The persona that the average video gamer is an obvious one. To many, the term “gamer” tends to inspire the idea of a young, lonely boy who consumes a little too much junk food on a daily basis. This solitude is exactly what is wrong with the gamer stereotype. Today’s gamers are experiencing the forefront of technology. An effective combination of new technology and cultural practices has thrust gamers into a new realm of possibility. Gamers are not social outcasts, but rather social pioneers. From
Source of Violence or false Accusation "Mainstream media have never liked video games, but it's just getting silly lately," said Dr Vance. A lot of people like using the Aaron Alexis story as “proof” that videogames cause violence. Aaron Alexis was a sailor in the navy, and had great enthusiasm for the video game “Call Of Duty”. On September 16th, 2013, he started to shoot at innocent people inside the Washington Navy Yard, killing 12 people. The media likes to try and blame his liking of “Call
From the inception of Pong to the latest chapter of the video game series Assassin’s Creed, virtual gaming has been scorned and shunned as a detriment to society. Older generations speculate that incessant gaming in young children insinuates violence, antipathy, lack of creative initiative, and develops an unhealthy isolation from the real world. However, in recent years, these postulates have been put to the test; a number of scientists have conducted experimentation in order to discover whether
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
title and its Background Introduction: Over the past two decades, electronic games have become ingrained in our culture. Children’s fixation with these games initially alarmed parents and educators, but educational researchers soon questioned whether the motivation to play could be tapped and harnessed for educational purposes. However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool.
chapter Part 3: Designing a Customer-Driven Marketing Strategy and Integrated Marketing Mix 7 Customer-Driven Marketing Strategy Creating Value for Target Customers Previewing the Concepts So far, you’ve learned what marketing is and about the importance of understanding consumers and the marketplace environment. With that as background, you’re now ready to delve deeper into marketing strategy and tactics. This chapter looks further into key customer-driven marketing strategy decisions—how