Massively multiplayer online game

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    wanted to be within the video game industry. With that in mind, the game industry is a fun and exciting place to be in. To overcome each bump along the straight narrow road, I had to learn from the best. My professional that I decided upon was Chris Lena, a person who works on a Massively Multiplayer Online game (which stands for MMO) called Ever Quest. The perseverance that Chris Lena had to deal with when making the MMO was crucial since it was the first of its kind. This is how Chris Lena deals with the issues that he comes across within the Video Game Industry when making the MMO and how he overcomes them through perseverance. The first of many problems that Chris…

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    Video games are a safe haven for people and gamers alike. They provide refuge from the burdens of everyday life — a virtual simulation where everything can be molded and be manipulated to the desires of its wielder’s hands; freedom on their own terms, all within the bounds of the virtual context. However, when real-life laws and its permissible consequences extend beyond reality and into realms whose entirety is made up of intangible pixels, things can become quite problematic. In his text,…

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    development of video games advance at an amazing rate. With something that is improving at a high rate only means that it is popular, Shaffer (2006) tells us that the number of people who own computers and gaming consoles have increased which also means people who play video games could have only increased as well. With the researches I have done, I see that there are many who think that video games have the potential to boost a teengaer’s education and even further more. For the purpose of this…

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    played by people who were seen as geeks has had a radical popularity. In 2016, the games industry has managed to become worth billions of dollars, the games themselves have become more mature and have appealed to wider audiences and communities of millions of people have formed around specific games. My personal experience with gaming comes from my time playing World of Warcraft, a massively multiplayer online role playing game where anyone can create a character and work alongside others to…

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    How do computers, video games, and watching television affect the mind and body? All three of these have some positive and negative effects on the mind and body. They can range from being as positive as increasing cognitive skills, to as harmful as atrophy of a person’s social skills and muscles. However, there are also ways to counterbalance the negative effects that playing on the computer, playing video games, and watching television may have on the mind and body while still being able to…

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    Internet and world-wide online games network, video games popularity has been growing tremendously. According to research by the Entertainment Software Association, in 2015, 155 million American play video games, which is almost half of the population. Video games have been said to be the cause of many problems in teens: bad academic result, aggressive behavior, strain relationship with friends and family… Therefore, in the past, “Parents tend to approach video games like junk food: games are…

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    -author Alex Weiss argues against the decision of the Dutch Supreme Court to rule in favor of a 13-year-old victim of virtual theft. Playing virtual reality games requires investing time and occasionally money to achieve a goal. With the loss of a shield and amulet, it was enough for the boy to seek legal action. When taking into account the time the 13-year-old spent to get the items, the court's decision to rule in his favor was not completely unjustified. Within Runescape, there was a…

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    Video Games As A Complementary Therapy Tool In Social Phobias And Anxiety The failures and weaknesses associated with cognitive behavioral therapy and the Monoamine-oxidase inhibitor (MAOI) antidepressants form the basis for the consideration of other methods for the treatment of social phobias and anxiety. This applies particularly to children and teens who are likely to be more affected by social phobias and anxiety in the process of normal development. This consideration led to the discovery…

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    The video game industry is a huge industry, and that is not an understatement. To put it in comparison, the movie Star Wars Episode VII: The Force Awakens grossed in one billion dollars in 12 days in theaters while Grand Theft Auto V achieved that total in just three days. Video games have come a long way from when “just nerds” played them. According to the Entertainment Software Association, over 150 million of Americans play video games, that’s nearly 50% of the U.S. population. But as they…

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    Warning Signs There are multitudes of warning signs that others can see to tell if an individual has a gaming addiction. There are features of video game addiction that can be in the criteria for diagnosing the addiction. Principles of Addiction and King, Delfabbro, and Griffiths (2013) states that there are 6 features that are criteria include: Salience, Mood modification, tolerance, withdrawal, relapse, and harm. Salience comes around when playing video games is all the person can think about,…

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