Massively multiplayer online role-playing game

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    addicts commonly experience from their abuse of different drugs. Games usually apply to children, adolescents and young adults. These groups are at higher ricks for developing gaming addiction because they are still growing. The review wants to present the classification basis of online gaming addiction using official mental disorder frameworks (Kuss & Griffiths 2011). To also identify other studies that go into detail about online gaming addiction in children and adolescents, also show the findings

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    Reality Is Broken Summary

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    REALITY IS BROKEN | WHY GAMES MAKE US BETTER AND HOW THEY CAN CHANGE THE WORLD | JANE MCGONIGAL | Summary Zhang Huijing Fashion Marketing English 2nd Year We always regard “GAMES” as “pastimes”, but in reality the functions of games are more than that. First Part_ Introduction: Reality is broken Games have had enough of reality. You are one of gamers or you definitely know some of them. Who are the gamers? From different professions, ages of people could be the gamers. They play

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    on gaming, socializing, education, and military of other things, virtual worlds have exploded in number and presence over the past few years. A virtual world is an interactive simulated environment that can be accessed by multiple users through an online interface (“Virtual World”, 2006). The computer in question accesses a computer-simulated world, presenting various stimuli to the user, who in turn can manipulate the world and experience an 'electronic presence'. Despite the vast differences between

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    Introduction Most of the research done on video games tends to be done on the possible negative effects associated with the medium. From aggression and violence to the connection to mood disorders, video games tend to get a bad reputation. However, there are studies that have been done about the possible positive effects of games as well. There are definitely fewer positive studies than negative, but they are out there for those who search them out. The study that was used by Kendall Ashley in her

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    On-line gaming has grown a great deal in the last decade, connecting players in countries around the world. World of Warcraft is perhaps the best-known massively multiplayer online roleplaying game (MMORPG). These games are incredibly immersive and generally have no real ending, with players able to continue the game indefinitely via expansions and new content being added. A pilot study by Hussain and Griffiths (2009) set out to explore the potential for addiction to an MMORPG, within its psychological

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    in profits and sheer levels of participation. With the introduction and development of innovative technology, video games are an elevated social platform. Many millennials who grew up in the United States (and around the world) have a history with video games. From the age of the joystick to today’s virtual reality, children (and plenty of adults) find wonder in playing video games. On the playground, kids would trade tips and tricks as they learned to maneuver the gaming world. They grew and learned

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    connections with different people around the world. Internet is more than likely the biggest piece of technology that we have today. The internet is a worldwide system of computer networks and people use this technology everyday. It’s on computers, on game systems, and even on phones. However, it has also led a lot of people to spend too much time in front of the computer, so much so that it becomes the center of their lives. (PsychGuides) Now I know what you’re thinking “Now this isn’t related to me

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    Asian Women Stereotypes

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    this would be Asuna from the light novel, manga, and anime, Sword Art Online by Reki Kawahara. For the purpose of this analysis, this paper will only be focusing the the developments made in the animated series. This anime is about 10,000 people that get trapped inside a VRMMORPG, a Virtual Reality Massively Multiplayer Online Role-Playing Game, called Sword Art Online the first time all the players log in. Unable to exit the game, all these people are stuck in a virtual world that stimulates all their

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    For members of the twenty-first century society, computers, mobile devices and the internet play a central role in everyday life. This is no different for school children, who have unprecedented access to information and communication technologies (ICTs) in the classroom to aid their learning. The integration of ICTs in the classroom does not stop with children- there is no argument that as a citizen of the digital age and a university student the use of computers and the internet have revolutionised

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    Lazzaro’s Four Fun Keys Lazzaro’s work on emotions and feelings in games identified four different aspects of fun in games that were labeled the Four Fun Keys. Hard fun is induced by achievement and attainment of goals in games. Lazzaro associated Hard Fun with “fiero” (triumph over adversity). Lazzaro’s Easy Fun is based on the role of intrigue and curiosity in the enjoyment of games. Easy fun is crucial to maintaining the player’s attention and increasing the player’s engagement. Serious fun is

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