IDATE Research’s report on the video game industry truly shows how the video game industry will continue to grow and commercialize throughout the world. However, the report in itself is just a compilation of statistical data and numerous forecasts but it still provides the extensive analysis of IDATE’s Research group. The survey data analysis paper of the IDATE Research has modified the theory in the use of gaming devices for it further investigated and statistically treated the value of growth in the industry. It also shows the results that it revealed the new construct affecting the world internet markets from the industry
It can be concluded that video game escapism as a whole is for entertainment, leisure, interaction with others that enjoy the same aspects of gaming that a person relish; fantasizing for video games provide good ways for people to break with reality due to the flexibility, high realism, and immersive powers of computer game
Forums: I have used the forums and looked around it a lot. I know how to navigate through the server 's forums and find and help out players on here. Also, the forum is a place where staff and players are able to interact with each other and communicate. It connects the players and knowing how to navigate and being able to help out on the forums is a big part of being a staff member. The forums is also a source of helping out players.
The introduction of the internet has changed the way individuals communicate and interact. It has led to new ways to create culture and community and has even brought about new forms of intimacy (Hillier & Harrison 2007, p. 83, Zhao 2006, p.459 & 472). Michael W. Ross goes a step further and suggests that the internet has helped to shape sexual culture ( 2005, p. 349), and argues that it has not necessarily transformed sexuality, but rather it has transfigured it. He said, “it has illuminated certain aspects of it so that they stand out from their equivalent social sexual interactions” (2005, p. 342).
Introduction Victory is yours! Don’t you just love the sound of that? I have played a lot video games, and on many consoles in my short life. People play video games to have fun, make money, pass the time, or just to relax, an forget about what has gone wrong in their day. Some people play games all day without sleeping or eating, that’s how serious it is.
As a person who has grown up watching tv, playing video games, and also enjoying the outdoors i can understand both sides of this arguement. However, i agree more with the second passage in the sense that screen time isnt the main cause of the issues these people have. Now-a-days everyone is linked into some type of technology whether it be a smartphone, laptop, or videogame. In addition, as a person who excels better with a visual or physical example rather than reading text from a book, I see technology as a way to better learn new things. Screen time isn't the issue, I feel it's more how you choose to use it.
This shows that video games were not the cause of this tragedy, but that we need stricter gun laws and regulations on who owns guns. Furthermore, the source reveals..” Harper-Mercer was known as a recluse who was obsessed with violent gaming and the digital world, even finding supporters on those sites. On an anonymous chat room website called 4chan, there are messages that talk about what he was planning to do. ”(Fletcher 2).
That isn’t normal for me in the slightest, yet for him, playing video games nonstop is a regular and normal part of his life. Due to his consistent gaming, he has developed an aggressive and almost mean demeanor that I am not very fond of, but one that he has become accustomed to. It’s his normal. There is no way to put boundaries on the definition of normal. Normal is how you perceive things, it’s what you feel the most comfortable doing.
A recent news report showed teenagers unknowingly crossing international boarders illegally. Business owners have complained about Pokémon Go users trying to access warehouses and loading docks to get a ball, and private establishments have noted non-paying customers entering their facility for the same such purpose. Where the game may provide an outside element of engagement, it is clear that there has been a disregard for the boundaries within the real world, and here lies the danger. According to Dalia Lašaitė, co-founder and CEO of CGTrader, “3D games and interaction is a vital part of our modern society. However, when the line between reality and the real world fades, it is equally essential that those users, specifically younger audiences, realize and respect the social and physical boundaries, regardless of how entertaining the game is.”
The interview questions were based on the “six characteristics of a discourse community according to John Swales” (Swales, 1990) as well as “the chacteristics of an activity system according to Elizabeth Wardle and Donna Kain” (Donna Kain, 2014). During, the interview many of the questions allowed for further discussion to take place about each individual characteristic of the community and how that characteristic benefits the community. Similiarily, in the interview other topics were discussed such as events that were going to take place in the community and how those events connected with the “ motives of the association” (Donna Kain, 2014). The interview was conducted like a conversation to easily receive information concerning the characteristics of an activity system or discourse community. The readings contributed to the interview as well by defining the characteristics to make it easier for the interviewee to understand the different concepts being discussed.