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    in high school. My brother name is Rudy, He is my older brother in my family. We were the only two people in the same house together. We were raised in the same house for 23 years. He was always there for me. We did so many things together like playing games, going outside, and watch movies together. My brother taught me how to do well in school. He told me when I go to school make sure that I always pay attention to class because I might miss important information. Follow that up, if I don’t…

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    The importance of playing with others is measured in group norms. Group Norms are the result of the internalization process. Group Norms are included in the survey to gain insight, if sharing the goal to play together influences collective intentions. The importance of group norms in virtual communities is also supported by (POSTMES, SPEARS, & LEA, 1998), which also state that social identity can be shaped and influenced over computer systems. Group norm captures the belief that everyone else…

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    Anime and video games are two subjects that play an important role in both eastern and western popular culture. The ascension of both anime and video games into popular culture originated first in Japan, and eventually their influence spread across the globe. I’ve been engrossed in both subjects since I was young, and I believe my appreciation for both was no coincidence. Anime and video games, after all, have always felt similar to me, but why is that? To answer that question, I will consider…

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    Technology and Children Tanya Ortiz National University Abstract The purpose of this paper is to inform the reader of modern technology and how it hinders children’s creativity. Technology should be a tool that helps develop a child’s creativity, in addition to helping them in their daily life. Informing the parents and their children about cyber bullying can prove to be very useful in the prevention of such cases. Technology can also be a resource for children to advance their…

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    Video games can lead to addiction, depression, aggression, and many health issues. In fact, research has been conducted for decades on the negative effects of video game play. So why then have video games become over a $16 billion industry? Well, video games have immense positive potential. In addition to their entertainment value, video games can offer considerable success when they are designed to address a specific problem or teach a specific skill. Video games can be a particularly valuable…

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    acquire knowledge and experience. Just like humans, video games provide the same effect as gaining experiences through living, but in a far advanced world. In addition these precious moments are ones that cannot or is difficult to replicate in real life. The chances of being the coach of the New England Patriots are one in a billion, but with the help of video games, anyone can coach an all-star team. A common misconception of video games is its uselessness. However, scholars and researchers beg…

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    house every morning. As a young kid little did I know about the world of art, graphics, storyboards, and all the other things associated with video games. When my cousin came home from school it was his duty to entertain me and one day he introduced me to his Nintendo 64. Yup, one of the greatest video gaming consoles of all time that introduced 3-D games. This whole new world enticed me at the moment I picked up that controller and started to move Mario around on the screen, or even battle with…

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    A Summary Critique of “Why We Need Violent Video Games” Violent video games are addictions. But are addictions always deleterious to us? Ethan Gilsdorf, an American writer, critic, and journalist, and 17th level geek – as posted on Ethan’s website – unexpectedly states in his article “Why Do We Need Violent Video Games” that violent video games are essential, benificial to us not only because it helps people release negative emotions but also leads people to be feared of “hunt/shoot/kill…

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    engaging aspects of student life is playing games. Many students frequently spend hours playing games with their friends or glued to one type of screen or another. Most sources estimate that on average people spend about 2 hours per day on games, and that most youth are well above this average. Capturing this energy to improve engagement and motivation would significantly improve classroom learning. Currently…

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    technology such as cell phones, laptops, computers and tablets among others used for the day to day operations…

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