Research Proposal: Effects of Online Games on NSU Students Date: November 8, 2017 To: Rajiv Ashrafi From: Name: Jafrin Sultana, ID# 1420263030, Course: ENG105, Section: 20 Subject: Proposal to conduct a research project on Effects of Online Games on NSU Students INTRODUCTION Online gaming is one of the extensively used leisure activities by many people. Everywhere we go, we see people are playing online games with their phones. Online games obsession is well-defined as drive switch sickness which
Research Proposal Internet Gaming Addiction & Substance Addiction: The Correlational Relationship Between Behavioral and Substance Addiction. Jennifer M. deJong PSY 290 – Research Methods Dr. Norma Hernandez November 30, 2016 Abstract The following research proposal is determining if there is a correlational relationship between substance addiction and internet gaming addiction. Addiction is still seen in society as a lack of willpower or a flaw in a person’s character. This research will
are many different aspects such as ease of internet use among adolescents, availability of time, unlimited access to internet, curiosity to know more and psychological support that young one seeks through their peers and online friends. According
one another, the display of other’s lives may have a negative effect on the viewer. Among groups who may be negatively affected by these social networking sites are college students, who face a new environment, and commonly experience a “fear of missing out” from viewing the lives of others. While these social media sites may be fine in small amounts, the increased consumption of multiple social media sites may have a negative effect on the happiness of college students, which may produce a link
At the Pennsylvania State University (Penn State), technology is immensely incorporated into the lives of all students, faculty, and administration. With the Canvas Learning Management System, LionPATH, and wireless connectivity almost anywhere on campus, students are provided a technological infrastructure that allows them to stay virtually connected. Most students on campus are intensely focused on their smartphones or furiously typing away on their laptops. Some might say technology is a distraction
situation, Blue Orb Inc. needs to address the following: • Transition Path from a research-orientated organization into retail oriented business • Strategic business decision regarding marketing plan for SwitchBlade Pro o Inability to convert free subscribers to paid subscribers o Whether to accept The FightWare Proposal as a part of marketing campaign o Whether to do in-house promotional SwitchBlade Pro gaming competition as a part of marketing campaign Situation
consoles and the Internet are devices with the means of connection to gaming. Many New Zealand families integrate these gaming devices into their lives which calls to question: Are parents in New Zealand able to identify signs of dependency or addiction to technology due to the over use of screen-time from the recreational use of video games? The purpose of this literature review is to analyse the key themes emerging in research relating to this thesis. Key themes include psychological and cognitive
The Casino Industry in Macau Research Question I intend to evaluate the Casino Industry in Macau including the reasons for its high demand and growing success and compare it to the Casino Industry in Las Vegas. The gaming industry is the livelihood of Macau. It is responsible for 75% of the government’s income and provides the people of Macau with millions of jobs. Even though gambling was first legalized under Portuguese rule to finance the government, it remains the same under Chinese rule
Gambling Introduction The effect of gambling on the standard of living will be pronounced if the gambling activity is regressive, meaning that the rate of participation (as a percentage of income) declines as people earn higher incomes. In other words, if most gamblers are poor, then gambling is more likely to affect the standard of living among the poor. One study showed many forms of gambling to be regressive. Impact on Surrounding Communities Much of the economic research investigating the ancillary
1. Company History In the United Kingdom, Hornby is a known brand in the railway hobby domain. Frank Hornby (1863-1936) formed the patent protected company and ensured its safety by applying for the patents on toys by declaring it as 'Improvements in Toy or Educational Devices for Children and Young People'. Nobody was expecting the model to be as successful as it is today in terms of brand recognition and public loyalty (Foster, 1980). After getting patent rights, the product with the name 'Mechanics