation grew so did the variety of games. Games range from those you can play
by simply speaking to those that require electronic game systems that could cost hundreds of dollars. However, the problem that could, and has arisen,
is that they are not, no pun intended, all fun and games. There is often controversy over games and the negative impact they will have on the people
playing them. Although, ... Show more content on Helpwriting.net ...
Since there were so many people in the group and everyone had a Facebook, they had a group chat on Facebook which communicated through.
Every time there was supposed to be a meeting I would watch as the members would post excitedly about the upcoming meeting, and express sadness
if someone could not make it, however the truly big hit of despair would come whenever the meet would be canceled. After Kenny, who as the DM is
the only one allowed to cancel meetings since without a DM no one can play, would explain they would all be very understanding, still sad but very
understanding. In Needs Met Through Role–Playing Games: A Fantasy Theme Analysis ofDungeons & Dragons, similar findings were expressed, "If a
player was unable to attend a session or if a game was canceled, they demonstrated sadness. Conversely, when a game was about to take place, players
appropriately indicated their excitement to get together" (Adams). Overall the general consensus seems that, from an etic point of view at the very
least, these meetings hold so much meaning to them that missing them or even just a single member from a meeting is incredibly
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Questions And Questions On Games
Games
1.History of games , Games were found since the ancient human past and Stone age , Games are important part of all cultures and is one of the oldest
forms of Social interaction between human.
1.1.There is no doubt that through 5,750 years of Ancient Egypt , Games was a big part of their daily life
1.2.Some games was designed just for Adults while there was other kind of games for all ages , Also there was special games for the royal families
likeRamsis's Family.
1.3.Archeologists discovered that a lot of games was played back in Ancient Egypt , but yet they didn't discover the rules for that games nor the way
they were played.
1.4.The oldest game from ancient Egypt was called Senet , It was played by the royal families , it ... Show more content on Helpwriting.net ...
The progress of video games in the re–arrest shaping and reflect reality with the progress of the available means in the past ten years, the shaping
made tremendous progress in Hollywood fore/aft suspension of the identities of the fact of life with the merger of some of the historical figures
imaginary.
3.2.It's a fact that vedio games cannot physically harm youngsters in encouragement to smoking or damage their life But if it damages oneself then it is
as poor as any addiction mainly because in conditions of addictions, it could be anything which includes movie game.
3.3.Some games in particular are designed purely to help us learn and progress our skills forward in life, and for these styled games, whether they are
brain training or quizzes
3.4.If mother and father do not carry handle more than their child concerning movie games, it could rob him of his time for leisure and study, His
efficiency for specific issue at college could come to be weak and boost insufficient concentration
4.Companies that contributed in developing games throughout the time, and helped in enhancing the graphics of console games / Pc games.
4.1.Activation , This company was founded in 1978 , and it was the world's first developer
... Get more on HelpWriting.net ...

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Dungeons And Dragons

  • 1. Dungeons And Dragons How Dungeons and Dragons Affects Social Anxiety and Cognitive Abilities Dungeons and Dragons is a tabletop role playing game designed to fuel people's imagination creativity and other cognitive abilities. Dungeons and Dragons or DnD for short is a great game for social interaction and entertainment between friends and even strangers. One of the advantages of DnD is being able to create connections with new people. The people that play DnD include a variety of different people, other than just the stereotypical nerds, like Vin Diesel. DnD is more than just a game, it can be used as a tool for therapy and learning/teaching. DnD emphasizes and rewards taking risks and being cooperative with your teammates/party. It allows for people who are... Show more content on Helpwriting.net ... Social anxiety is not fun, but maybe one day with the help of DnD people can eventually overcome it. I believe that DnD will be able to help deal with mental afflictions like anxiety and depression. Many people struggle with interacting with other people, but that is not a bad thing. It is unfortunate at some times, but eventually they will have a bad social experience. DnD is not used to perfect their social choices, but more to make sure they can cope with the bad choices. When they swing at that dragon they better be know what they are getting into, and the same when they may be offered drugs. They must make the right choice and hopefully DnD will help them through. Life skills are skills obtained through experience, good or bad they always learn something. With DnD maybe the bad does not have to have the same harsh consequences as real life. To summarize that is the main point of Dungeons and Dragons, to make life not as ... Get more on HelpWriting.net ...
  • 2. Persuasive Essay On Role Playing Games Without a doubt, violent role–playing games are perilous to teens because they are forced to use violent terms and graphic images. The role–playing game Killer makes students use violent terms to win and find new ways to violently win. One student asked a "judge", the evaluator of this game, if he could take his gun, "anywhere near an E1 A1 counter." (Martin). Students are questioning whether they are allowed to take their water guns out. These students are forced to use these terms. Whenever a student loses they are "killed" and their killers are called assassins. Calling students assassins and encouraging them to "kill" each other, could encourage them to commit a capital crime, such as murder. The "Assassins" stalk and kill each other. Another... Show more content on Helpwriting.net ... The graphics make the bodies fall down in a realistic "Ragdoll" fashion, and blood soaks soldiers clothes when they are shot. (Tahnk) These graphics mimic real–life deaths. When teens are exposed to such violent graphics, they get used to it and the sight of blood doesn't bother them. Some infamous killers have admitted to using Call of Duty as "training" before they would go on to commit a crime. Action role–playing games like Dark Souls 3 are known for their violence. Dark Souls 3 is one of the most violent games of 2016, because of its graphic terms and dark plotline. (Sapieha) Using terms like slice, hack and impale are common throughout the game, this game is not appropriate for anybody under the age of eighteen. This game has blood, skulls, and dead bodies that lay on the ground. These details encourage a "dark side" to teens playing the game. Players are forced to brutally exterminate anyone who gets in their way. "...studies show that violent video games increase adolescent aggressiveness," (Dartmouth). Violent games with antisocial and first person protagonists are known to have violent terms and graphic images. Games like Grand Theft Auto V and Mortal Kombat X are known for their graphic nature. ... Get more on HelpWriting.net ...
  • 3. Mapping the Issue Essay Jonathan Lee Eng 1302 8 March 2012 Thomas Tutt What Makes a Community Worth Gaming for Dear friends and students of UTA, I humbly come to you with a simple argument, one that is close to my heart. Though it may sound trivial, the argument has been raging on for three decades, and has grown to a nation wide debate. The question: is there such thing as a gaming community? Again, the question may sound inconsequential, but consider this fellow Mavericks, what makes a community? Is it just a group of people meeting and having a good time? Or is it more? Is something like gaming able to unite people from all across the world? Admittedly, the argument is rather close to my heart. I have been interested games since the age of five. I ... Show more content on Helpwriting.net ... In terms of organization, it is perhaps not as strong as a community based upon physical land, but what it lacks in town hall meetings and elections, it makes up in conventions and LAN tournaments. The gaming community boasts large gaming conventions such as PAX, and E3, where thousands of gamers meet and socialize while playing the newest games. LAN is Local Area Network, which is used to hold massive tournaments where many can pit themselves against other gamers. These Colosseums are where the celebrities of the gaming world are born, rising from the bodies of the hundreds they had slain to win. There is no law keeping force, or governing body to be sure, but it is still a community that can have an impact on the world. The gaming community is not a legitimate community. It is not legitimate due to its lack of due to its lack of organization. It may claim to be united but there is little evidence to prove it. The community is too broken; there is division with consoles, whether an Xbox or a PC is better. There is division on the genre of games such as shooting games, role playing games and puzzle games. The communities are too far apart to be a single gaming community. Take a look at the most played game in the world, League of Legends . It has little to no tie with the popular fighting game genre,and it is at war with people that play Heroes of Newerth. Nasty internet quarrels, forum raids and other attacks have gone between the two communities as chronicled in ... Get more on HelpWriting.net ...
  • 4. Stereotypes In Dungeons And Dragons Dungeons and Dragons is a role playing game that requires time, patience, and a relatively good imagination. Society has grown up with this game for several decades and yet the majority has no knowledge of its works and rules other than the misconceptions of stereotypes and confused explanations. When asked about the game, certain social groups are targeted as the player when, in truth, the quantity is much larger than previously thought. Dungeons and Dragons is a game that is more than a game. It is a bonding experience with many personal properties, overcomes the stereotypes, and that everyone can try or witness at least once in their life. This massive, medieval timed, role playing game can be easily misunderstood for good reason; ... Show more content on Helpwriting.net ... Some players like the imagination the game requires and using the power of their mind to create a fantasy world where they can start and end wars, create civilizations, battle monsters, and trek on an epic adventure. Not only is the game based on the creativity of the player, but structure is a key element just like it is in the human language or in music. For example, a young man who has played soccer and enjoyed the sport for most of his life may find a liking to the structure of the game and creating his own ideas in context. Another likely aspect to admire is the social requirement; you cannot play this game alone. It requires at least two people, but most parties have five to eight players. This provides a face to face interaction that can lead to bonding and friendships. An example is when a younger adult who enjoys spending his time with technology is given a chance to have contact with other people on a similar subject, there is always the chance of making new friends. The game is also built around performance of characters, based on dice rolls and abilities obtained, and problem solving skills that the Dungeon Master creates during the game play. Because of it's many parts, Dungeons and Dragons can attract many different people to enjoy the ... Get more on HelpWriting.net ...
  • 5. The Role Of Playing Game ( Frpg ) Or Dungeons & Dragons (... When you hear the words Fantasy Role Playing Game (FRPG) or Dungeons & Dragons (DnD) there is a certain level of nurtured bias that is applied to the people who are interested in these things. If you were to paint a picture of someone who plays this type of thing I'm sure that person would have glasses, be overweight, and probably have difficulty socializing as a normal person. However, you might also see those same people as having above average intelligence and probably have a good job. The stereotypes surrounding FRPGs are generally negative with positive undertones, most likely because of a lack of general information regarding the FRPG community and those who take part in it. Having played some FRPGs myself, I can say without a doubt that I wouldn't bring up the fact that I play DnD to say, a pretty girl who I'm attempting to court. However, maybe the fact that I've played FRPGs is helping me court this woman, or perhaps even make friends and socialize better than I had before. This essay will concern itself not with just the negative stereotypes and proving or disproving them. But with the culture and impact of FRPGs as a whole. I believe FRPGs in the United States have a positive impact on the social development of young adults. When analyzing a specific subjects effects on a person's social skills, it's important to understand as much as possible about what it means to engage in this activity. Now while there is an array of different FRPGs, the biggest difference ... Get more on HelpWriting.net ...
  • 6. Self Reliance By Emerson In Emerson essay "Self Reliance" he demonstrates that people should be relying on themselves because everyone is different and thinks differently. Emerson believes our heart will feel strongly that which we should be doing. Emerson suggests that people that people be happy with themselves and do what and do what makes them happy because we don't then we will be filled with regret. Then Emerson shows that being a person that relies on themselves will bring that person into happiness; however, if all a person does is just copy and be jealous over others that person will not be happy which Emerson says succinctly "envy is ignorance." Then Emerson goes on to say "it is easy in solitude to live after our own" to point out that we will easily accomplish... Show more content on Helpwriting.net ... While, some people will not activate their rare talents because it will lay dormant inside; however, if those people can start to trust themselves then those people will unleash their hidden talents. Then if people listen to what they want or themselves and not what parents, friends or adults have to say then it will not have any effect other than getting what needs to be done for those people. Then lastly, if people concentrate on the present then those people can enjoy their life because they will be able to do activities other than being stuck in past and thinking about a fun time they want to relive or choice they would like to ... Get more on HelpWriting.net ...
  • 7. The Fallout Franchise The Fallout franchise is nearly 20 years old, but the history of the series goes back far more than 20 years. While Fallout can easily be considered the studios most successful franchise, their legacy goes beyond the post apocalyptic, being publishers of such games as Descent 3, Baldur's Gate, and the developers of Wasteland. Baldur's Gate and Descent 3 certainly helped shape Interplay into the developers they would eventually become, but it was Wasteland, first released in 1988 on the Apple 2 computer, that really laid the foundation for Fallout. Not only did Wasteland pave the way for Fallout, it nearly single handedly brought a genre to mainstream audiences. Wasteland takes place in 2087 after a nuclear war between the United States and Russia plunged the world into darkness. Sound familiar? The player takes the role of a Desert Ranger, a division of what's left of the United States Army, who travels throughout the Southeastern United States investigating a series of disturbances. Eventually, the player discovers the source of the disturbances, a... Show more content on Helpwriting.net ... However, Wasteland, due to the technical limitations of the time, had a several hundred page long book to provide context and information about events in–game. Fallout, being released almost 10 years later, wasn't constrained by those same limitations, and was able to put all information in the game itself, most of which was done via the Pip–Boy 2000. The Pip–Boy, or Personal Information Processor model 2000, is a personal computer worn by all vault dwellers. It acts as a menu of sorts, providing you with maps of the area, information about quests, lists of skills and perks for your character, your inventory of weapons, armors, and health items, and will even wish you a Merry Christmas on December 25, in game. The Pip–Boy took all of the clutter of tabletop RPGs and condensed it into a sleek and clean user ... Get more on HelpWriting.net ...
  • 8. Shoot-Out Analysis Every teen has their own likes and dislikes. They are definite to what will benefit them and what will be a detriment to them. For example, violent games can be debated on both sides. Some people believe that it is detrimental for teens, and others believe they are exciting for them. Even though others may be convinced that they are harmful, violent games can be beneficial. Role–playing games with simulated violence ask for teens to act out in killing others in order to win. In fact, teens should be allowed to play these matches as they are diverting for a couple of reasons. One reason is that violent games involve strategy and teamwork. Strategy requires you brainstorm. Therefore, you can encounter your problem. Teamwork will ask you to get ... Show more content on Helpwriting.net ... In a pro–con website, a countless amount of people were arguing concerning the fact that if violent video games contribute to youth violence. One person argued that it fails to contribute to youth violence since "violent video games allow players to release their stress and anger in the game, leading to less real world aggression." In order to prove that the person's statement is right, that person showed the results of a survey conducted by a researcher. "A peer–reviewed study published in the Journal of Adolescent Health discovered that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out."" Many teens play video games in order to reduce and relieve the amount the pain they have. Even though these games are violent, they do relieve strain and it does make people feel relaxed. Games can be enjoyable for teens who admires playing a great deal of ... Get more on HelpWriting.net ...
  • 9. Exploring Different Types of Video Games Essay Video games in today's society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before. Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that category. The top three most ... Show more content on Helpwriting.net ... Unlike action/adventure games, people don't have to run to a particular spot in the game to get that special item they wanted, instead, they just simply unlock it when he or she has accomplished the necessary requirements to get the item. Action/Adventure categories of games are very unique. These types of games generally feature long–term obstacles that must be overcome using a tool or object that is acquired at the beginning of the game. These types of games are generally a more item gathering, simple puzzle solving, and combat game. Games such as Assassins Creed and Ratchet and Clank are perfect examples of this category of games. Assassins Creed is a bit more puzzle solving and more stealth like than Ratchet and Clank whereas Ratchet and Clank is more of an action pack filled game with more item gathering and small obstacles along the way encountering combat in every turn that is made. Another famous action/adventure game would be Super Mario. The perfect storyline of saving a princess and while looking for her one would encounter different but strong enemies in each level he or she would go in; along the way he or she would also benefit from picking up certain items and having to complete certain obstacles to obtain that item that does later on become very handy when used it at the right time. Role–playing games play similar to action/adventure games but has a much more difficult way of how the game is completed. RPG's or role–playing games ... Get more on HelpWriting.net ...
  • 10. The Negative Effects Of Video Games On The Four Domains Of... Topic: Video Games Introduction When it comes to emerging adulthood, video games is controversial topic on whether it is beneficial, non –beneficial, or possibly a mix of both. Emerging adulthood can be defined as the period of someone's life from the age of 18–25, in which they explore the possibilities of multiple life decisions. My early emerging adulthood years consisted of playing multiple video games, to be specific, massive multiplayer online role playing games (MMORPG or MMO for short). There are many different versions of MMO but they all share the characteristics of keeping up with multiple variables, swift decision making, and retaining a vast amount of information. These requirements had long lasting beneficial effects on my mental processes, decision–making, memory, perception and awareness. On the other hand, it negatively affected my self–esteem, physical fitness and connection with my family. This paper will ultimately examine the effects of video games on my late emerging adulthood years within the context of the four domains of human development, cognitive, social, emotional, and physiological. Cognitive Developmental Domain The beneficial effects of MMOs on my mental processes can be related to intelligence, or also referred to as the way in which we organize, process, and receive information. Chiappe et al (2013) conducted a research on 350 junior students at CSU Long Beach. Of these participants, there were 100 regular gamers and 250 non gamers. ... Get more on HelpWriting.net ...
  • 11. Assassin: Game Analysis When a commitment is established, sometimes the comeback of the commitment don't become visible until an obstacle gradually strikes the mind. The game "Assassin" indicates this statement well, because when the participants are too committed to the game, they sometimes blank out on the about the aftermath of their decisions and the presence of consequences. It's a prevalent and viral game being taken up by many students nationwide, and it was initially designed for students to have a vivid imagination by strategically planning effective tactics to eliminate their opponents using "weapons" until there is a winner. For that reason, role playing games with simulated violence such as "Assassins" could potentially mark a negative influence on the community. For instance, participants could be ... Show more content on Helpwriting.net ... It has been shown that games linked to simulated violence could enroll players into an unpleasant situations because mock weapons cause much more harm than it appears to be. The article entitled "Livermore Police Want to See an End to 'Assassin' Game" written by Alan Wang further presents the brief that role playing games with simulated violence are perilous. According to Wang, "...senior accidentally crashed her car into a house while playing... "Assassin' " (2014). The author used this particular scene to illustrate that the participant involved in the incident took the game outside the boundaries by playing the 'Assassin' while she driving in her car, and this already demonstrates the crisis this game has influenced on student's decisions. This demonstrates how driven the participants are to this game to the point where reckless driving is present due to students having the a large amount of urgent of trying to ambush their target. This evidence reveals how reckless driving could put many people endangered such as yourself, your passengers, other motorists, and ... Get more on HelpWriting.net ...
  • 12. The Negative Effects Of Role Playing Games On Teens Is it possible that some of today's most popular yet most violent role–playing games might have a severe negative impact on today's world? In today's world, many teens are involved in a variety of games with simulated violence included in them. Although they are popular, these games have received a lot of controversy over the years. "Twenty–year–old Adam Lanza was obsessed with the violent lifelike video battle games that he played at the large suburban home where he lived alone with his mother, a teacher who became the first victim of his horrific shooting spree in December of 2012." (6 Murders whose killings are linked to video game obsession). Events like this are unfortunately common which results in people being concerned about the games causing real–world problems. Others have brought up concern about the content and others about their purpose. If these games are as hazardous as they are said to be, they should not be permitted or tolerated at all because of the range of problems they can cause. Even though some believe they are okay I strongly believe role–playing games with simulated violence have a negative impact on teens because, violent role–playing games waste too much time, influence violence, and cause bad behavior. To start, role–playing games have a negative impact on teens because they are a waste of time. Often times these games have a prize or motive that draws teens into participating. The negative part of this comes when so many teens are ... Get more on HelpWriting.net ...
  • 13. Should Teens Be Allowed To Play Violent Role Playing Games? Should Teens be Allowed to Play Violent Role –Playing Games Thousands of teens in the United States play violent video games everyday, for hours on end. Teens and children playing violent games are now accepted as a part of life. They sit in front of a screen and watch blood and gore, with no emotions and without cringing. The games become increasingly more violent, as the age that children begin to play these games drops, from twelve to ten to eight. Now, we have six or seven–year–old children playing games rated M, for 17 and older. Teens should not be allowed to play violent role–playing games because it teaches them that violence is acceptable, that it is fun to be violent, as well as desensitizing them to violence. Violence is everywhere in our world, and when teens and children play violent role–playing games, it says "violence is acceptable". In the article "High–Jinks: Shoot–Out" by Guy Martin a high school student says "I'm looking for some good massacres early" in reference to their high school's annual end of year game, "Killer". In this game, the students team up and take on the role of assassins, out to kill all others. These are only high school students, 14–19 years old and Killer is only a game, but they are using violent terms like massacre like any other word. They use it like mass killings are acceptable, and that attitude is what is hurting the world. In the same article, Martin said, "Since the start of the game, the twelfth graders had been sleeping on futons in vans borrowed from their parents, the better to pull off a stoop–side ambush and avoid being ambushed themselves." They are not even adults, yet they are treating a game so seriously, sleeping in a car, talking about waiting to ambush. Yes, they are using tactical thinking, but there are plenty of non–violent opportunities to use that skill, like in chess. Teens need to stop because violence is never acceptable. Some teens and children are not yet mature enough to understand that those video games are edited and made with animation and that real people can not do all the stuff their character does. Some start to take cues from their games. These games are teaching them how to be extremely violent. According to the article ... Get more on HelpWriting.net ...
  • 14. Violent Games Argumentative Essay According to Forbes and CNN, on December 14, 2012, 20 year old Adam Lanza went into Sandy Hook Elementary School and shot and killed 28 people. Adam Lanza was addicted to violent games, which may have caused him to kill many. Violent games have a negative effect on kids. There is a price you have to pay when you play these games, and that is kids futures. Violent games can distract kids from what is important. These distractors can turn kids off of the path to success. They can cloud students minds and causing them to only think about the game, not the consequences or turnout. Some of the decisions can have long term effect, education, jobs, and altogether a person's future. There should be a stop to violent role playing games for kids. ... Show more content on Helpwriting.net ... For example according to Edlab, "Kids learn faster than adults because the prefrontal cortex of the brain". If kids play violent games they will grow up learning and thinking about violence. This can cause them to be aggressive without them noticing. By making these kids criminals it will ruin their lives, all because of a game. This shows how killing is included in kids games. People may say, "Kids may see violence in some games, but not a lot of them." This is a false accusation and is not the case. Violent role playing games can distract kids from right from wrong, because they will not know them apart. According to CBS News, "90 percent of children play video games, with 85 percent of those games containing some violence". With so many kids playing violent games kids are becoming more violent and aggressive. By so much violence being displayed in kids lives, they may think that the violence they see in games are okay and are normal. There have been many shootings over the past year. You hear about one every day on the news. This is because kids are being negatively affected by violent games. Violent games are distracting kids from success. These games may seem harmless to kids at the time, but it can ruin opportunities for their success. These games not only distract kids from school, but make them do things that can make them in the eyes of society, a criminal. For example in "High Jinks ... Get more on HelpWriting.net ...
  • 15. Is Games Good Or Not For Human Development? Games are an essential part of all cultures throughout the world and are one of the oldest form of human interaction. It has been around human being since 3000 BC by the discovery of the oldest board games in Turkey and since then, games has been developing rapidly (Attia 2014). Nowadays, most people love to do it as a nice way to spend their leisure time because it makes them feel relaxed, enjoyed, or even make money by doing it. There are many types of games such as board games, card games, roleplaying games, and electronic gaming; but all games have a common thing; they teach us various aspects of life. However, many, especially parents, regard games as a bad thing to do, but others think that they could benefit from doing it. Same... Show more content on Helpwriting.net ... Video games are also effective to build adolescents resiliency on facing failure. Ingame worlds, there is no such thing as huge punishment when the gamer did mistakes. They could restart the game and try to avoid the mistake that they did last time. This cycle keep repeating itself until the adolescent immune to it. They will have more determination and not give up easily. Phillips stated that gamer have an intense concentration and deep focus on tackling a really difficult problem. When they eventually solve the problem, they will be in a condition that is so extraordinary positive because they had no idea that they would have solved the problem until they achieve it. It was almost beyond the threshold of an imagination and when gamer get there, they were shocked to discover what they truly capable of (Phillips 2015). This is what we need to see on millions of problem solvers. Adolescents who play games moderately will eventually turn into adults with an amazing problem solving skills. However, this condition might also be a problem because gamer feel that they are not as good in reality as they are in games. Relating this to the first source, gamer are really good in the virtual world but implementing the same performance in reality is not as easy as it looks. They are not as in motivated to do something that matters as if they are in game worlds. Nonetheless, they have the capability to solve the problem even though they ... Get more on HelpWriting.net ...
  • 16. Improving the Health and Nutrition for Students Essay There have been a lot of theories written on how we develop from birth to adulthood; the basis of it is explained within the three domains, physical, cognitive and social – emotional development and although they seem like three separate areas they in fact relate closely together. Arnold Gesell a theorist wrote a theory on physical development and explained how a child develops using age norms, he noted how a child grows and changes from a baby to a teenager going through puberty, how a brain develops, which in turn develops gross motor skills, which are running, skipping, jumping, throwing and catching, and fine motor skills are described with writing, threading and using scissors Cognitive development refers to how the brain develops, ... Show more content on Helpwriting.net ... As a teacher we can assist with a student's physical development by creating a classroom where the student can interact while learning, allowing free time to play with sand or play dough. Just these two activities can assist with fine motor skills and including free time to play in the playground can encourage gross motor skills to continue growing, As a student becomes older and goes through puberty and other changes it is important that we as teachers address this issue by explaining it all and making sure they realise they can contact the teacher or a student counsellor for help. To assist a student's cognitive development a teacher must provide a bright and cheerful learning area, organise a reading area for the students to have, and realize that different students are at different levels with their cognitive abilities. Reading to young students every day can encourage their imaginations to grow and encourage their listening skills. The physical activity level of young children has received increasing attention nationally because of the rapid rise in children's obesity. Research tells us that the percentage of obese children ages 2 to 5 has doubled in the past 30 years (Ogden, Flegal, Carroll, & Johnson, 2002). Physical activity is important for every age group, I have chosen the ages six to ten years, (middle childhood). At this age we find students are very active while playing, always running around and role playing, however without ... Get more on HelpWriting.net ...
  • 17. Argumentative Essay On Role Playing Games Kids all across America play role playing games that involve shooting each other with water guns which sounds harmless and innocent but some people think different. A select hand of people think that kids and teenagers playing role playing games are violent and could lead the kids into a troubled future, but they really are just harmless. The reasons for why role playing games like senior assassin are harless are that it isn't real killing, it doesn't involve real guns, no one gets hurt, and that it is usually set up by the school that all of the students attend. But on the other hand the people that think that it is violent have no real evidence and only say things like someone could get hurt, but from what the water, and they also say that it involves weapons but that really doesn't mean anything. The evidence for why it is harmless is because there has never been a death or killing from playing those harmless games because there is nothing wrong with them. Others say that the game is very dangerous but there is no evidence for that, the only thing that they say is that it simulates violence but there is really nothing violent about it, besides that the game is just fun. A quote from an article called "Violent video games may stopcrime by keeping criminals busy playing violent video games" and in that it says "violent video games may have directly contributed to the decrease in real–world violence." That quote really means a lot because it is saying that there is ... Get more on HelpWriting.net ...
  • 18. Tom Clancy's The Division Rhetorical Analysis Commodify Your Dissent "Tom Clancy's the Division" The videogame industry is one of the fastest growing industries in the entertainment business world. There are literally millions of players out there who are always seeking to buy the best titles that may appeal to them, but how does a company convinces the players that their title is what they are looking for?. Such is the case of one of 2016's most recent titles: "Tom Clancy's the Division" a third person shooter, open world, and RPG (role playing game) who has managed to achieve a lot of attention by portraying a world that has been devastated by a deadly disease and you are the only hope to save what remains. Subsequently, this advertisement is excellent when it comes to move your emotions as well as interest by letting you know that this game has some of the most addictive aspects that videogames have to offer. The first thing that manages to get my attention is just how busy and ... Show more content on Helpwriting.net ... Today's culture is clearly more connected than ever, the internet is so powerful that it allows friends and family to be "together" even if they are far away. Video games like "The Division" allows to represent this aspect of our society in a more detailed and complex way. When the advertisements indicates that this is an online game, it is letting us know that the creators took into consideration our constant desire to not be alone, and always be connected with friends or even random strangers and have fun together for example: as a gamer, I recognize that playing by myself can be boring unless the story of the game that I choose to play is extremely engaging , but I understand that playing with friends or strangers can represent a big aspect of the game and allows me to have way more fun than just play alone. As a result, the advertisement understands that gamers are not lonely people but rather socially ... Get more on HelpWriting.net ...
  • 19. High-Jiks: Shoot-Out Analysis The twenty first century. Whenever I hear this, I think of computers, electronics, my future. Kids in the twenty first century aren't like they used to be. They all have iphones, ipads, Xbox, playstation, you name it. The hot topic it seems for teenagers is violence games; Call of Duty, Grand Theft Auto, Halo... Have you ever thought if these games could have a bad impact on developing kids futures? Guns, curse words and blood can all lead kids to have a different perspective on life, which can lead to problems. I believe that role playing games with stimulant violence can be harmful in maturing kids lives. Some impacts that they can have are that it can affect their actions in the future, they aren't using their time effectively, and it creates ... Show more content on Helpwriting.net ... In the article, the text states "Over the years, students there have developed a seventeen–point rule book, a map of the safe zones around the school, an entry fee (currently twenty dollars per team; it goes into the winner's' pot) and a nonplaying senior–class "judge," to arbitrate disputed kills and rule violations." This shows how much time and effort these kids have put into creating a violent game more intense. Also, in the text, it says "The call had been engineered from a remote computer by a squad member with prodigious hacking skills." This shows that the kids are wasting their time learning pointless skills instead of more important things, like school. If the kids are spending so much time just to make the game better, how are they studying for school? Are they completely ignoring academics? How could the students be focused on school and be as focused on a violent game? Obviously one is more important, but they choose to put time into a silly game. In life, playing violent shooting games isn't going to get you into Harvard, and probably won't get you a job. What it may get you is getting fired from a job for not having something done on time. Hatred in Killer can lead to problems, which can lead to violence, which can lead to consequences. Like I said before, do you really want to risk the chance of hating someone and suffering the ... Get more on HelpWriting.net ...
  • 20. The Issues Of Cyber Bullying Coastal Carolina University The Issues of Cyber–bullying Alyssa Staub CSCI 101 – D1 Professor Matthews October 23, 2017 Cyber bullying has been a topic for scholarly inquiry, political debate, and policy reform since the commercialization of the Internet. Pre–internet bullying involved socially marginalized children and teenagers picking on their friends and other marginalized children at school. Traditional discipline included detentions, phone calls to their parents, and some type of discipline between the children involved. Today however, for bullies has dramatically changed and the risk–reward balance has been significantly tilted in favor of the bullies. The Emergence of Technology Today, bullies can... Show more content on Helpwriting.net ... A case can be made that for engaged participants within massively multiplayer online role playing games, their social well being is paramount in their realization of happiness and acceptance. This paper will also try to make a case for why bullying in these virtual gaming worlds can be more damaging to participants than traditional bullying. Cyber Bullying as a Criminological Issue The world has adopted the Internet as one of the most popular mediums for exchanging information, and criminologists need to be well versed in its complexities in order to make meaningful, relevant, and thought–provoking research. Cyber bullying piggy backs on the foundations of traditional bullying in principle, but provides instigators with a presumed veil of anonymity which modernizes the bullies' process of bullying. Bullies naturally have less inhibition when they are bullying online because they can be safe at home without fear of repercussion. This is extremely troubling considering there is very little fear of reprisal in an online environment. There are no "internet police" actively monitoring conversations or information. The cold truth is that nothing will ever happen to a cyber bully unless the victim(s) report it and pursue it legally. The situation
  • 21. ... Get more on HelpWriting.net ...
  • 22. Games : A Possible Means Of Therapy Tabletop games; A Possible Means of Therapy This paper was important for me to research and write because I have several disabling mental health conditions. I see many of the games mentioned later as therapeutic and I find that my mental health becomes more stable after playing tabletop games in a social setting. This is odd as my mental health prevents me from being social in many instants. The importance of mental health and ways to treat them are becoming a concern, and I wanted to find out if my experiences in gaming where studied and if others shared my views. My goal in this paper is to spark an interest in the psychiatric world to do more research on these types of games as a means of therapy or rehabilitation and show how tabletop games of many kinds, affect our mental state and produce a unique environment for mental health experiences. Many people today see tabletop games as just games however I see them as a new means of therapy. Games like Magic the Gathering or Dungeons & Dragons are seen as tabletop games however, they are different. Role–playing games, board games, and trading card games all fall into different subcategories of tabletop gaming, Magic a trading card game; D&D a role–playing game1. Although I had planned to only talk about role–playing games, after researching and conducting interviews I found that tabletop gaming as a whole had so many similarities in their effects. The effects of gaming on mental health are now being studied more frequently as ... Get more on HelpWriting.net ...
  • 23. Ethical Scenarios: Role Playing Game Role–playing Game I.Ethical Scenarios a.Scenario one Eric and Philemon are two close friends who live together in harmony. Eric is a public relations professional who works with MTN, a giant and popular telecommunication company, to build a strong relationship between MTN and its clients. On the other hand, Philemon also gets a new job in Tigo, which is a new telecommunication company that is considered to be the greatest competitor of MTN. Because TIGO wants to win over MTN and attracts MTN's market share to its services, it approaches Philemon and asks him to go and ask Eric strategies that MTN uses to creative a positive image in the publics and make people continue using its services. During the night, Philemon sits together with Eric and asks Eric "Eric, you are my good friend and we used to share everything" and, "Can you please share with me, even if it can be one, strategies that MTN use to build a good relationship with its clients". Due to the pressure Philemon imposed to Eric, Eric shares with Philemon some of the potential strategies that can have impact on MTN's performance when TIGO employs them. Therefore, Eric provided TIGO, through Philemon, helpful information about MTN to its competitor. b.Scenario two... Show more content on Helpwriting.net ... Due to external factors such heavy rain that dominated the last two months, Ice–cream Company's sales has decreased profoundly as well as revenues. Then, Carolyn releases false information about Ice–cream's financial performance rather than showing that Ice–cream has experience two tough months and its sales has decreased dramatically. She releases misleading information to impress Ice–cream's stakeholders. Therefore, Carolyn lies by omission by releasing misleading information about the company's financial ... Get more on HelpWriting.net ...
  • 24. Essay about Video Games and Violence: Cause, or Scapegoat? It seems like everything coming out about video games is bad. A student tried to kill his fellow classmates, and he was an avid Call of Duty player. A study has been released that proves that playing video games will turn you into a criminal. The many benefits of games and gaming, such as their possible applications to education and their ability to tell more complex stories than other forms of media, are almost universally ignored. I know better, though. Between the lifetime I've spent playing and loving video games, and the articles I've found, I can tell you that video games do not cause violent behavior or thoughts. First of all, to assess the opposite claim: video games, especially popular ones, tend to be violent, using fighting as... Show more content on Helpwriting.net ... In addition, many studies use games that are wildly outdated and mismatched in their studies. One such study used the games Wolfenstein 3D and Myst, both from the early nineties, and in completely genres. Certainly more modern games would be more appropriate for proving whether or not violent games cause violent behavior, and certainly with less of a disconnect between the games than there would be between a shooter and a puzzle game, which Wolfenstein 3D and Myst are respectively.(Kushner) Furthermore, no one is using video games as any sort of indicator of possible future violent behavior. The blame only comes after a major violent incident. Partially, this is because of how ubiquitous gaming has become. A study in 1996 showed that 98.7 percent of children, regardless of gender, had played video games, with violent games being particularly popular with males (93 percent had played fighting game "Street Fighter II" alone.) That was just in 1996, meaning the number has surely grown since then. With that many people playing video games, it's almost impossible to find a crime that can't be blamed on video games with the "They played games, that must be the cause" argument. In truth, the only useful indicator of potential future violence (as reported in a 2007 Secret Service report) was the person in question saying they wish to perform violent acts.(Ferguson) The next question is, if video games don't cause violence, then why ... Get more on HelpWriting.net ...
  • 25. Video Games Negatives Video games go on to do more than just entertain us with the right dedication and structure a game can be used as a tool. Much like how video games are being used to help terminally ill children learn the does and dont's of their illness to stay healthy and prevent them from worsening their conditions, video games can be used to help children with severe developmental issues learn to develop socials skills so they can go about their lives like a child and cope with stress and emotions like how children normal developmental skills would. The world we live in is not an easy world it is very challenging and sometimes too demanding of us be it a child, teenager or an adult. Imagine how hard it must be for kids with severe developmental... Show more content on Helpwriting.net ... This can be very motivational for the gamers. According to Dweck of Dwek & Molden in the research "The Benefits of Playing games" by Isabela Granic, Adam Lobel, and Rutger C. Engels, children develop a belief about their intelligence and abilities, beliefs that underlie specific motivational styles and directly after an achievement. Also in the research "The Benefits of Playing Video Games " it is stated that Several studies have shown a causal relation between playing preferred video games and improved mood or increases in positive emotion ( Russoniello, O'Brien, & Parks, 2009; Ryan, Rigby, & Przybylski, 2006). For example, studies suggest that playing puzzle video games– games with minimal interfaces, short–term commitments, and a high degree of accessibility (e.g., Angry Birds, Bejeweled II)– can improve players' moods, promote relaxation, and ward off anxiety (Russoniello et al., 2009). It has further been suggested that some of the most intense positive emotional experiences are triggered in the context of playing video games. Contrary to conventional beliefs that video games are intellectually lazy and sedating they actually promote a wide range of cognitive skills. This is especially true for violent video games that have been hammered down by the media for their negative effect it has on players notably children and teenagers. Violent or ... Get more on HelpWriting.net ...
  • 26. Violent Role-Playing Games In America For many people in America, violent role–playing games are fun for them and nothing is wrong with them. When kids play these Violent Role–Playing games they have many things they can get them involved in making maps, strategies, and many more that can help you in school and in life. If there are bad things that can happen like the kids sleeping vans, and staying up too late, but there are more good things then bad things because if you look more into this game you can find a lot of good things. According to High–Jinks: Shoot–Out there are kids making maps of where they should go next but there were also bad things about this game like people jumping over their neighbors fences but if the neighbors know that it is just a game they don't ... Get more on HelpWriting.net ...
  • 27. Analysis Of Philip Pullman's His Dark Materials Series :... The stunning "equel" to Philip Pullman's His Dark Materials series, The Book of Dust, deserves a video game adaption of equal quality. The Book of Dust's first installment, La Belle Sauvage, follows a trio of unlikely heroes – Malcolm Polstead, a young worker at his family's inn, Alice Parslow, the inn's washer–up, and the baby Lyra Belacqua, the prophecy–chosen daughter of two prestigious scholars. The plot of this book revolves around them making one escape to the next in Malcolm's canoe, La Belle Sauvage. The young protagonists are always either running away from or battling the evil Gerard Bonneville, who plans to steal away and use her as a bargaining chip. Additionally, a well–paced interactive video game would likely serve audiences better than a movie. Moreover, many new and old fans would love a La Belle Sauvage video game adaptation. The style and genre of this video game would be significantly impactful to the outcome. I believe that the video game would do well if its graphics were pixel–art based, from a top–down perspective and also if the game was a role–playing visual novel type game. Although I see the video game adaptation of La Belle Sauvage crossing over into many genres, a role–playing game would best preserve the classic storytelling of Pullman's novels. Although the video game's storyline should be linear, I believe that one of the game's selling points should be its interactive storytelling. To start off the narrative, players would begin ... Get more on HelpWriting.net ...
  • 28. The Importance of Children's Play The importance of play in young children cannot be stressed enough. It has be shown numerous times through research the benefits that play can have. When you think of children playing it brings a smile to your face. The importance of play definitely plays a big role in a child's life especially between the ages of 5 to 7. What does "play" mean? There are many different types of definitions because everyone "plays" differently.Play "engage in activity for enjoyment and recreation rather than a serious or practical purpose" (Oxford Dictionary). The focus on what types of specific toys and games that will help not only with socialization, but with cognitive and social learning skills. These types of skills are what children need to excel and improve in multiple areas of life. What will be defined is what types of play children between the ages 5 to 7 should participate in. Let's start at the beginning when a baby is born, the brain is like a sculpture waiting to be molded. It has been known that a child's brain develops very quickly in the early years of its life. There are all different types of play whether it is set up or free play it definitely ensures that one's child will get a wide variety of experiences. Children can almost play with anything o0r anywhere, its almost as "play is a child's work, play is important" (McNamee–Anderson, 2010). Some types of play that children should be participating in during the ages of 5 to 7 are onlooker play, parallel play, ... Get more on HelpWriting.net ...
  • 29. Video Game : Role Playing And Video Games Role Playing and Video Games In several New York City schools, there is a trending ruthless role–playing game called Killer, the last–man–standing game of water–pistol ambush. In St. Ann's, which is a private school in Brooklyn Heights, it is very popular throughout the school. When active it lasts for around two and a half weeks and is very intense. This game is very controversial and is different in everyone's eyes. Also, there is a big fan/player base around violent video games. These videos can have material in it ranging from bank robberies, mass shootings, heists, gun violence, etc.. People spend days playing these games and get to into it. These role–playing games with simulated violence and video games are perilous for teens ... Show more content on Helpwriting.net ... According to Guy Martin's article, "Protell took a car to Newark airport, found the victims before they passed through security, and dispatched them using two bathtubs 'squirt fish.'" Protell traveled to the airport to get two people out that were traveling on a field trip. This event was taken too far because the airport is not the place to bring any kind of weapon or projectile launcher even a water gun. It could be misinterpreted and he could have faced consequences. Surely he wasn't thinking of those but doing that took it too far. Also, in the reading, it said that he needed special permission from the judge to perform this. In the article, it also said: "Since the start of this game, the twelfth graders had been sleeping on futons in a couple of vans borrowed from their parents, the better to pull off a stoop–side ambush and avoid being ambushed themselves." Sleeping in a van with your friends is an action that was taken too far and seriously. It is risking health, sleep, and also risking the chance of being reported to the authorities because of suspicion for other things. Role–playing games aren't always the source of peril. There is also simulated violence that is introduced in a different way in video games that might have an effect. According to an article that was written by Erik Kain, he said: "the shooter's 'darker side' which saw him playing violent 'zombie' video games in his room, sometimes from 12.30pm until 4.30am"(page 2). This evidence shows that a ... Get more on HelpWriting.net ...
  • 30. The Negative Effects Of Violent Role Playing Games Picture this, you are running through the woods with your friends, a small water gun glued to your hand. It is the best day ever. Except that you have a paper due tomorrow which you haven't started, you are trespassing on someone's property, and you tripped on a log a few minutes before and hurt your ankle. Teenagers are known for their rebellious and dangerous behavior. Although pulling stunts and playing games may be fun they also need to consider the dangers and outcomes of these actions. There is much controversy of whether or not violent role playing games are good or bad for people including teenagers. There are many people who believe that the positive effects it has on people outweigh the negative effects. However, there are also people that argue that the negative effects outweigh the positive effects. Although violent role playing games seem fun and harmless they aren't and are very dangerous, have many illegal aspects to them, and keep people that are playing them unfocused on school or work. There are many places where this game could be considered dangerous. One example of how this is a dangerous game is in "High–Jinks: Shoot–Out" by Guy Martin. As Mr. Martin states "hopped a neighbor's fence and exited through a neighbor's house." This is a very dangerous action because when he hopped over the fence he could have destroyed parts of his body if he fell incorrectly. Or scraped himself when he was grabbing the fence. In addition, Guy Martin writes "shot a boy ... Get more on HelpWriting.net ...
  • 31. Play, By Marc Leblanc When describing the characteristics of play, Huizinga (1995) pointed out that engaging in the activity of play is not essential, yet engaging in the act of play is a voluntary activity. It is an activity that can start and stop at any time and often carried out during leisure time. He also mentioned that play only gets urgent when the enjoyment of play becomes a need. Thus, playing is enjoyable. Games are compelling because it provides players several uses such as allowing players to pass time, to procrastinate, to cheer oneself up or to play just for enjoyment (Phillips et al. 1995). As an entertainment source, games allow people to enter a world of fantasy and escape the boredom of reality (Sherry 2004). Games are compelling because it ... Show more content on Helpwriting.net ... However, it is goals which bestow these interactions its purpose (Costikyan 2002). Goals are a stimulus in games which motivates players to interact with the game system further and furthermore. These goals could be an explicit win–state, a set of victory conditions or smaller goals that adds up to the bigger objective in the game. Goals could be in numerical form such as getting the highest score or in status form such as the development of a city. On the other hand, there are games that have no explicit winning conditions. These are usually sand–box games like Grand Theft Auto V or simulation games like The Sims series, whereby players have a wide variety of goals to choose from or a wide variety of possibilities to play with. Therefore, games are goal–directed interactions that involves decision making (Costikyan 2002), that are up to the player's discretion and the system of the game. Games are compelling this way because each gameplay of the same game will be dfferent.... To make achieving goals in games a little more challenging for the players, games have the element of struggle to make things interesting. Games would have a form of conflict, competition, challenge, oppositions or even puzzles to make players to 'struggle interactively towards a goal' (Costikyan 2002)' In the co–operative board ... Get more on HelpWriting.net ...
  • 32. What Are Role Playing Games With Simulated Violence... Are Role–Playing Games With Simulated Violence Perilous Or Diverting? By Kassie Cordier Playing games is something we all do everyday. It can give us a feeling of excitement in our daily boring lives. But some games aren't as good for us as you might think. Role playing games with simulated violence can be perilous for us. Although they seem fine on the outside, they can be very dangerous for our bodies and our minds. Games can alter our brains to think a certain way and cause us to become inhumane. This is because they can lead to more serious actions, the player can get hurt, and it can distract us from more important things. Firstly, role playing games can distract us from more important things. They can make us lose our sense of time ... Show more content on Helpwriting.net ... For example, a game might lead a kid to believe that hurting other people is okay because as Raise Smart Kids explained, they get used to being rewarded when they hurt other players. They believe that punching, yelling or even killing other people is okay. They show how Kids whoplay video games are more likely to have violent thoughts and actions. Making yourself think a certain way will make your brain adjust to as if you were playing the game and soon the player might not be able to decipher fantasy from reality. Also, many studies have shown that kids who play a lot of video games (a type of violent game) are not able to connect with others. Violent games can be leading us to something that we would never do without them. In conclusion, video games that are violent can be very perilous to not only kids but anyone who plays them. They can have short and long–term effects on your career and the way you think. Violent games are bad because they can lead to serious actions, the player can get hurt, and because they can distract us. Making the choice to play this game is not only affecting you but it can affect the people around you and how they think of you. So next time you go to play games you should think about the consequences that come with ... Get more on HelpWriting.net ...
  • 33. Simulated Violent Role-Playing Video Games Fellow peers of Mountain View Middle School, I have been aware for quite some time about the ongoing argument over simulated violent role–playing games. Quite a few of you believe that they can be dangerous and have negative effects on adolescents today, while they themselves have few interactions and experiences with these types of games. Specifically, a student by the name of Monica Louka strongly believes that these role–playing games are harmful and thinks adults should be stricter on limiting these games. I would like to ask that this single person, and everyone with similar views reconsider this position. Students who are rallying behind me are also making an effort to get others to realize how exciting and fun these simulated games ... Show more content on Helpwriting.net ... Included in the article "Violent video games may stop crime by keeping criminals busy playing violent video games" is the idea that children that play these simulated games are having fun, and have the potential to not be violent in real life. Meaning that contrary to popular belief, these games can be beneficial for the youngsters and keep them out of trouble. Since these games are so popular with children today, they include many people and are only getting to be more popular. The result of this is kids are getting excited to play with each other, and look forward to getting to play. They also result in crime rates going down, proving how helpful these games actually are. Games such as these also cause little damage to adolescents because all these games are about is having fun, and have little intention of causing harm to any players. This overall highlights how simulated violent role–playing games are all about helping children, and keep them out of ... Get more on HelpWriting.net ...
  • 34. Effects of a Role Playing Game on the Anxiety and... The main focus of the present study will be to observe the effects of a role playing game on the anxiety and confidence levels among college sophomores enrolled in the CUNY institutional system. Specifically, this study will observe the effect of World of Warcraft on students' perceived levels of anxiety and confidence. 200 CUNY sophomores enrolled in a Calculus II course will be measured by the Generalized Anxiety Disorder Scale 7 at weeks 1, 7, and 13 and by the Self Confidence Inventory at weeks 2, 8, and 14. Students randomly assigned to the experimental condition will complete two forty–five minute World of Warcraft sessions for a total of ninety minutes a week for a period of fifteen weeks. It is predicted that students in the experimental condition will have a significant decrease in their scores on the Generalized Anxiety Disorder Scale 7 and an increase in their scores on the Self Confidence Inventory at the end of the study. Also of interest in the present study is the academic achievement among both the control and experimental participants. Participants' GPA will be recorded from their Calculus I course and will again be recorded at the end of the semester in their Calculus II course. Introduction In the past decade there has been an increased interest in video games and their potential uses to increase motivation and academic achievement. A variety of games have been designed to engage students and provide academic learning in various subjects. ... Get more on HelpWriting.net ...
  • 35. The Role Of Playing Game ( Mmorpg ) Runescape is one of the first massive multiplayer online role playing game (MMORPG) that many gamers have started with. Released in 2001, there were no games like it out there for its time. For many of us gamers, Runescape was the beginning of an amazing journey. The game was free to play on your web browser, no download necessary. Once your account was created you were able to start your adventure in the exploration of Runescape, there is no better game you can get lost in. Runescape is the missing piece of achievement, adventure, and connection that you are searching for. The concept of the game was revolutionary from the questing to the combat system. Players would have complete control on what they wanted to do. There was a ray of activities such as what type of combat, crafting, merchanting, cooking, mining, hunting, and many others. With each milestone you hit a player would feel a sense of accomplishment. The longer it took to reach that goal the more satisfying it was. This sense of achievement was what all of us craved. For many players this system of gameplay at this level was never seen before. We were used to the console games such as Zelda or Super Mario that had a set storyline to follow and a goal to reach, once completed the game was over. Unlike the typical game of the time Runescape was a never ending story. There was always something to achieve and conquer within the game setting it apart from Zelda and Super Mario. Each day there is always something ... Get more on HelpWriting.net ...
  • 36. Analysis Of Digital Nation Technology can be used as a great tool for both education and communication. Specifically, the younger generation is being targeted to use technology. They tend to use this technology for work, school, communication, or entertainment. In the film Digital Nation, the producers stressed the influence technology can have on the everyday life of a teenager. In order for one to gain an understanding of the influence of technology, one could use Digital Nation has a reference to identify how teenagers use technology in their everyday life and the distractions it may cause to a teenager's focus. Today's teenagers think they are very good at multi–tasking. The easy access to technology by teenagers make them very inclined to use it. Students at the Massachusetts Institution of Technology are the most connected people in the nation (Digital). These students believe that they are the best at multi–tasking. That means doing school work while playing a game or checking their social media. This social group of students has learned to become literally two places at once. They are constantly within a digital network whether that is through Facebook or another social outlet. Even through all this technology, students are actually struggling with multi–tasking. Students were tested to see how well they could switch between tasks. The test showed that a student tested better if focusing on one thing than one switching focus. Gathering this information reveals that a person ... Get more on HelpWriting.net ...
  • 37. Online Role Playing Game Games In many of the MMORPG (Massively Multiplayer Online Role–Playing Game) game there is always a guid to it but sometime the player are not follow those guid and ending up complaining that the game are not good. Accroding to Menashe Kestenbaum in every game before the player start playing its, the players should search up the mmohut.com and what kind of game they like and do they want to play solo or with everyone. (P.3: A Beginner 's Guide to MMORPG) The players would also check to see if they like the game graphic or not. It might just be a simple game but for a professional player 's gaming is life and they will help create the guide for new players. For this, I will discuss about about the rule in MMORPG and the guide to becoming the best player in the game. The best way for the new player to be successful in gaming and be good at follow the guideline provided by the developer. The guideline that provided by the developer would have quests information, monsters, classes, weapons, armors, capes, and helms. Sometimes the rule would include about if the players use cheat code to get something that is again the rule the players would be banned for 24 hours and and the player do it again it would be a week and so on. Also, if the players use swear words the players would be banned from using chat for one minute and if the player continues to use the swear words the player would get banned for five minutes, thirty minutes, sixty minutes, twenty–four hours, seventy–two hours, ... Get more on HelpWriting.net ...
  • 38. Dota A. Definition of terms DOTA– is a multiplayer online battle arena game in a three–dimensional environment, presented from an oblique high–angle perspective. The player commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience points through combat, thereby leveling up to the maximum level of twenty–five. With every level gained the player either selects a new ability for their Hero to learn or enhance their general statistics. Each Hero's method of combat is influenced by its primary property: Strength, Agility, or Intelligence. Custom map– is game that you can modify its features its features using World Editor. Computer shops are places that ... Show more content on Helpwriting.net ... "DOTA" is one of the examples of computer games. And this is where our topic began to start. "DOTA" means Defense of the Ancients. It is commonly the word that we can hear on most people especially the youth and some actually doesn't have any idea about it. We usually observed some students talking about "Largo tayo DOTA mamaya." or "Weplay DOTA later. "Not going straight at home after school. It captures our attention when we are hearing those students talking about the thing "DOTA.". And actually, we observed that it affects their behavior especially in academic standing and relationship to parents. Obviously it's affects us through psychologically, physically and mentally. A. Psychological Playing games is a natural part of growing. It's one way that kids learn to socialize, compete, to fulfill their passionindividuality, to entertain, to have fun and sometimes to escape from depression. Computer and online games especially DOTA, in most instances, is no more dangerous than other games that kids play outdoors. But sometimes, computer and online games with the touch of modern technology, it become more than just play. They become an addiction. And when they became an addiction, it will be hard for the parents and to them to end what has been started. An addict is one that abandons oneself to something compulsively or obsessively. We've all heard of the drug addict as the one who flushes their life down the ... Get more on HelpWriting.net ...
  • 39. Stereotypes Of Games Within western societies, games are often common place. The average person will play a game to relieve boredom, stress, or be a part of a community as many games require multiple people in order to play. There are even games specifically designed for learning or refining hand eye coordination. As the need for mental, and at times even emotion, stimulation grew so did the variety of games. Games range from those you can play by simply speaking to those that require electronic game systems that could cost hundreds of dollars. However, the problem that could, and has arisen, is that they are not, no pun intended, all fun and games. There is often controversy over games and the negative impact they will have on the people playing them. Although, ... Show more content on Helpwriting.net ... Since there were so many people in the group and everyone had a Facebook, they had a group chat on Facebook which communicated through. Every time there was supposed to be a meeting I would watch as the members would post excitedly about the upcoming meeting, and express sadness if someone could not make it, however the truly big hit of despair would come whenever the meet would be canceled. After Kenny, who as the DM is the only one allowed to cancel meetings since without a DM no one can play, would explain they would all be very understanding, still sad but very understanding. In Needs Met Through Role–Playing Games: A Fantasy Theme Analysis ofDungeons & Dragons, similar findings were expressed, "If a player was unable to attend a session or if a game was canceled, they demonstrated sadness. Conversely, when a game was about to take place, players appropriately indicated their excitement to get together" (Adams). Overall the general consensus seems that, from an etic point of view at the very least, these meetings hold so much meaning to them that missing them or even just a single member from a meeting is incredibly ... Get more on HelpWriting.net ...
  • 40. Questions And Questions On Games Games 1.History of games , Games were found since the ancient human past and Stone age , Games are important part of all cultures and is one of the oldest forms of Social interaction between human. 1.1.There is no doubt that through 5,750 years of Ancient Egypt , Games was a big part of their daily life 1.2.Some games was designed just for Adults while there was other kind of games for all ages , Also there was special games for the royal families likeRamsis's Family. 1.3.Archeologists discovered that a lot of games was played back in Ancient Egypt , but yet they didn't discover the rules for that games nor the way they were played. 1.4.The oldest game from ancient Egypt was called Senet , It was played by the royal families , it ... Show more content on Helpwriting.net ... The progress of video games in the re–arrest shaping and reflect reality with the progress of the available means in the past ten years, the shaping made tremendous progress in Hollywood fore/aft suspension of the identities of the fact of life with the merger of some of the historical figures imaginary. 3.2.It's a fact that vedio games cannot physically harm youngsters in encouragement to smoking or damage their life But if it damages oneself then it is as poor as any addiction mainly because in conditions of addictions, it could be anything which includes movie game. 3.3.Some games in particular are designed purely to help us learn and progress our skills forward in life, and for these styled games, whether they are brain training or quizzes 3.4.If mother and father do not carry handle more than their child concerning movie games, it could rob him of his time for leisure and study, His efficiency for specific issue at college could come to be weak and boost insufficient concentration 4.Companies that contributed in developing games throughout the time, and helped in enhancing the graphics of console games / Pc games. 4.1.Activation , This company was founded in 1978 , and it was the world's first developer ... Get more on HelpWriting.net ...