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I need a title page and someone to go over the outline and the rest of this report to make sure everything as it should be and put it in one report instead of seperate parts. Please follow the instructions below to make sure that it is as the professor stated.
Project 5 The Analytical Report PART THREE: Assignment Details
The formal Analytical Report is where all of your research, analysis and document design skill comes together to create a document aimed at helping your reader make a decision, following the outline that you’ve already developed. Your report will contain the following:
- Title page
- Table of contents
- Abstract (summary)
- Text of the report, including introduction, body (which may be organized under subheadings), and conclusion. Note: This only needs to be about 2 single spaced pages. Pretty short!
- Visual element (optional)
- References page
A Word to the Wise:
Research refers to the material you gather from sources. Analysis refers to the USE you put to that material. That is to say, your job is to examine and present one or more ideas from that material in such a way as to make a particular point. The particular point will be related to your overall goal for the Report. It may provide evidence for a claim you are making, provide background information, address a possible objection that you think your reader might have or something else. You are in control of the meaning your reader gets from the sources you choose.
Your own words that lead into the source (whether your source is in the form of a direct quote, paraphrase or summary) AND your own words that follow the source set up a framework that tells the reader how to understand the source. Those framing words of yours are just as important as the source you use (maybe more). Nothing just speaks for itself.
How you plan to use sources will affect how you evaluate them. Not every source has to directly support your thesis; sources can have other functions in a paper. They can:
provide background information or context for your topic
explain terms or concepts that your readers might not understand
provide evidence for your argument
lend authority to your argument
offer alternative interpretations and counterevidence to your argument
Read Lannon, Ch. 22, “Formal Analytical Reports,” taking care to look at the checklist on page 552.
Use your outline to begin drafting your document. You may find that aspects have changed; that’s okay. Remember that the outline is merely a working document or tool for your use. Make sure you are adhering to APA in-text citation rules AND include an APA formatted References page!
Format and Length:
Follow the model in Lannon, p. 539-549. Your report will not be as long as this, but must be about six single spaced pages. Keep in mind that the Title page, Table of contents, Abstract and References are all on their own pages, which means the body of your Report will be only about two single-spaced pages at a minimum. More is fine. Don’t forget your two sources, one of which must be scholarly/peer-reviewed.
Outline: Video game addiction
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Introduction and Body
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Does video game really exist?
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Brief history on video game addiction
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Is video game an addiction?
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Definition of addiction
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What is video game addiction
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Conflicts associated with video game addiction
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Current statistical data on video game addiction
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Writers’ research on video game addiction
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How many and which category people suffer this addiction
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Symptoms of video game addiction
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Children and teenagers
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How do they behave when they are not gaming?
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Personal time control
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Academic performances
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Social behavior towards people and family
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Recommendation
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Treatment and withdrawal assistance services
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Availability of trained and certified video game addictions counselors
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Participation in outdoor activities
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Development of children’s schedules by parents
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Availability of written information on video game addiction
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More written books and articles by scholars and researchers
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Conclusion
Video Game Addiction
Whether your best friends live in Atlanta, Cairo, Yerevan or just a few kilometers away, get ready for a less expensive face-to-face chat, from the comfort of your living room. With few clicks, you and tour international friends might choose to converse, about the English premier league, a blockbuster movie, or a favorite TV show. Nonetheless, this online chat is happening in video games right now. Friends not only play online games, but also share information. Instead of the usual leisure, gamers and their best friends are busy slaying dragons, playing FIFA online, and battling aliens. According to Clark and Scott (2009), hundreds of thousands of people are playing video game inside the digital living rooms every second. With a click of a remote, friend or strangers can play and connect with friends globally, in ways that seem like science fiction to the general public.
Since 1970s and 1980s, video games have transformed from the arcades to family living rooms. This has led the video game industry to stand on its own, just like banking industry. University of Pittsburg 2002 report concluded that the video game industry generates over 10.3 million U.S. dollars annually, surpassing the revenues earned by the film industry. As a result, both young and adult alike have been caught up in what appears to be the next certified global catastrophic diagnosis: Video game addiction. Currently, ongoing technological advancements have made televisions, desktops, iPads, iPhones, and mobile phones video-playing centers whenever one feels like playing. Whereas adults have fallen into the bottomless pit of video gaming, children and teenagers are naturally gravitating towards the same endemic. Video games have developed in an alarming rate over the last decade whereas video game addiction statistics appear to be gradually increasing yearly. Video game developers continue to make games that are complex, less direct, and participative for everyone. Video games are for everyone; new gadgets developed are not for people with the unfathomable knowledge of technological mysticism (Clark and Scott 7).
Is Video Game an Addiction?
Addiction applies to behaviors beyond drugs and alcohol; for example, sex, buying, gambling, eating, and the Internet. Currently, there is no single, universally accepted definition of addiction, a comprehensive theory of addiction is yet to be developed. It is inaccurate to define addiction as a habit, since it limits the scope. However, Colonna (2000) reached an acceptable conclusion and defined addition as a chronic disorder, continuous conditions where an individual has no complete control to obsessive thinking and manifests itself via compulsive behavior towards any activity and/or mood-changing substance. This definition encompasses all forms of addiction, substance and activity related, and presents a clear indication in the field of addiction process.
Video game overuse commonly referred to as video game addiction, represents a proposed type of psychological addition made up of a compulsive overuse of computers and video games. Mcllwraith (1998) developed four theoretical models to explain addition to video games: First, video game addiction is a result of video games’ impacts on imagination and fantasy life, where individuals participate in playing these games greatly having poor degree of imagination. Secondly, video games addiction affects the arousal level, in that people playing these games tend play in order to arouse or calm themselves. Thirdly, video game addiction represents a manifestation of verbal, reliant, or addictive personality of an individual. As a result, excessive playing is caused by inner personality factors and not the external stimulation derived from this games. Lastly, video game addiction is a connection to different pattern of applying gratifications related to video games, where people enjoy the physical act of playing to alleviate boredom (Gunter 54-55).
In his 2008 publication, Internet and Video-Game Addiction, Mark Griffiths came up with six criterions, employed to describe video games as an addiction: salience, mood modification, tolerance, withdrawal symptoms, conflicts, and relapse. Salience occurs when video-game play becomes a crucial activity in a person’s life, hence dominating his thinking, feelings, and behavior. Mood modification represents the subjective experiences that players report because of engaging in video-game play. Tolerance is the process of increasing the use of video game play to achieve the previous mood-modifying effects. This implies that players gradually develop the amount of the time spent playing video games. Withdrawal symptoms refer to the unpleasant feeling states or physical effects that springs when video gaming is disconnected or reduced. Conflict occurs between players and the outside community, those around them, when they are disconnected from playing video games. Conflict takes different forms, it includes conflicts with other activities-schoolwork and hobbies-, or from within the players themselves, loss of control, since they spend too much time video gaming. Lastly, relapse refers to the tendency for continuous reversions to previous patterns of video-game play, and sometimes the most severe patterns, excessive video game play, to be promptly restored after periods of self-denial or control. Having defined addiction and trying to linking video game to addiction it is clear that video game can be addictive and affects a number of users and players (Griffiths 232-233).
Current Statistical Data: Video Game Addiction
High rates of video game have drastically gone up over a decade (Addiction.com). Recent studies on global video game addition reveal alarming degrees of addiction. Douglas A. Gentile, a research scientist, conducted a study, in medical journal Pediatrics, to examine how and to what extent video game usage rates are affecting the children and teenagers. Gentile’s study population comprised of 3,034 children and teenagers. From the study, Gentile concluded that both children and teenagers spend an average time of 20 hours weekly, playing video games. The research also estimated 72% of American house play video games. About 9% of the 3,034-study population displayed signed of video game addiction while 4% of the study participants were classified as extreme video game users and players, using 50 hours weekly on average. (Gentile 600).
How many people are affected, young and old? No one knows, however, two statistics stick out: Worldwide, video game industry is a $66 billion industry. A 2007study suggested that about 12% of the video game players in a 7,000 study were diagnosed as extreme addicts. Video game players are generally in trouble if this trend even, to some extent, reflects numbers in universal population. Video game addiction exists in the contemporary world. A 2009 study conducted by Iowa State University, revealed that one in every 10 people to be a pathological gamer with respect to the standards established for pathological gambling. Their video gaming behaviors has caused family, social, and psychological damage. This study was based on the nationwide survey of 1,178 American teenagers and children aged between 8 to 18 years. The study found out that 8.5% of American youth shows different signs of addictive behavior. Other participants displayed more than half of 11 symptoms of pathological gambling as outlined by the American Psychiatric Association (Vivo).
General Symptoms of Video Game Addiction
A classical sign of video game addiction arise where children or teenagers spend more hours in front of the television, computers, and mobile phones. When teenagers spend most of their leisure time indoors, glued to the computer and only taking short breaks for snacks and bathroom then addiction is crippling. Such behaviors are referred to as grinding or farming and generally last for several hours to the whole afternoon. Extreme cases arise where teenagers spend the entire day playing video games. This out-of-control 24 hours video gaming spree cause the players to exhibit an unusual preoccupation when they are away from the game or computer (Vivo).
Video gamers, who are addicted or at the risk of video game addiction, lack the ability to control their personal time. They are unable to control the amount of time spent when they start playing. When they go online, they extend their scheduled time and cannot realize that they have spent 4-7 hours instead of the schedules 10-30 minutes. Addicts completely lose track of time. This is not usual for people with no video game addiction. There are instances where video games addicts trans-night, only to realize that its morning when they see rays of sun striking their windows (Illinois Institute for Addiction Recovery ).
Addicted video gamers post decline grades or fail in classes. In some circumstances, they pass mathematics and typing classes while posting poor grades in English, Science, Social Studies, and Physical education. This is related to preoccupation, loss of time, and lack of control effects of addiction brought forward by addiction. As a result, they tend to fall asleep during school hours due to fatigue. This makes them not to complete their assignments on time and do not participate or drop out of several school activities, clubs, or sports.
Addicted video gamers tend to isolate themselves from the rest of the family. When playing, they lock themselves inside their rooms, away from friends and family. Just like any other addiction, video gaming addictions results in financial, personal, family, and academic problems. Excessive video game playing impairs real life relationships and disrupts personal plans. Presently, video gaming has become a costly activity, since addicts spend a disproportionate amount of their monies on computer-related equipments, such as software packages, continuous upgrading of their computer hardware, and other accessories.
Recommendation
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Several people attempting to quit video game addictions exhibit different withdrawal techniques including: Anger, depression, boredom, loneliness, procrastination, mood swings, anxiety, and sadness. Video game addiction cause physical discomforts or medical complications such as dry eyes, severe backaches and headaches, and Carpal Tunnel Syndrome. As a result, it is advisable to consult a certified addictions Counselor dully trained in recognition and treatment of video game addiction. Addiction Counselor does perform effective assessment in determining what extent of care is more suitable. Over the last five years, programs such as wilderness therapy and therapeutic boarding schools have been employed and prove effective in aiding teenagers with video game addictions.
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Governments should establish video game addiction treatment institutions in an effort to supply help for addicted people. Such institutions should aim at eliminating compulsive response of video game addicts; help them develop habit-forming attitudes as much as those of addicted drug users or gamblers.
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Parents are encouraged to have their children take part in different outdoors activities. They should develop necessary steps to create activities for their children, for instance schedule play hours after school, organizing children parties at homes, and signing up their children for after school sporting activities (Allen).
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Researchers, scholars, and addict professionals should write books addressing video game addiction and advice to video game addicts on different steps to circumvent video game addiction. These books or periodicals should provide vital data for parents on how to go about children’s addiction to video games.
Conclusion
Understanding video game addiction is significant for everyone: as legitimate as it sounds for an individual to restrict video games for themselves. Video game addiction is real, particularly when the South Korean man died after spending about 50-hours in a gaming session. Video game addiction has all the features one requires to define an addiction. This kind of addiction is occurring around the world, particularly in United States, United Kingdom, China, Korea, and Japan. Video gaming addiction has led players to lose family ties and friends. Withdrawal symptoms such as cold swear, anger depression, irritability, developing migraines and back problems, and occasionally death are among the common traits of video game addiction. A lot needs to be done as far as video game addiction is concerned, to help reduce it effects globally.
Works Cited
Addiction.com. Alarming Video Game Addiction Statistics. 2013. 16 October 2014 <http://www.addictions.com/video-games/alarming-video-game-addiction-statistics/>.
Allen, Patrick. Overcome Video Gaming Addictions. New York City: BookPudder Publisher , 2014.
Clark, Neils and Shavaun P. Scott. Game Addiction: The Experience and the Effects. Jefferson, North Carolina: McFarland & Company, 2009.
Colonna, Bob. The Addiction Process . Bloomington, Indiana: iUniverse, 2000.
Flanagan, Jack. The psychology of video game addiction. 06 February 2014. 15 October 2014 <http://theweek.com/article/index/255964/the-psychology-of-video-game-addiction>.
Gentile, Douglas A. “Pathological Video Game Use among Youth 8 to 18: A National Study.” Psychological Science XX.5 (2008): 594-602.
Griffiths, Mark. “Internet and Video-Game Addiction.” Essau, Cecilia A. Adolescent Addiction: Epidemiology, Assessment, and Treatment. Waltham, Massachusetts: Academic Press, 2008. 45-67.
Gunter, Barrie. The Effects of Video Games on Children: The Myth Unmasked. Edinburgh, United Kingdom: A&C Black, 1998.
Illinois Institute for Addiction Recovery . What is Video-game addiction? 2014. 16 October 2014 <http://www.addictionrecov.org/Addictions/?AID=45>.
McIlwraith, Robert D. ““I’m addicted to televisionâ€: The personality, imagination, and TV watching patterns of selfâ€identified TV addicts.” Journal of Broadcasting & Electronic Media XLII.2 (1998): 371-386.
Vivo, Meghan. New Facts about Video Game Addiction: Problem More Widespread Than Expected. 2013. 17 October 2014 <http://www.video-game-addiction.org/video-game- addiction-articles/new-facts-about-video-game-addiction-problem-more-widespread- than-expected.h
Analytical Report on Video Game Addiction
ABSTRACT
The motive behind this report is to comprehend the real truth behind video and online gaming addiction; it is a problem that is growing especially among the teens in the society. The basis of this study will include research into areas of the psychology behind gaming addiction, how and why it spirals into a routine of addiction? The process of how game addiction has become accepted by the marketing culture of the 21st century. Other areas of this analysis will investigate internet psychology and online game addiction.
Purpose of the study is to provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favorite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences.
To the Parents, this study will help them to become conscious of these computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research.
There is a lot of controversy over the overlap of devices in gaming, which has resulted in an ambiguous definition for computer games and computer game addiction. For instance, a game that was made for a video game console now has an internet version, a computer game has moved onto the tablet, gambling has also moved to the internet, etc. We will extend their definition to include all computer games playable on a web-enabled device that is not a video-game console, as computer games are recreational activities that are meant to be enjoyed, and outside of educational games have little productive value.
The research was conducted by gathering the opinions about the “The effects of Computer Game Addiction†and I made sure that the readers would easily understand anything that indicated in this paper. The research information was gathered from different resources like magazines, internet, and newspaper.
Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention. The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine the relevance of computer games to Higher Education, reporting on a survey of University students’ computer game behaviors, their reasons for playing computer games, and their views of the features of computer games that might be useful in learning in Higher Education.
Introduction:
There are several theories of how serious gaming addiction really is, and how it is rapidly developing in the 21st century, as online gaming companies such as NC Soft and Blizzard challenge today’s community, by producing multi-national online games like Lineage and WOW (World of Warcraft). This raises question if games like these are specifically designed to join the course of games for online gaming addicts? The reason behind video game addiction has many different ways of being explained; but we often recognize the most common cause of this addiction is to do with, lack of social interaction. The online gaming community encourages players of all ages, although popular games of today focus on players from ages 12-18. Modern day game culture has a created a niche market for online gamers, and the younger generation are more likely to tap into this as the likes and dislikes of the pre-teen and teenage culture may change more commonly. The main success of online playability would be the development of social interaction
Context
Technology is one of the major assets in today’s world. However, there are some disadvantages that lead to Video game addiction. First, excessive use of computer there are some instances that they don’t want themselves to be involve in other social activities. Second is the demand for violence that it may arise because of an innate boys desire to witness violence, males are looking for strong role models, whom they find in these shows and gamesâ€. They may isolate themselves in the way that they don’t want to focus almost entirely in-game achievements rather than broader life events. The first possible cause is that in the hypothetical world created by such games, gamers become confident and gain satisfaction which they cannot get in the real world. Second, many video games satisfy the basic psychological needs like rewards, freedom and connection with other players and lastly, video games are becoming increasingly complex, detailed and compelling to a growing international audience of players. There are lots of effects of video gaming upon children, the physical, emotional and in behavior. Some gamers don’t care if they don’t eat just to play, some are being aggressive due to the violent game and compulsive behaviors are rooted in need to reduce tensions caused by inner feelings a person wants to avoid or control. There are some possible causes that are related to this addiction. The first possible cause is that in the hypothetical world created by such games, gamers become confident and gain satisfaction which they cannot get in the real world. Second, many video games satisfy the basic psychological needs like rewards, freedom and connection with other players and lastly, video games are becoming increasingly complex, detailed and compelling to a growing international audience of players. And since the problem is a relatively new phenomenon, the exact cause of game addiction is unknown. However, this addiction appears to be most common among younger male players. It may also have a cultural component. “In South Korea, video games were recently blamed for the deaths of four young men. One died after playing Star craft for 50 hours with few breaks. A four-month old baby also died after her parents left her unattended to play World of War craftâ€. There are also some negative effects. First is that it displaces physical activity and the
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need help asap!!!!! Please no broken English need someone who is great in this subject. Thanks in advance
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
At least 10 pages. Page count includes all required pages:
Letter or memo of transmittal,
Title page,
Table of contents,
Informative abstract,
Visual aids,
Works Cited Page
(Number of pages will vary depending on the focus of your paper, number of graphs, charts, etc. Remember, longer is not necessarily better; however, be certain you cover your topic; do not leave your reader with any questions, and do not fall above or below the allotted page number! Remember, too, instructors are savvy to tricks like HUGE fonts, HUGE expanses of white space. Meet the page count fairly!)
GENERAL FORMATTING REQUIREMENTS:
PAGE-BY-PAGE REQUIREMENTS:
Letter or Memo of Transmittal, addressed to me if you are writing an analytical report, addressed to whomever your audience is if you are writing a proposal.
Follow letter format if the recipient is outside the firm you work for; follow memo format if the recipient is within the same organization.
Title Page
Table of Contents
Informative Abstract
Introduction
Body of your paper, which will include your findings and conclusions, and your visual aids, etc. The body of your paper must demonstrate your understanding of the importance of creating a usable design.
The following items must appear at some point in the body of your paper:
An extended (paragraph) technical definition or
A description of a technical procedure/process
Visual Aids: At least one of each of the following visual aids must be included in your paper for a total of at least FOUR visual aids – one table, one chart, one graph, and one graphic illustration. Follow the guidelines in the textbook.
You must include one of each of the following:
Works Cited or References Page: Provide references for all sources used in the writing of your paper- textbooks, magazine articles, personal interviews, Internet sources, newspaper references, experts in the field, etc.; list references in alphabetical order, following American Psychological Association (APA) format.
You must include at least three scholarly (i.e., journal/newspaper/magazine article, book, reference volume, etc.) sources in your proposal. You may use other sources, but you must also use library sources. Think about this as you choose your topic!
Note 1: The above list includes items you MUST have in your final paper. Depending upon your topic, you may have other needs. Adapt as needed. Perhaps a glossary is essential for your subject; if so, include one. You may find you need an appendix, which is a “catchall for items that are important but difficult to integrate into the body of a report.” If you need one, include one.
Note 2: Your final analytical report or formal proposal should demonstrate your ability to present an idea to your reader using skills acquired this term: clarity, correct punctuation, document organization- including page layout, use of color/font, use of white-space, lists, etc., as well as report-writing, letter writing, research and documentation, etc. Your analysis or proposal should be geared to persuade your reader to come to the same conclusions you have reached.
Note 3: I highly recommend reviewing Chapters 8 and 9. There are many examples and illustrations of effective design techniques. Remember, you will be graded on your content as well as your presentation of information.
Final projects will be graded on a combination of form and content. The two must work together to convey your information in a pleasing yet informative fashion.
Topic Ideas for the Final Project
Over the years I have seen many final projects from technical writing students. Let me share with you some of the topic choices students have made. I hope these ideas will help you generate your own topic.
I highly encourage you to put to use something you are working on in your professional career, or something you may be exploring in another class you are taking. I am always a strong supporter of extra mileage- get all you can out of the effort you put into projects!
Here are some of the topics students have pursued:
Proposal from the payroll manager at a small company. This student wrote a 12-page proposal to her supervisor proposing that the company move from a monthly payroll to a bi-monthly schedule. She was responding to requests from employees that such a change be made. The student outlined in her proposal the cost of such a move, as well as the benefits: increased employee satisfaction, increased flexibility with new and part-time employees. The student then outlined in graphs and charts how this transition would take place, the number of worker hours required, and the long-term impact of such a transition. This was an excellent “real world” project and the student successfully convinced her company to make the switch!
Proposal from an employee at Nextel to have small printers installed at the desk of each of the company’s service reps’ desks. This student works as a service rep for Nextel, one of the area cellular service providers. The company’s service rep area had only one monster laser printer in the middle of a room that services some 20-25 reps. Every time a rep had to print out a document to send to a customer, that rep had to wait in line with many other print jobs. This student proposed that the company purchase 20-25 deskjet printers to be installed at each rep’s desk. He figured out the cost of the initial purchase, the cost of cartridges and service, and compared these costs against servicing and maintaining the monster printer. He then calculated the savings in customer satisfaction, employee reduction of stress, and other factors that would be addressed by installing these printers. It was another excellent “real world” project, and Nextel implemented his suggestions! The plan is actually saving the company a significant amount of money!
Proposal for Sponsorship of Dirt Bike Racer: One of my students was an avid dirt bike racer who was rapidly moving up the ranks. He needed funding to help pay for his hobby, so he wrote a proposal that he then submitted to potential sponsors. In the proposal he outlined his experience as a racer, the benefits to sponsors in being included in his racing, the races he was scheduled to participate in the upcoming year, a detailed listing of the expenses he incurs, and a list of sponsors who are currently active in the dirt bike arena. His final proposal was a beautiful multi-colored document that he then had professionally copied, and he is sending the proposal to companies and has secured sponsors for his hobby.
Analytical Report on the Impact of the Internet on Teens: One of my younger students was interested in what official reports had to say about the impact of the Internet on teens. In addition to reading studies published on the Internet and in other publications, the student conducted his own interviews with friends and fellow students to arrive at his conclusions. It was an excellent research project with very clear conclusions presented by the student. It is important to remember that an ANALYTICAL report must reach conclusions–it must work to persuade the reader to see things the same way you do. Do not simply write a research paper, an information paper. You have to do some analysis.
Proposal to a Garment Outlet for Recycling of Materials: An environmentally conscious student was appalled by the volume of cardboard and other packing materials thrown away by her employer, a garment outlet (Gap, I think). The student proposed that the store contract with a recycling firm to take all packing materials to a recycling facility. Although her proposal would actually cost the company more money, she argued that an environmentally friendly philosophy/practice would, in the long run, be beneficial to the store. Her proposal was adopted and plans are in place to expand the recycling effort to stores nationwide.
Proposal to Restructure Procedures for Issuing Well Permits: One of my students is a rancher in Northern Colorado. He and his family have been ranching 200+ acres for more than 150 years. They are concerned about the way well permits are being issued as the area around their ranch begins to grow. The student drafted a proposal for reconsidering permit practices to provide ranchers with the water they need for crops and livestock. A friend of the student’s family is a legislator in the area and he is taking the proposal to the powers-that-be in the district.
Proposal for Funding for Small Businesses: I have had several students use this opportunity to prepare a proposal to take to a financial institution as they seek funding for small businesses. One student and her sister wanted to start a dating service, and another student was writing a program for an online game and needed funding to purchase a critical piece of software. Both students wrote proposals to local banks to secure funding for their business ideas.
Analytical Report on Xeriscaping: A landscape architect student wrote an analytical report on the benefits of xeriscaping–a landscaping technique that uses native plants and grasses and requires no water beyond that provided by rainfall. He was trying to look at the situation from both an economic and aesthetic perspective. It was a highly effective project! The student uses it to convince clients that xeriscape is environmentally, economically and aesthetically the way to go.
Other Sources of Inspiration
Something else you can consider is a purchase you are looking to make. For example, are you considering the purchase of an automobile? A computer? A printer? A scanner? A stereo? A house? Any of these would be good analytical reports. You could research the purchase and in your analysis compare and contrast features and prices and warranties, etc. You could even compare making the new purchase against keeping your old computer, printer, scanner, stereo, house, or car. This topic comes to mind for me because we are grappling with whether or not to sell our ’91 Pickup truck to get something newer, or if the price of a new vehicle is prohibitive given insurance, tax, title, upkeep, etc. And how do those costs weigh against the aging vehicle and all the problems inherent with that? A purchase evaluation would definitely meet the requirements for this assignment.
The final project is a significant part of your grade- a full 25%. Be certain you understand what is expected of you. Leaving out parts of the assignment will affect your final grade and there is no revision option on this last project. Be certain you choose a topic that will lend itself to all the requirements–graphics, definitions, and a procedure/process.
And, of course, have fun with the topic. It’s a great project and most students have been able to choose something that is of great interest to them, and often of significant use to their employer as well.
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summary and response
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
I want a summary for half page and response for half page as well , for an artical .
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Business Summary
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
Please see attached.
At the core of HomeworkProWriters.com lies a team of exceptional and proficient writers. Each member of this distinguished cadre possesses advanced degrees in their respective fields, empowering them with the knowledge and expertise to tackle assignments from various academic disciplines. From complex mathematical problems to intricate literary analyses, their writers exhibit a remarkable ability to deliver impeccable content that adheres to the highest academic standards. One hallmark of the best homework help website is its comprehensive subject coverage. HomeworkProWriters.com leaves no academic stone unturned, catering to students across diverse subjects and levels of study. Whether it be fundamental sciences, nursing, humanities, social sciences, or technical disciplines, this platform ensures that no student is left without the support they need to excel.
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population of tree salamanders is highly variable in color and blends easily with the surrounding, colorful vegetation. After a factory upstream…
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
At the core of HomeworkProWriters.com lies a team of exceptional and proficient writers. Each member of this distinguished cadre possesses advanced degrees in their respective fields, empowering them with the knowledge and expertise to tackle assignments from various academic disciplines. From complex mathematical problems to intricate literary analyses, their writers exhibit a remarkable ability to deliver impeccable content that adheres to the highest academic standards. One hallmark of the best homework help website is its comprehensive subject coverage. HomeworkProWriters.com leaves no academic stone unturned, catering to students across diverse subjects and levels of study. Whether it be fundamental sciences, nursing, humanities, social sciences, or technical disciplines, this platform ensures that no student is left without the support they need to excel.
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english
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
I need a title page and someone to go over the outline and the rest of this report to make sure everything as it should be and put it in one report instead of seperate parts. Please follow the instructions below to make sure that it is as the professor stated.
Project 5 The Analytical Report PART THREE: Assignment Details
The formal Analytical Report is where all of your research, analysis and document design skill comes together to create a document aimed at helping your reader make a decision, following the outline that you’ve already developed. Your report will contain the following:
A Word to the Wise:
Research refers to the material you gather from sources. Analysis refers to the USE you put to that material. That is to say, your job is to examine and present one or more ideas from that material in such a way as to make a particular point. The particular point will be related to your overall goal for the Report. It may provide evidence for a claim you are making, provide background information, address a possible objection that you think your reader might have or something else. You are in control of the meaning your reader gets from the sources you choose.
Your own words that lead into the source (whether your source is in the form of a direct quote, paraphrase or summary) AND your own words that follow the source set up a framework that tells the reader how to understand the source. Those framing words of yours are just as important as the source you use (maybe more). Nothing just speaks for itself.
How you plan to use sources will affect how you evaluate them. Not every source has to directly support your thesis; sources can have other functions in a paper. They can:
provide background information or context for your topic
explain terms or concepts that your readers might not understand
provide evidence for your argument
lend authority to your argument
offer alternative interpretations and counterevidence to your argument
Read Lannon, Ch. 22, “Formal Analytical Reports,” taking care to look at the checklist on page 552.
Use your outline to begin drafting your document. You may find that aspects have changed; that’s okay. Remember that the outline is merely a working document or tool for your use. Make sure you are adhering to APA in-text citation rules AND include an APA formatted References page!
Format and Length:
Follow the model in Lannon, p. 539-549. Your report will not be as long as this, but must be about six single spaced pages. Keep in mind that the Title page, Table of contents, Abstract and References are all on their own pages, which means the body of your Report will be only about two single-spaced pages at a minimum. More is fine. Don’t forget your two sources, one of which must be scholarly/peer-reviewed.
Outline: Video game addiction
Introduction and Body
Does video game really exist?
Brief history on video game addiction
Is video game an addiction?
Definition of addiction
What is video game addiction
Conflicts associated with video game addiction
Current statistical data on video game addiction
Writers’ research on video game addiction
How many and which category people suffer this addiction
Symptoms of video game addiction
Children and teenagers
How do they behave when they are not gaming?
Personal time control
Academic performances
Social behavior towards people and family
Recommendation
Treatment and withdrawal assistance services
Availability of trained and certified video game addictions counselors
Participation in outdoor activities
Development of children’s schedules by parents
Availability of written information on video game addiction
More written books and articles by scholars and researchers
Conclusion
Video Game Addiction
Whether your best friends live in Atlanta, Cairo, Yerevan or just a few kilometers away, get ready for a less expensive face-to-face chat, from the comfort of your living room. With few clicks, you and tour international friends might choose to converse, about the English premier league, a blockbuster movie, or a favorite TV show. Nonetheless, this online chat is happening in video games right now. Friends not only play online games, but also share information. Instead of the usual leisure, gamers and their best friends are busy slaying dragons, playing FIFA online, and battling aliens. According to Clark and Scott (2009), hundreds of thousands of people are playing video game inside the digital living rooms every second. With a click of a remote, friend or strangers can play and connect with friends globally, in ways that seem like science fiction to the general public.
Since 1970s and 1980s, video games have transformed from the arcades to family living rooms. This has led the video game industry to stand on its own, just like banking industry. University of Pittsburg 2002 report concluded that the video game industry generates over 10.3 million U.S. dollars annually, surpassing the revenues earned by the film industry. As a result, both young and adult alike have been caught up in what appears to be the next certified global catastrophic diagnosis: Video game addiction. Currently, ongoing technological advancements have made televisions, desktops, iPads, iPhones, and mobile phones video-playing centers whenever one feels like playing. Whereas adults have fallen into the bottomless pit of video gaming, children and teenagers are naturally gravitating towards the same endemic. Video games have developed in an alarming rate over the last decade whereas video game addiction statistics appear to be gradually increasing yearly. Video game developers continue to make games that are complex, less direct, and participative for everyone. Video games are for everyone; new gadgets developed are not for people with the unfathomable knowledge of technological mysticism (Clark and Scott 7).
Is Video Game an Addiction?
Addiction applies to behaviors beyond drugs and alcohol; for example, sex, buying, gambling, eating, and the Internet. Currently, there is no single, universally accepted definition of addiction, a comprehensive theory of addiction is yet to be developed. It is inaccurate to define addiction as a habit, since it limits the scope. However, Colonna (2000) reached an acceptable conclusion and defined addition as a chronic disorder, continuous conditions where an individual has no complete control to obsessive thinking and manifests itself via compulsive behavior towards any activity and/or mood-changing substance. This definition encompasses all forms of addiction, substance and activity related, and presents a clear indication in the field of addiction process.
Video game overuse commonly referred to as video game addiction, represents a proposed type of psychological addition made up of a compulsive overuse of computers and video games. Mcllwraith (1998) developed four theoretical models to explain addition to video games: First, video game addiction is a result of video games’ impacts on imagination and fantasy life, where individuals participate in playing these games greatly having poor degree of imagination. Secondly, video games addiction affects the arousal level, in that people playing these games tend play in order to arouse or calm themselves. Thirdly, video game addiction represents a manifestation of verbal, reliant, or addictive personality of an individual. As a result, excessive playing is caused by inner personality factors and not the external stimulation derived from this games. Lastly, video game addiction is a connection to different pattern of applying gratifications related to video games, where people enjoy the physical act of playing to alleviate boredom (Gunter 54-55).
In his 2008 publication, Internet and Video-Game Addiction, Mark Griffiths came up with six criterions, employed to describe video games as an addiction: salience, mood modification, tolerance, withdrawal symptoms, conflicts, and relapse. Salience occurs when video-game play becomes a crucial activity in a person’s life, hence dominating his thinking, feelings, and behavior. Mood modification represents the subjective experiences that players report because of engaging in video-game play. Tolerance is the process of increasing the use of video game play to achieve the previous mood-modifying effects. This implies that players gradually develop the amount of the time spent playing video games. Withdrawal symptoms refer to the unpleasant feeling states or physical effects that springs when video gaming is disconnected or reduced. Conflict occurs between players and the outside community, those around them, when they are disconnected from playing video games. Conflict takes different forms, it includes conflicts with other activities-schoolwork and hobbies-, or from within the players themselves, loss of control, since they spend too much time video gaming. Lastly, relapse refers to the tendency for continuous reversions to previous patterns of video-game play, and sometimes the most severe patterns, excessive video game play, to be promptly restored after periods of self-denial or control. Having defined addiction and trying to linking video game to addiction it is clear that video game can be addictive and affects a number of users and players (Griffiths 232-233).
Current Statistical Data: Video Game Addiction
High rates of video game have drastically gone up over a decade (Addiction.com). Recent studies on global video game addition reveal alarming degrees of addiction. Douglas A. Gentile, a research scientist, conducted a study, in medical journal Pediatrics, to examine how and to what extent video game usage rates are affecting the children and teenagers. Gentile’s study population comprised of 3,034 children and teenagers. From the study, Gentile concluded that both children and teenagers spend an average time of 20 hours weekly, playing video games. The research also estimated 72% of American house play video games. About 9% of the 3,034-study population displayed signed of video game addiction while 4% of the study participants were classified as extreme video game users and players, using 50 hours weekly on average. (Gentile 600).
How many people are affected, young and old? No one knows, however, two statistics stick out: Worldwide, video game industry is a $66 billion industry. A 2007study suggested that about 12% of the video game players in a 7,000 study were diagnosed as extreme addicts. Video game players are generally in trouble if this trend even, to some extent, reflects numbers in universal population. Video game addiction exists in the contemporary world. A 2009 study conducted by Iowa State University, revealed that one in every 10 people to be a pathological gamer with respect to the standards established for pathological gambling. Their video gaming behaviors has caused family, social, and psychological damage. This study was based on the nationwide survey of 1,178 American teenagers and children aged between 8 to 18 years. The study found out that 8.5% of American youth shows different signs of addictive behavior. Other participants displayed more than half of 11 symptoms of pathological gambling as outlined by the American Psychiatric Association (Vivo).
General Symptoms of Video Game Addiction
A classical sign of video game addiction arise where children or teenagers spend more hours in front of the television, computers, and mobile phones. When teenagers spend most of their leisure time indoors, glued to the computer and only taking short breaks for snacks and bathroom then addiction is crippling. Such behaviors are referred to as grinding or farming and generally last for several hours to the whole afternoon. Extreme cases arise where teenagers spend the entire day playing video games. This out-of-control 24 hours video gaming spree cause the players to exhibit an unusual preoccupation when they are away from the game or computer (Vivo).
Video gamers, who are addicted or at the risk of video game addiction, lack the ability to control their personal time. They are unable to control the amount of time spent when they start playing. When they go online, they extend their scheduled time and cannot realize that they have spent 4-7 hours instead of the schedules 10-30 minutes. Addicts completely lose track of time. This is not usual for people with no video game addiction. There are instances where video games addicts trans-night, only to realize that its morning when they see rays of sun striking their windows (Illinois Institute for Addiction Recovery ).
Addicted video gamers post decline grades or fail in classes. In some circumstances, they pass mathematics and typing classes while posting poor grades in English, Science, Social Studies, and Physical education. This is related to preoccupation, loss of time, and lack of control effects of addiction brought forward by addiction. As a result, they tend to fall asleep during school hours due to fatigue. This makes them not to complete their assignments on time and do not participate or drop out of several school activities, clubs, or sports.
Addicted video gamers tend to isolate themselves from the rest of the family. When playing, they lock themselves inside their rooms, away from friends and family. Just like any other addiction, video gaming addictions results in financial, personal, family, and academic problems. Excessive video game playing impairs real life relationships and disrupts personal plans. Presently, video gaming has become a costly activity, since addicts spend a disproportionate amount of their monies on computer-related equipments, such as software packages, continuous upgrading of their computer hardware, and other accessories.
Recommendation
Several people attempting to quit video game addictions exhibit different withdrawal techniques including: Anger, depression, boredom, loneliness, procrastination, mood swings, anxiety, and sadness. Video game addiction cause physical discomforts or medical complications such as dry eyes, severe backaches and headaches, and Carpal Tunnel Syndrome. As a result, it is advisable to consult a certified addictions Counselor dully trained in recognition and treatment of video game addiction. Addiction Counselor does perform effective assessment in determining what extent of care is more suitable. Over the last five years, programs such as wilderness therapy and therapeutic boarding schools have been employed and prove effective in aiding teenagers with video game addictions.
Governments should establish video game addiction treatment institutions in an effort to supply help for addicted people. Such institutions should aim at eliminating compulsive response of video game addicts; help them develop habit-forming attitudes as much as those of addicted drug users or gamblers.
Parents are encouraged to have their children take part in different outdoors activities. They should develop necessary steps to create activities for their children, for instance schedule play hours after school, organizing children parties at homes, and signing up their children for after school sporting activities (Allen).
Researchers, scholars, and addict professionals should write books addressing video game addiction and advice to video game addicts on different steps to circumvent video game addiction. These books or periodicals should provide vital data for parents on how to go about children’s addiction to video games.
Conclusion
Understanding video game addiction is significant for everyone: as legitimate as it sounds for an individual to restrict video games for themselves. Video game addiction is real, particularly when the South Korean man died after spending about 50-hours in a gaming session. Video game addiction has all the features one requires to define an addiction. This kind of addiction is occurring around the world, particularly in United States, United Kingdom, China, Korea, and Japan. Video gaming addiction has led players to lose family ties and friends. Withdrawal symptoms such as cold swear, anger depression, irritability, developing migraines and back problems, and occasionally death are among the common traits of video game addiction. A lot needs to be done as far as video game addiction is concerned, to help reduce it effects globally.
Works Cited
Addiction.com. Alarming Video Game Addiction Statistics. 2013. 16 October 2014 <http://www.addictions.com/video-games/alarming-video-game-addiction-statistics/>.
Allen, Patrick. Overcome Video Gaming Addictions. New York City: BookPudder Publisher , 2014.
Clark, Neils and Shavaun P. Scott. Game Addiction: The Experience and the Effects. Jefferson, North Carolina: McFarland & Company, 2009.
Colonna, Bob. The Addiction Process . Bloomington, Indiana: iUniverse, 2000.
Flanagan, Jack. The psychology of video game addiction. 06 February 2014. 15 October 2014 <http://theweek.com/article/index/255964/the-psychology-of-video-game-addiction>.
Gentile, Douglas A. “Pathological Video Game Use among Youth 8 to 18: A National Study.” Psychological Science XX.5 (2008): 594-602.
Griffiths, Mark. “Internet and Video-Game Addiction.” Essau, Cecilia A. Adolescent Addiction: Epidemiology, Assessment, and Treatment. Waltham, Massachusetts: Academic Press, 2008. 45-67.
Gunter, Barrie. The Effects of Video Games on Children: The Myth Unmasked. Edinburgh, United Kingdom: A&C Black, 1998.
Illinois Institute for Addiction Recovery . What is Video-game addiction? 2014. 16 October 2014 <http://www.addictionrecov.org/Addictions/?AID=45>.
McIlwraith, Robert D. ““I’m addicted to televisionâ€: The personality, imagination, and TV watching patterns of selfâ€identified TV addicts.” Journal of Broadcasting & Electronic Media XLII.2 (1998): 371-386.
Vivo, Meghan. New Facts about Video Game Addiction: Problem More Widespread Than Expected. 2013. 17 October 2014 <http://www.video-game-addiction.org/video-game- addiction-articles/new-facts-about-video-game-addiction-problem-more-widespread- than-expected.h
Analytical Report on Video Game Addiction
ABSTRACT
The motive behind this report is to comprehend the real truth behind video and online gaming addiction; it is a problem that is growing especially among the teens in the society. The basis of this study will include research into areas of the psychology behind gaming addiction, how and why it spirals into a routine of addiction? The process of how game addiction has become accepted by the marketing culture of the 21st century. Other areas of this analysis will investigate internet psychology and online game addiction.
Purpose of the study is to provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favorite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences.
To the Parents, this study will help them to become conscious of these computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research.
There is a lot of controversy over the overlap of devices in gaming, which has resulted in an ambiguous definition for computer games and computer game addiction. For instance, a game that was made for a video game console now has an internet version, a computer game has moved onto the tablet, gambling has also moved to the internet, etc. We will extend their definition to include all computer games playable on a web-enabled device that is not a video-game console, as computer games are recreational activities that are meant to be enjoyed, and outside of educational games have little productive value.
The research was conducted by gathering the opinions about the “The effects of Computer Game Addiction†and I made sure that the readers would easily understand anything that indicated in this paper. The research information was gathered from different resources like magazines, internet, and newspaper.
Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention. The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine the relevance of computer games to Higher Education, reporting on a survey of University students’ computer game behaviors, their reasons for playing computer games, and their views of the features of computer games that might be useful in learning in Higher Education.
Introduction:
There are several theories of how serious gaming addiction really is, and how it is rapidly developing in the 21st century, as online gaming companies such as NC Soft and Blizzard challenge today’s community, by producing multi-national online games like Lineage and WOW (World of Warcraft). This raises question if games like these are specifically designed to join the course of games for online gaming addicts? The reason behind video game addiction has many different ways of being explained; but we often recognize the most common cause of this addiction is to do with, lack of social interaction. The online gaming community encourages players of all ages, although popular games of today focus on players from ages 12-18. Modern day game culture has a created a niche market for online gamers, and the younger generation are more likely to tap into this as the likes and dislikes of the pre-teen and teenage culture may change more commonly. The main success of online playability would be the development of social interaction
Context
Technology is one of the major assets in today’s world. However, there are some disadvantages that lead to Video game addiction. First, excessive use of computer there are some instances that they don’t want themselves to be involve in other social activities. Second is the demand for violence that it may arise because of an innate boys desire to witness violence, males are looking for strong role models, whom they find in these shows and gamesâ€. They may isolate themselves in the way that they don’t want to focus almost entirely in-game achievements rather than broader life events. The first possible cause is that in the hypothetical world created by such games, gamers become confident and gain satisfaction which they cannot get in the real world. Second, many video games satisfy the basic psychological needs like rewards, freedom and connection with other players and lastly, video games are becoming increasingly complex, detailed and compelling to a growing international audience of players. There are lots of effects of video gaming upon children, the physical, emotional and in behavior. Some gamers don’t care if they don’t eat just to play, some are being aggressive due to the violent game and compulsive behaviors are rooted in need to reduce tensions caused by inner feelings a person wants to avoid or control. There are some possible causes that are related to this addiction. The first possible cause is that in the hypothetical world created by such games, gamers become confident and gain satisfaction which they cannot get in the real world. Second, many video games satisfy the basic psychological needs like rewards, freedom and connection with other players and lastly, video games are becoming increasingly complex, detailed and compelling to a growing international audience of players. And since the problem is a relatively new phenomenon, the exact cause of game addiction is unknown. However, this addiction appears to be most common among younger male players. It may also have a cultural component. “In South Korea, video games were recently blamed for the deaths of four young men. One died after playing Star craft for 50 hours with few breaks. A four-month old baby also died after her parents left her unattended to play World of War craftâ€. There are also some negative effects. First is that it displaces physical activity and the
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need help , i need someone good writer
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
i have hw only 3Q
1-Find and describe 2 non-durable goods and 2 durable goods. Your explanation should include talking about the materials that are used, the intended use of the product, and how long it is supposed to last which includes explaining why each material is durable/non-durable. Include references
2- Choose one of the top 50 manufacturing companies and describe what their top product is. Try to determine the cost of production-vs-the selling price for that product. Include references
3-What role does manufacturing play relative to the standard of living in a country? Give an example of a country (other than the USA) that utilizes manufacturing and has a high standard of living. What are big manufacturing industries in that that country?
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(TESOL) teaching English as a second language for elementary school
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
I need an essay about (TESOL) teaching English as a second language for elementary school, about the the strategies the teacher should use to make them understand and successful
English language is my second language and my writing is not so good, so I need the research paper (for high school) to be too easy( the most important thing)
About sources ,I need you to use 1 books , 1 from magazine or newspaper or journal artical, and 4 or 5 from the internet. so, it should be 6-7 sources. it should be 6 complate pages
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Computer Security
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
PLEASE READ ALL OF THE ASSIGNMENT BEFORE SUBMITTING A HANDSHAKE. ALSO, MAKE NOTE OF THE DEADLINE!!
This assignment consists of two (2) parts: a written paper and a PowerPoint presentation.
You must submit both parts as separate files for the completion of this assignment. Label each file name according to the section of the assignment it is written for. Additionally, you may create and / or assume all necessary assumptions needed for the completion of this assignment.
In recent years, organizations have witnessed the impact of having effective and non-effective business continuity plans and disaster recovery plans. In today’s environment, with significant potential natural disasters, terrorist threats, and other man-made threats, it is critical that organizations develop effective business continuity plans and disaster recovery plans. Select an organization that you are familiar with, such as where you currently or previously have worked, contact a local organization, or search on the Internet for the needed detail of an organization you are interested in. Prepare a disaster recovery plan policy for that organization.
Part 1: Written Paper1.
1. Write a six to eight (6-8) page paper in which you:
Your assignment must follow these formatting requirements:
Part 2: PowerPoint PresentationUse Microsoft PowerPoint to:2. Create a twelve to fourteen (12-14) slide presentation that will be presented to the agency’s management, in which you:
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Microeconomics
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
Hi,
I would like to get help on my Microecnomics HW, which is due as mentiod today, and it’s only 9 quiestions posted on aplia website.
Thanks,
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Topographic Map Questions
/in Uncategorized /by JosephIn the ever-evolving landscape of education, students face increasing challenges to meet the demands of their academic pursuits. Striking a balance between extracurricular activities, personal commitments, and a rigorous academic curriculum can be overwhelming. Amidst this struggle, online homework help services have emerged as invaluable resources for students seeking academic excellence. Among these, HomeworkProWriters.com shines as a beacon of light, standing tall as the best website for homework help.
Open the Greeley, CO, topographic map. This is the “topo†map that includes Fort Collins. This is a large file, so you will have to zoom in to see things on the map. Keep in mind that when you zoom in and out, you change the scale, and you must scroll down to see the bar scale when you change the view. Answer the following questions:
At the core of HomeworkProWriters.com lies a team of exceptional and proficient writers. Each member of this distinguished cadre possesses advanced degrees in their respective fields, empowering them with the knowledge and expertise to tackle assignments from various academic disciplines. From complex mathematical problems to intricate literary analyses, their writers exhibit a remarkable ability to deliver impeccable content that adheres to the highest academic standards. One hallmark of the best homework help website is its comprehensive subject coverage. HomeworkProWriters.com leaves no academic stone unturned, catering to students across diverse subjects and levels of study. Whether it be fundamental sciences, nursing, humanities, social sciences, or technical disciplines, this platform ensures that no student is left without the support they need to excel.
Do you need a similar assignment done for you from scratch? We have qualified writers to help you. We assure you an A+ quality paper that is free from plagiarism. Order now for an Amazing Discount!
Use Discount Code "Newclient" for a 15% Discount!
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