The document discusses the effects of video games, including both positive and negative impacts. It covers how video games can improve brain functioning and skills like reflexes, memory, attention and visual perception. However, it also addresses potential negative consequences such as desensitization to violence, addiction issues, and depersonalization. The document examines different types of video games and explores concepts like avatars and their role in connecting players to games, other players, and culture.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
Slides for "Problem Gambling: Hidden Addiction" class on 11/17/10 - Julie Hynes. University of Oregon Substance Abuse Prevention Program course on Addictive Behaviors with George Baskerville.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
Set of questions students can work through independently (or as a class.) Students identify favorite sentences, places where more vigorous verbs are needed, "quicksand moments", and play the "believing/doubting game". Finally, they review the assignment against the rubric. This is good for teachers to look at also, as it explains the rationale for each exercise.
Slides for "Problem Gambling: Hidden Addiction" class on 11/17/10 - Julie Hynes. University of Oregon Substance Abuse Prevention Program course on Addictive Behaviors with George Baskerville.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
Set of questions students can work through independently (or as a class.) Students identify favorite sentences, places where more vigorous verbs are needed, "quicksand moments", and play the "believing/doubting game". Finally, they review the assignment against the rubric. This is good for teachers to look at also, as it explains the rationale for each exercise.
The effect of video game on the psychology on the youth of todayJack Grier
This presentation and all images used within are for education purposes only.
I do not own the rights for any images used and for any and all images there is a hyperlink to the original location where i found the image.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
To find the students awareness of social networks.
b. To find for what purposes the students are using social networks.
c. To find effects of social networks on studies of the students.
d. To find Student’s ideas on how social networks can be used positively for education purposes.
e. To find average time spent on social networks by UNIVOTEC students
f. To find average expenditure spend by students on sustenance in social network
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Assessment 1- Short essayInstructionsEssay Topic .docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will co.
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
Horror entertainment continues to change, with horror games being another step in this evolution after literature and movies. The paper characterizes how the cooperative mode of Dark Pictures Anthology games influences the horror experience of players. The Anthology has been analyzed via a close reading of selected Let’s Play videos, with 42 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
Συγγραφή μαθηματικού κειμένου με χρήση του XeLaTeX (Writing mathematical tex...Apostolos Syropoulos
A presentation in Greek that explains how one can use XeLaTeX to prepare documents that have a lot mathematical symbols and equations. Presented at the 37th Panhellenic Conference on on Mathematical Education, 2022.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
How to Create Map Views in the Odoo 17 ERPCeline George
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The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Sectors of the Indian Economy - Class 10 Study Notes pdf
RO The Effects of Video Games
1. THE EFFECTS OF VIDEO GAMES
ILONA CHIRIAC
SECONDARY SPECIAL SCHOOL NO. 2, BUCHAREST
2. Summary:
I. Introduction
II. Video games and virtual worlds
III. The relationship between player and avatar
IV. The positive effects of video games
1. Effects on brain functioning
2. The role of video games
V. The negative effects of video games
1. Desensitization
2. Depersonalization
3. Dependence
VI. Conclusions
3. It is meant to be played in a
network, the interactions being
mediated on the internet so that
each player, while at home, may
interact with individuals all over the
world;
Most games require online
interaction with other players in
order to level up;
The player can go on adventures
alone or as part of a guild;
When you belong to a guild you
have social duties, just like in real
life: there are meetings to discuss
strategies and the roles that each
member will play in an attack.
Involves one or more players
(e.g. Worms – game that can be
played in 6-8 participants);
Lets the player save the game and
resume "the quest" (mission);
Allows the player to unleash their
aggressive tendencies without
risk;
It can be a pleasant way to spend
time with friends;
They haven’t lost ground even if
online games now have the
monopole of the market.
Offline games Online games
4. 1. Platform video games
appeared in the 80s (Mario, Prince of Persia) and favors speed and manual
dexterity.
2. Simulation video games
were originally intended to train pilots, they have a very realistic scenery;
since the appearance of Wii consoles, which allows the reproduction of
gestures of a sport or the wielding of an instrument, simulation games have
become even more popular because they allow older persons to play sports at
home;
most are focused on increasing adrenaline, the agility and reflexes.
3. Adventure video games
propose an initiatory journey into a fantastic universe, as the main character
surpasses quests, the player builds his own personality, he discovers new skills
and new powers;
Celtic or oriental culture is used to create avatars and scenarios.
4. Strategy games
some of them can be very complex due to the many parameters;
they can have a fictional scenario, or one with a rigorous historical line.
5. have by far the worst reputation leaving a violent
impression, even if they not always violate ethical
rules (e.g.. Clash of the Nazi army);
they can be FPS (first person) or TPS (third
person), the first ones being the most controversial;
the most used argument against these games: “They
are used in military training." But the soldier
alternate the game with real use of weapons, so he
and the player are not engaged in the same kind of
activity, the first having a different connection with
weapons;
these games are used in trainings for soldiers to
learn to work as a team, to coordinate their
movements and protect each other;
they require agility, quick reflexes, memory,
collaborative action and participative democracy.
5. Shooting video games
6. educational video games created by experts in cognitive sciences;
aimed to maintain memory and brain plasticity;
those which create situations similar with reality are developed around the
idea that learning is greatly favored by the creation of immersion situations;
these are being increasingly used by companies for staff trainings and by
psychotherapists in treating various phobias or behavioral disorders.
6. Serious video games / Smart games
7. The word avatar comes from the Sanskrit -avatara- and represents
the many incarnations of the Hindu God, Vishnu. He can take various forms:
fish, turtle, deer, dwarf, man-lion, etc.
The avatar acts as a mediator between:
a. player and self – its choice often corresponds to mental intimate and
unconscious motivations;
b. player and others – cause exchanges between players either in real life or in
virtual spaces;
c. player and culture – video game creators often use universal mythology
models (Greek, Roman, Celtic) or heroes from popular
comics and movies to develop characters (avatars);
d. player and history – some the games with historical scenario represent the
culture of a society at a moment in history;
– World War II is the most exploited historic moment by
video games and media.
8. The negative effects of video gamesThe negative effects of video games
I. Desensitization
Definition: desensitization – the desensitize action and its outcome. ♦
therapeutic method which prevents or removes the sensitivity of an organism
to a pathogen or to medicines, serums, vaccines. - V. desensitize. Source: Dex'98
(1998)
Imitation theory – aggressive video games make violence more attractive.
Catharsis theory – violence in video games act as a form of "catharsis".
II. Depersonalisations
Depersonalization is defined as a disorder of consciousness of the self, of the
somatopsychic identity with the break of the existential flow and of the
perception of the world as a place for it. And its components are: impaired
sense of the self, altered sense of physicality, negative introspective analysis
and derealization.
9. III. Addiction
Internet or video game addiction are not officially recognized as
medical entities, but some players may experience psychological
dependence symptoms such as consecutive sleepless nights when but
they are deprived of the game they don’t show signs of withdrawal.
It is essential to seek and understand what the gamer finds attractive in
the video game. Depending on the reasons and the type of game the
risk of becoming addicted differ.
1. Those who fight the permanent anguish of being abandoned;
2. Those seeking thrills (adepts of shooting games and simulation
games);
3. Those who like to build and manipulate avatars;
4. Those who are trying to regain self-esteem (play to be recognized as
the best);
5. Those who use the game to create social relationships with the shelter
of anonymity.
10. 1. Reflexes – speed and quality of hand-eye coordination increase especially in
simulation games, shooting games and platform games.
2. Visual perception – is better than of those who do not play, gamers
developing:
a) the ability to distinguish small details in a messy context;
b) the ability to distinguish better between different shades of gray;
c) better spatial orientation and perception of the three dimensions.
3. Memory – the gamer can memorize huge maps and complex strategies that
can later adapt to new situations;
– coached mostly in strategy and adventure games.
4. Attention – developed better in gamers than in television amateurs
– was measured in the laboratory using "games" - one of them
involves a conflict between color placing and writing and tested
how quickly a person can resolve the conflict.
The positive effects of video gamesThe positive effects of video games
I. Effects on brain functioning
11. II. The role of video games
1. Calming role – video games can represent means of relaxation, by detaching,
for a few hours of personal and professional concerns.
2. Initiatory role – some video games may have an initiatory role for the
adolescent which in the virtual world can flirt with danger,
take
risks, seek limits and find strategies to overcome them.
3. Educational role – the success of video games should draw teachers attention
about the need to materialize the successive stages of the
learning journey because each of them has be a source of
motivation.
4. Social integration role – video games can be seen as mediators which allow
gamers to be integrated into a group, to approach the
others without risks and discover themselves.