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Underlying Factors of Problematic Online Gaming Behavior: Age, Intensity, and Genre
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Each of these games was researched and confirmed to exist from different well-known online game stores such as Steam and Kinguin . Table 4 summarizes participants game genre preferen- ces based on their statements

The effects of piracy and counterfeiting in the video games industry
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Page 1. Department of Business and Management MSc in Management Course of Digital Innovation The Effects of Piracy and Counterfeiting in the Video Games Industry SUPERVISOR CANDIDATE Prof Paolo Spagnoletti Alessandro Piacentini 665731 CO-SUPERVISOR

THE NUMBER NINE IN THE TRADITION OF THE N ORSEMEN
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Egypt (Niwinski 1992:65), nine~year long service of Kumarbi in the Hittite story about generations of gods (Cinal 1997.-87), nine day long wrestling in Mesopotamian city of Uruk for the memory of Gilgamesh (Cohen 1995:519 320), or nine sons of Kingu in an Assyrian ritual

The seven tablets of creation
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Page 1. The Seven Tablets of Creation Index Sacred Texts Ancient Near East The Seven Tablets of Creation by Leonard William King [1902] Contents Start Reading This is an etext of LW Kings authoritative work on the Enuma Elish, the Babylonian creation myth

A Memorandum by Tçuzu Rodrigues: The Office of Procurador and Trade by the Jesuits in Japan
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Page 1. Bulletin of Portuguese Japanese Studies ISSN: 0874-8438 bpjs.cham@ fcsh.unl.pt Universidade Nova de Lisboa Portugal Oka, Mihoko A Memorandum by Tçuzu Rodrigues: The Office of Procurador and Trade by the

A Study on Response Measure against Drone TERROR
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Page 1. 116-0002 2-20-7 Arakawa Arakawaku Tokyo Japan ISSN 2423-8376 4(2) Index> 1. A Study on Response Measure against Drone TERROR. / Lee Jae-young 2. Police Countermeasures on the Possibility of TERRORISM Using Drone in South KOREA

Volume 19: April Academic year 2013-2014
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Page 1. important to participate in the building of new ideas, to criticize the established order and Page 2. Politikon: IAPSS Political Science Journal Vol. Nr.1 Volume 19: April 2013 Academic year 2013-2014 Editor in Chief Rodrigo Vaz Catholic University of Portugal

Enuma Elish: The Epic of Creation
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Her commands were mighty, none could resist them; After this fashion, huge of stature, she made eleven [kinds of] monsters. Among the gods who were her sons, inasmuch as he had given her support, She exalted Kingu ; in their midst she raised him to power

The Babylonian Genesis: The story of the creation
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Page 1. THE BABYLONIAN GENESIS ALEXANDER HEIDEL A complete transla- tion of all the pub- lished cuneiform lab- Iets of the various Babylonian creation stories Page 2. THE BABYLON IAN GENESIS Page 3. °0AMAscus *9 smn ~~ . ., BABYLO __

3. We Came, We Saw, We Astonished : How a Japanese Mass Was Won
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The title is printed as both KING, in a capitalized bold roman typeface, across the top (read left to right) and Kingu in a sharp katakana script, down the right side (read top to bottom).11 If the title was an attempt to counter the world of womens magazines with a masculine

Amy Bliss Marshall. Magazines and the Making of Mass Culture in Japan.
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During their heyday they each bore the distinction of reaching the million-seller mark: Kingu in its first year in circulation and Ie no hikari in its tenth. Although both magazines got their start in 192 the comparisons quickly taper off from there

BABYLONIAN AND ASSYRIAN RELIGION. By SH Hooke (World Religions, ed. by Professor EO James). London, Hutchinsons University Library, 195 pp. XII, 128
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powers personified as Tiamat and Labbu . Conse- quently the king, in the guise of Marduk, annually slew Kingu in mimic combat, won the cosmic battle against chaos, and created the orderly world anew. A brief account of the

6. Second Millennium Metaphors. World Origins and World Order: The Creation Epic
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Akkadian. It reminds of how mankind kept Enlil awake with its din in the Old Babylonian AtrahasisP story. That story also has the motif of the creation of man from the blood of a slain god, as with Kingu in Enuma elish. The motif

The day (s) the moon stood still
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tablets upon Kingu, her consort, and thus elevates him, making him possessed of the rank of Anu.19 Marduk, upon his victory over Tiamat despite the fact that the Anunnaki have given him the word [that] determine(s) the fates20 must still conquer Kingu in personal combat

Is Genesis I. A Manifesto Against Nature Worsaip
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2. Dr. Oesterley has shown the widespread persistence of the idea of the deep as the home of monsters, generally of an evil tendency, from Apep and Rahab in Egypt, Tiamat and Kingu in Babylon, to the Midgard Serpent and Grendel, and has shown that there was probably

The concept of fate in ancient Mesopotamia of the first millennium: toward an understanding of Šimtu
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Page 1. OU CHR Page 2. Page 3. Page 4. Orientalia Biblica et Christiana Herausgegeben von Eckart Otto und Siegbert Uhlig Band 7 1994 Harrassowitz Verlag Wiesbaden Page 5. Jack N. Lawson The Concept of Fate in Ancient

Maskim Hul: Babylonian Magick
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Page 1. MASKIM HUL BAB YLONIAN MAGI CK _ WH v I; MICHAEL W. FORD Page 2. Page 3. 2 Page 4. MASKIM HUL Babylonian Magick 3 Page 5. 4 Page 6. Ecstasy and Storm After Creation by Marchozelos 5 Page 7. 6 Page 8

Civil society and the new civic movements in contemporary Japan: Convergence, collaboration, and transformation
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Page 1. SIMON ANDREW AVENELL Civil Society and the New Civic Movements in Contemporary Japan: Convergence, Collaboration, and Transformation Abstract: This essay traces the rise of new civic movements in Japan from the 1970s

The prevalence and frequency of Japanese-English cognates: Recommendations for future research in applied linguistics
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eg, talking-????/to?: kingu /). In contrast, the list of English word families that had Japanese cognates in Daulton (2008) includes families for which derivatives exist in Japanese, even if the actual headword itself does not

7He used to be my relative: exploring the bases of relatedness among Iñupiat of
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Page 142. 7He used to be my relative: exploring the bases of relatedness among Iñupiat of northern Alaska Barbara Bodenhorn Over the past fifteen years, many conversations I have had with Iñupiatwhalers of northern Alaska

Reading culture in Japan
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Reading in Japan has a rich history replete with transformative moments. The arrival of Chinese logographs by the 5th century necessitated the development of reading mechanisms adapting the logographs to the Japanese language which had previously lacked writing. In the Heian

Magic in the ancient Near East and the Old Testament: a study of metaphysics
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Page 1. ASBURY THEOLOGICAL SEMINARY aco unt The Copyright law of the United States (title 1 United States code) governs the making of photocopies or other reproductions of copyrighted material. Under certain conditions specified in the

Magazines and the Making of Mass Culture in Japan
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Page 1. MAGAZINES AND THE MAKING OF MASS CULTURE IN JAPAN Page 2. This page intentionally left blank Page 3. UNIVERSITY OF TORONTO PRESS Toronto Buffalo London Magazines and the Making of Mass Culture in Japan AMY BLISS MARSHALL Page 4

The Samurai Ethic in Mayama Seikas Genroku Chushingura
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was writing also for readers. His plays were published in monthly journals such as Chuo Koron in the 1920s and more popular monthlies (all from K5dansha), such as Kingu in the 1930s. (The whole Genroku Chushingura cycle

Marduks Kingship
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Page 1. chapter four MARDUKS KINGSHIP 4.1. Introduction Againstscholarlyass umptionsthatYHWHskingshipwas,primarily,astatic Israelite expression, the discussion in chapter 2 established both early and late YHWH kingship

Political Cosmogony: Three Matrices of Political Theology
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blood of the demon Kingu . In the Judeo-Christian tradition there is less literary wealth, but the meaning is the same as Elohim / Yahweh exercises his supposedly unlimited power to create the heavens and the earth ex nihilo

Avantgarda in medijske umetnosti
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V Rimu je nekaj sto ljudi preplavilo knjigarno in zahtevalo knjigo, ki ni obstajala, medtem ko se je na Novi Ze1andiji okrog dvesto ljudi zbralo v Burger Kingu in enD mi- nuto mukalo, preden so se naglo razkropili.«32 TakSni dogodki predstavljajo skrajnost medijsko vodene

The Urim and Thummim. A Suggestion as to Their Original Nature and Significance
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Page 1. THE AMERICAN JOURNAL OF SENtITIC LANGUAGES AND LITERATURES (CONTINUING HEBRAICA) VOLE1KE IVI JULY, 19 00 NEMBER 4 THE URIM AND TEUMMIM. A SUG#GFESTION AS TO THEIR ORIGSINAL NATURE AND SIG#NIFICANCE

THE NUMBER NINE IN THE TRADITION OF THE N ORSEMEN
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Egypt (Niwinski 1992:65), nine~year long service of Kumarbi in the Hittite story about generations of gods (Cinal 1997.-87), nine day long wrestling in Mesopotamian city of Uruk for the memory of Gilgamesh (Cohen 1995:519 320), or nine sons of Kingu in an Assyrian ritual

Handbook on the Pentateuch: Genesis, Exodus, Leviticus, Numbers, Deuteronomy
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Page 1. Handbook on tHe PentateucH Page 2. Page 3. Handbook on tHe PentateucH Genesis Exodus Leviticus Numbers Deuteronomy Second edition Victor P. Hamilton K Page 4. 198 by Victor P. Hamilton Published

The Typographic Imagination
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Page 1. Page 2. THE TYPOGRAPHIC IMAGINATION STUDIES OF THE WEATHERHEAD EAST ASIAN INSTITUTE, COLUMBIA UNIVERSITY Page 3. STUDIES OF THE WEATHERHEAD EAST ASIAN INSTITUTE, COLUMBIA UNIVERSITY

Culture and authenticity: the discursive space of Japanese detective fiction and the formation of the national imaginary
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Page 1. CULTURE AND AUTHENTICITY: THE DISCURSIVE SPACE OF JAPANESE DETECTIVE FICTION AND THE FORMATION OF THE NATIONAL IMAGINARY by Satomi Saito An Abstract Of a thesis submitted in partial However, since the early episodes of ROCKING-ON are in particular concerned with his struggle to become an oshare kingu in the first place, it is likely that, if anything, he became a professional model over the course of time

Atlantis New Beginning
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Apsu, and vows revenge. She creates eleven monsters to help her carry out her vengeance. Tiamat takes a new husband, Kingu in place of the slain Apsu and puts him in charge of her newly assembled army. When on high the

The Anunnaki Chronicles: A Zecharia Sitchin Reader
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Page 1. | A Zecharia Sitchin Reader | Includes Never Before Published Writings t Page 2. ANUNNAKI CHRONICLES A Zecharia Sitchin Reader EDITED AND INTRODUCED BY JANET SITCHIN Bear Company Rochester, Vermont Toronto, Canada Page 3

The Freedom Book: Choosing Your Future
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Page 1. A; . . Russell Ogden, Ph.D. Page 2. I 0 0k YOUR FUTURE d0 _cHQ0 Page 3. The Freedom Book Page 4. Page 5. The Freedom Book Choosing Your Future W. Russell Ogden, Ph.D. A DIVISION OF THOMAS NELSON Page 6

An Exemplificational Critique of Violence: Re-Reading the Old Babylonian Epic Inuma ilu awilum (aka Epic of Atram?asis)
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Page 1. G sta Ingvar Gabriel* An Exemplificational Critique of Violence: Re-Reading 10.1515/janeh-2018-0011 Abstract: The article approaches

Source Criticism3
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Page 1. CHAPTER 2 JOHNS GENERIC SIGNPOSTS The literary critics task is to think the authors thoughts after him. He sets these within the broad, tortuous context of the discipline as he weighs the disparate forces that shaped the final product

XI. PERSEUS AND KADMOS
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Page 1. PERSEUS AND KADMOS Apollos combat with a dragon, Python or Delphyne, was the starting point of this study. Then, not far along the way, the combat of Zeus with Typhon was joined with it as another and closely related expression of a common original

Science fictions, cultural facts: A digital humanities approach to a popular literature
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Page 1. ResearchOnline@JCU This file is part of the following work: Menadue, Christopher Benjamin James (2019) Science fictions, cultural facts: a digital humanities approach to a popular literature. PhD Thesis, James Cook University. Access to this file is available from

Getting the Old Testament: What it meant to them, what it means for us
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Page 1. Page 2. GETTING THE OLD TESTAMENT Page 3. BETTING THE ~ TESTKMENT STEVEN L BRIDGE J8 !3gkcrAcadcn1ic dMdn1|nUl.||r.IP\lhn\sl\||\g1.-rnqa Gr|nd|1l|1i\ls.MFd\inI\ Page 4. by Steven L. Bridge Published

Studies in Bible and Feminist Criticism (JPS Scholar of Distinction Series)
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Page 1. Śmm SCI OFDIST SERIES vanm TKVA FWMER-KENSKY STUDIES IN BIBLE AND FEMINIST CRITICISM Page 2. STUDIES IN BIBLE AND FEMINIST CRITICISM Page 3. Support for the publication of this book has

Reading beyond the lines: young readers and wartime Japanese literature
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37 When Tokyo kubaku was serialized in the magazine Kingu in 193 the editors had to change the title to Tekki dai shurai (Enemy Planes Attack), because the military would have found it disrespectful even to conceive of the imperial capital coming under attack and to

The Development and Symbolism of Passover
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Page 1. Page 2. Page 3. JOURNAL FOR THE STUDY OF THE OLD TESTAMENT SUPPLEMENT SERIES 414 Editors Claudia V. Camp, Texas Christian University and Andrew Mein, Westcott House, Cambridge Founding Editors

Cloaked in Darkness: Feminine Katabasis in Myth and Culture
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Page 1. CLOAKED IN DARKNESS: FEMININE KATABASIS IN MYTH AND CULTURE A dissertation submitted by ELIZABETH RUTH WOLTERINK to PACIFICA GRADUATE INSTITUTE in partial fulfillment of the requirements for the degree of

video game




Educational video game design: A review of the literature
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Much attention has been directed to the use of video games for learning in recent years, in part due to the staggering amounts of capital spent on games in the entertainment industry, but also because of their ability to captivate player attention and hold it for lengthy periods ofExcessive video game playing behaviour be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that facilitate initiation, development and

Video game spaces
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Interactive media and their most prominent and most diverse representatives, video games, have unsettled traditional media theory. They introduced the meta-medium computer into our living rooms, opening up a range of opportunities so unfamiliar and so diverse that we

Video game uses and gratifications as predictors of use and game preference
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Video games continue to be a highly popular form of entertainment. In 200 over 239 million computer and video games were sold in the United States, and the video game industry reported sales of over $7 billion (Entertainment Software Association)

In- game in-room, in-world: Reconnecting video game play to the rest of kids lives
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One of the burning questions that people ask about video games, including most parents weve told about our study of young people playing video games in their homes, is whether playing these games affects kids lives when the machine is off. In particular, people want to

Violent video game exposure and aggression
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Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games than ever before. Violence is a dominant theme in most of theThis paper offers a review, explication and defense of Erving Goffmans Frame Analysis (1974) as a valid contemporary sociological theory of play, games, and video games. To this end, it provides an introduction the frame analytic conception of play, games and videoThe objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. TheThe research literature suggests that the structural characteristics of video games play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game

Video gamebased education in mechanical engineering: A look at student engagement
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One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video /computer game . Students are given the task of writingResearch driving the mandates of the current education reform law, No Child Left Behind, indicates a 300% increase during the last 10 years in students being labeled with specific learning disabilities. In addition there has been a dramatic increase in the number ofSelf-determination theory states that motivation plays an important role in initiating, developing and maintaining involvement within an activity. The present study applied this theory to video game playing and surveyed 399 video game players, 82 percent of whichResearch has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify problem video game players often vary considerably. This research presents preliminary validation data for a new

Supercade: a visual history of the videogame age 1971-1984
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Kent, a freelance writer, interviewed video game innovators such as Atari founder Nolan Bushnell and Pac-Man creator Toru Iwatani, among hundreds of others, to provide a definitive history. He includes photos of the major video game players and quotes extensively from his

The effect of interactivity with a music video game on second language vocabulary recall
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Video games are potential sources of second language input; however, the mediums fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all

Active learning with the CyberCIEGE video game
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Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments . Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning

The agony and the Exidy: a history of video game violence and the legacy of Death Race
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In 197 Exidys Death Race triggered the United States first video gaming moral panic. Public outrage not only fueled sales of the game and made Exidy a household name, but established a pattern by which controversial games receive a high levels of press attention

A new look at the cognitive neuroscience of video game play
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A growing body of literature has investigated the effects of playing video games on brain function and behavior. One key takeaway from this literature has been that not all entertainment video games are created equal with respect to their effects on cognitive

Video game addiction among adolescents: Associations with academic performance and aggression
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Video games have become a popular pastime among children and adolescents. The current study includes a selfreport measure of video game habits completed by 607 8th and 9th graders for hand-held devices, video game consoles, and the computer. A scale of addictionVideo game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological

Short-term psychological effects of interactive video game technology exercise on mood and attention
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Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short

Comparison of a traditional and a video game based balance training program
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The aim of the present study is to compare the efficiency of traditional and video game based balance training programs. 22 customers of a health care centre (age: M= 47.6 yrs; SD= 13.1) volunteered to participate in the experiment. They were randomly assigned to twoThe present study utilized an experimental design to investigate the short term effects of exposure to sexualized female video game characters on gender stereotyping and female self-concept in emerging adults. Bussey and Banduras (1999) social cognitive theory of

Metabolic requirements of interactive video game cycling
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purpose of this investigation was to determine whether there are differences in the metabolic requirements and ratings of perceived exertion of interactive video game and traditional exercise at identically matched workloads. We hypothesized that interactive video game cycling would

The Crowdfunding Bible: How to raise money for any startup, video game or project
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To Z, for whom endless possibilities await, and every aspiring entrepreneur with barriers to market entry rapidly crumbling, theres no better time to act than the present. As dozens of enterprising new creators and startups are proving, General Electrics not the only with the Abstract This paper provides further thoughts and observations on Richard Wood’s paper Problems with the concept of video game Until addiction researchers agree on what it is to be addicted, we will never get agreement on whether behavioural excesses like videogame

RoboBuilder: A program-to-play constructionist video game
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As the popularity of video games continues to grow, we see the medium as an increasingly important venue for giving young learners an opportunity to engage in constructionist learning. This paper introduces RoboBuilder, a blocks-based programming game that draws

Saving the world, one video game at a time
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I was playing Peacemaker, a video game in which players assume the role of either the Israeli prime minister or the Palestinian president. Will you pull down the containment wall Will you beg the United States to pressure your enemy You make the calls and live with theEmerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar Cognitive-behavioral therapy (CBT) is rationalized to be a highly appropriate treatment modality for problem and addicted users of video games. Drawing on available empirical research in this and allied areas (eg, problem gambling), this paper presents some

Learning about learning from a video game : Rise of Nations
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This paper will argue that computer and video games have a great deal to teach us about how to facilitate learning, even in domains outside games. Good computer and video games are complex, challenging, and long; they can take 50 or more hours to finish. If a game

Real-time evolution of neural networks in the NERO video game
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A major goal for AI is to allow users to interact with agents that learn in real time, making new kinds of interactive simulations, training applications, and digital entertainment possible. This paper describes such a learning technology, called real-time NeuroEvolution of The objective of the present study was to evaluate the presence of pain and musculoskeletal pain syndromes in adolescents and associate them to computer and video game use. A cross-sectional study was performed on the entire adolescent population (n= 833) of a

Exploring the Uncanny Valley with Japanese Video Game Characters.
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Dr. Masahiro Moris robotics design theory, the Uncanny Valley, has become a common reference in virtual character design. The theory holds that robots whose appearance is very close to being human, but not fully, will evoke a very negative human reaction. The theory is

Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene.
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Since the appearance in 1978 of Adventure on the Atari 2600, the cut-scene (alternatively cutscene or cut scene) has been a key component to many video games. Often, the cut- scene gives narrative shape to the game experience, moving the player along through a

Video game culture: Playing with masculinity, violence and pleasure
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In recent years educators have begun to explore how to purposively design computer/ video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and

Adventures of Ludom: A videogame geneontology
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Hence I will not use the term ‘ game studies’ in its customized sense to cover both game and videogame research (and often other ludic research These are not cases of winning and losing in the videogame but in an extra videogame game an overgame, which has at least one In recent years, the increasing popularity of casual games for mobile and web has promoted the development of new editors to make video games easier to create. The development of these interactive applications is on its way to becoming democratized, so that anyone who is

The World War II video game adaptation, and postmodern history
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Allison states that from Air Force(Howard Hawks, 1943) to Inglourious Basterds(Quentin Tarantino), the cinema has taken on the cultural task of visualizing World War II. Increasingly, however, this task has also been taken up by a new media-- video games, in As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. To fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadataVery little research has been conducted to examine the relationship between video game playing and gambling in adolescence. In this study, 669 adolescents aged 13 17 years were surveyed to obtained details of their involvement in gambling and video game playing

A classification of business models in video game industry
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Over the last few decades, video game industry has grown quickly from a small market to a massive industry. Along with industry growth, business models in the industry also have developed rapidly to meet emerging technologies and innovations. There have been a lot ofAbstract The United States Supreme Courts recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also haveUsing data from the 128-bit video game industry I evaluate the impact technologically tying has on the intensity of console price competition and the incentives for hardware firms to tie their produced software to their hardware. Tying occurs when a console hardware

Exercise Improves Video Game Performance: A Win Win Situation
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Situation. Med. Sci. Sports Exerc., Vol. 5 No. pp. 1595 160 2020. Purpose: Video gamers exceeding screen-time limits are at greater risk of experiencing health issues associated with physical inactivity. Demonstrating that exercise has positive effects on videoThe recent paper by Wiegman and van Schie (1998) examining aggressive and prosocial behaviour in video game players is a welcome addition to a fairly sparse (but growing) literature. However, there are many speculations and assertions made throughout the paperAbstract In 198 Margaret Shotton published her pioneering study of psychological dependency on computer technology. Since then, the empirical research literature on technology-based addictions, particularly addiction to the Internet and online video games

Whose mind is the signal Focalization in video game narratives.
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In this paper, I explore instances in which video games convey an experience of subjectivity, utilizing an appropriation of G rard Genettes (1980) concept of focalization. Through an analysis of The Sims 3 (The Sims Studio 2009), Top Spin 4 (2K Czech 2011), Mirrors Edge

Videorec as gameplay: Recording playthroughs and video game engagement
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This paper outlines an alternative genealogy of non-narrative machinima by the means of tracing a parallel with different cinematographic genres. It analyses the circuit of production and distribution of such material as a field for modes of superplay, in which users both

Real-time Learning in the NERO Video Game .
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If game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. The real-time NeuroEvolution of Augmenting Topologies (rtNEAT) method, which can evolve increasingly complex artificial neural

A pedestal, a table, a love letter: Archaeologies of gender in videogame history
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The history of videogames has largely been imagined as a patrilineal timeline. Women, when they emerge as participants in the game industry, are typically figured as outliers, exceptions, or early exemplars of diversity in the game industry. Yet the common practice

Negative effects of video game play
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Video game play has become a ubiquitous form of entertainment in modern society. As a result, interest has accrued from parents, educators, policy makers, and scientists alike regarding the potential effects of this relatively new media. The current chapter has several

A corpus analysis of strategy video game play in starcraft: Brood war
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We present the first ever large scale analysis of actual strategy video game play. Using a corpus of over 000 Starcraft: Brood War games from international tournaments, we analyze every players actions to determine which of their capacities lead to success. We also tie

Down many times, but still playing the game : Creative destruction and industry crashes in the early video game industry 1971-1986
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Method This chapter presents a long-term historical account of the video game industry in which all of the early crashes and shake-outs during the period 1972-1985 are compared and contrasted, using the entire population of firms active in the market for various game

game applied for coaching emotional understanding in children and adolescents in the therapeutic video game environment: The feeling better resources game
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Introduction: Children and adolescents ability to effectively identify and understand emotions is an important aspect of development that has been linked to a variety of beneficial outcomes (eg, better mental health, social skills and academic performance;Despite the strong appeal of personalization (through creating personalized players, teams, and leagues) in sport video games (SVGs), little is known about its marketing implications. This study explores the effect of personalization on SVG gaming enjoyment, repurchase

Narrative Therapy for Treating Video Game Addiction.
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Video game addiction is increasingly prevalent and treatment modalities have ignored the unique aspects of this particular process addiction. This article reviews the construct of video game addiction and posits utilizing narrative therapy in a manner tailored to the video game

Analytics of play: Using information visualization and gameplay practices for visualizing video game data
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Tracking player data in video games has increased in recent years. Data such as click- throughstreams and event logs are currently being captured within most major games, while other researchers are prototyping new ways of capturing data from a players physical body

Video game instruction in basic life support maneuvers
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Objectives: 1) To assess the usefulness of an educational video game to teach the theory of basic life support to high school students; 2) to compare video game instruction to the traditional teaching of basic life support maneuvers through practical demonstrations by
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