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The games are currently more entertaining due to advanced features added in them. This contributes to addiction which makes the game industry to grow very fast. Apart from addiction, online games have negative economic impacts because parents and teenagers spend their savings playing the games. It is difficult for some gamers, especially children to differentiate reality and cyber world. Study outcomes show that online games violence does not help in reducing real world problems as some people claim.
People are spending most of their time playing online games. Currently, studies show that a large percentage of children in the US play online games (Prot, McDonald, Anderson 2). They also show that young people play online games for about 2 hours a day. 25 percent of the young males spend about 4 hours playing online games (Prot, McDonald & Anderson 2). Children are the most affected because they make 79.9 percent of all the gamers globally (Fullerton, Taylor, Grande 1).
As people spend their time playing online games, they start focusing more on the game and forget the real world. Most people play games in order to escape reality. Games are currently more advanced and interesting. Consequently, people use them as way of relaxing. Others also use them to pursue their passions. For instance, those who like football and have never had a chance to play it in real world gain satisfaction by playing virtual games. In addition, people can play games that require opponents in real world such as chess. They do not need their friends in the virtual world. This has reduced people’s level of interaction in the society. People do not have much interaction with their families because the online games have become their first priority. The situation destroys relationships between family members.
The virtual game world affects people’s real lives because gamers bring problems from the gaming world to real life. In the virtual game world, people do
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Retail stores were thus a physical reality and the end point in the chain of activities that witnessed the manufacturing of goods to making it available for customers to buy. The past decades have seen dramatic developments in the field of information technology that has been responsible for a change in the retail stores as the end point of a chain of activities.
Naturally, the television itself has existed in widespread usage for over half a century. However, the revolution of the Internet has shifted the focus and the available means by which individuals can entertain themselves within the current environment. As a function of this fundamental shift, realizing that the Internet has a profound effect upon the way in which people are passing their time and entertaining themselves is not, in and of itself, a sufficient level of realization.
These are the occurrences which remain afresh in the sub-conscious or the conscious mind. Implications of such episodes are detrimental, it intensifies more if the incidence occurs during childhood. Children possess these lasting memories all through their lives, multiply reminiscences and try to relate every situation with the incidence they witness.
This ‘getting to know’ act is done over lunch or dinner, taking one out for a movie or just spending time doing something of interest like visiting art galleries, museums, going to a concert or an amusement park etc. This activity is basically a way of determining whether they are mentally and physically a match.
The primary aim of this paper is to demonstrate that measurable and quantifiable differences exist in online shopping behavior between males and females, and that many of these discrepancies are not due to gender socialization but to other factors.
The research paper will first provide background into the already-established shopping habits of men and women, and then explore the whether these differences are equally true in online shopping.
The consumers can be in form of individuals or business (WINDWALKER 2002, pg5). In case of individual shopping the process is called business-to-consumer (B2C) online shopping; while whenever business entities do shopping the process is called
After Amazon’s success, various bookstores created an online presence through the Internet. As time passed by, portals like MSN and Yahoo.com, started online shopping channels. People purchased more than just books from
Online casinos are websites where gamblers can wager and play the different kinds of games offered online by the casinos. Some of the main features of online casinos are that they offer payback percentages and odds which are comparable to those
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The newspapers took many forms; such as the daily posts, weekly magazines and the monthly magazines. All these papers retailed at convenient prices that common citizens could afford without much struggle. The traditional print media was
6 Pages(1500 words)Research Paper
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