attractiveness of the product to the target audience . To do so I will use the theoretical method such as case study which will allow me to examine issues such as cultural value of computer games , the mechanisms of the market
Game is one of the greatest technology industry right now. According to Conrad (2011) “Computer game addiction generally refers to an excessive, unhealthy amount of playing computer games. Rather than engaging in the real world, an addicted user devotes the majority of his or her time to gaming.” The issue of game addiction is getting spread widely and uncontrollable. Computer game addiction became a mysterious problem which is still difficult to treated, more terrifying than alcohol or drugs addiction
tourism technology and tested MVP use cases for virtual travel. For instance, Facebook uses 360 Videos that allows the users interact with videos via smartphone or PC . Marriott hotels uses virtual reality tourism with the goal of renovating the brand: A 4D “sensory experience” for the costumers which is a box that user can explore the virtual world in it . But is 3D Virtual Travel new technology in the 2d platforms acceptable by the users of the websites? Studies indicate that 3D virtual travel destination
But the literature helped me to understand overall gambling industry. The gambling provides an opportunity to socially interact with multicultural people, increase the knowledge etc. From the economic prospective it can be said gambling is a maturing industry (Commission, 2010). The gambling industry provides high tax revenue, salaries, jobs etc. to the country. This industry also has its positive impact over tour and travel industry. Many tourists like to visit pubs, casinos to get rid of the tension
Videogame industries have introduced multiple genres of violent and non-violent games. Violent videogames display multiple intentions of hostile behavior and outbreaks of mild aggression in the short term in both young children and teens. Social scientists have studied and debated the effects of media violence on behavior since the 1950s, and videogames since the 1980s. Studies have shown multiple incidents of which violent videogames were involved. One shooting occurred on 19 February 1997 when
motivate users to commit violent acts. Arguments against these assessments include the idea that although these games may exhibit crude acts of violence, it is merely a simulation, therefore it should not be considered morally wrong. Furthermore, many studies done on
our personality and social needs. These days and I know many can relate to what I am going to say - All we do all week is look at our phones, reading articles, liking posts, sending emails/tweets/messages/posting pictures and not to forget online gaming. It starts from early hours in the morning from when we check the phone in bed and it continues during the day, at lunch breaks, in outings with friends, at lunch and dinner times with family and friends. It is just never-ending we crave the need
The final section discussing the exclusion of employer-provided meals from the employees’ income is IRC Sec. 132(e). This section discusses fringe benefits, which are excluded from the gross income of employees. Applicable to this study, the section describes de minimis fringe benefits and the proper treatment of meals provided to employees using employer operated eating facilities, such as cafeterias. According to IRC Sec. 132(e)(1), de minimis fringe benefits are “so small as to make accounting
As different values and perceptions are being shaped by watching movies and TV shows, video games also have an effect on youth identity and development. As the world’s fastest growing industry, video games are a very popular free-time activity among youth, seen as a prominent role in youth culture, shaping their identities. It’s a widely chosen medium for entertainment among adolescents and young adults. There are various reasons why video games are being played, it might be for ‘escaping’ the real
and goal of becoming a computer science engineer started to grow when I first laid my hands on computer during my ninth grade laboratory sessions. Initially, I thought that computers are only meant for playing games but soon after I got addicted to gaming and it struck my mind to think about how these games are being created. Soon after, I found that the answer is programming and started to take up my higher secondary computer science coursework seriously to learn new programming languages viz., ANSI