1. Knowledge
I have been playing Minecraft for around three years, and know mainly everything about Minecraft. Blocks, command blocks, commands, new updates. Things like that. Why is this useful to HCGames, you ask? Well, if a new player joins HCGames, and they're new to Minecraft and they don't know what to do, I can show them and teach them. So they know how to play the server and game. Stated in the answer above, I played for 3 months on HCGames, so I know mainly all the gamemodes that players can play on. If a new player joined the server and asked, "What gamemodes can I play on then?". I would simply reply with the list of gamemodes that HCGames provide. I will make sure that the new players know how to play the gamemode, as well as what the specific gamemode is all about!
2. Maturity
In my opinion, I am quite mature in game, and Teamspeak. I don't usually use sexual words, or much racist swear words, as that would show myself being an immature staff member. I make sure that I am mature, with helping players, as well as speaking to players on Teamspeak. Yeah, I know that there are a lot of players, and some staff who are quite immature, and I respect that. But I don't
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I can be on around 7-9 hours every weekend, depending if I'm not, or am doing something on the day. And around 4-6 hours during weekdays, as I have school, homework, and exams to complete and work on. I will be on Teamspeak most of the time, as personally I love to chat to people.(Not that I have no friends.) I like getting to know new people, and possibly become friends with them, hopefully. I will mainly be active in HCF servers, not mainly Practise. I personally don't like Practise, I love HCF. There are loads of players, always playing on HCF. It is probably the most popular, on different time zones. As I am in the United Kingdom, and most players usually come on around 23:00PM+ for
If done right, I believe that all of the costs can be allocated to each of the three products through both direct and overhead costs. The only direct costs that are being included currently are labor and manufacturing costs. I broke up overhead into overhead based off direct labor and overhead based on units sold.
a. Total raw sugar shipped from each supplier to each refinery must be less than or equal to the amount available to ship
Fun Games Company was founded by Avery Rinehart to produce a novelty item marketed under the name Puzzler. Each Puzzler cost the company $14 to produce. In addition to these production costs that varied in direct proportion to volume (so-called variable costs), the company also incurred $4,000 monthly ¡°being in business costs (so-called fixed costs) irrespective of the month's volume. The company sold its product for $22 each.
However, RLK’s competitors are downsizing and outsourcing R&D and exploiting on the cost advantages. If RLK decides to invest more money into R&D and should the new product stall on launch, they face the danger of becoming bankrupt.
...icial Eye to create in-store cinema venues’ [online] screendaily. Available from http://www.screendaily.com/hmv-curzon-artificial-eye-to-create-in-store-cinema-venues/5000273.article [accessed on the 30-3-2014]
In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry.
The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education.
Executive summary of the event. In this business case, a shift from seasonal to monthly production of toys will change the seasonal cycle of Toys World's working capital needs and necessitate new bank credit arrangements. It has to analyze the company's performance, forecast fund needs and make a recommendation. The case introduces the pattern of current assets and cash flows in a seasonal company and provides elementary exercise in the construction of the pro forma financial statements and estimation of fund needs.
The Rebirth of a Game Basketball in my home state goes way back, straight to the beginning. The University of Kansas (KU) hired James Naismith, the inventor of the game, as its first basketball coach in 1898. The fledgling sport has caught on, and has gained force ever since. KU was also the scene of the emergence of Wilt Chamberlain, who dominated the game like none other. At the same time that “Wilt the Stilt” was breaking out, Kansas State University (KSU) had a basketball coach by the name of Tex Winter.
But, when I do get the chance to, it usually occurs during specific times of the day. However, depending on what time of year it is, my gaming time may drastically change. For example, if I were home for Christmas and had no school work to attend to, I would most likely take much more time to play. But in an environment such as college, I don’t have that luxury. So I make the most of what I have and schedule a time to play. Normally, if I were to play video games on a school day, it would normally be in the evening, after all my classes are finished for the day. I would make sure that I completed all of the necessary homework assignments for the following day as well. Then, once that is all complete, I am able to hop up onto my bed and immerse myself into the game. The same is true on the weekends. Although I don’t have classes to attend on the weekends, I usually have quite a lot of homework that needs to be completed first. Therefore, in order for me to have time to relax and play, I will schedule a large chunk of time during the day devoted to working on homework. But rather than cram all of my homework into one day, I spread it out over the weekend. This is so I don’t burn out from all of the work too
To conclude, Nintendo’s core competencies are: create video games that cost the people less as it did with Wii, it depends more on innovations and creativity instead of advanced technology, and it targets new segments of people such as; the elderly and women. The company has to worry about two main things. The first one is that the firm should create some video games with technology and graphics to attract people who like technology. The second thing is that the company should open stores that only sell Nintendo's games to give more choices for people who like its games. These two ways could help Nintendo to increase its sales and its profits.
In my spare time I enjoy a wide range of sporting activities. These include: cricket, skiing, badminton, tennis, long distance running, football and table tennis to name but a few. I have many trophies in my room for cricket. I am hoping to carry on these activities whilst conducting my studies at university. I also have a part-time job working in the local supermarket. I believe that I have gained invaluable experience in dealing with customers and trying to deliver customer satisfaction, whilst learning to work effectively and efficiently in a well structured team. Hopefully I will be able to carry on within the organisation whilst at university as a transfer to a local store is possible. I have also completed two work experience programs. The first at Viking Computers Norwich, the second at the school involving administrative work. These were both valuable experiences and gave me an insight to how a business operates. I enjoy my spare time and try to use it to the best of my use.
were independent to each other and it was difficult to access them from a common
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
7-Eleven Inc. is one of the leading chains in the convenience/ retail industry. 7-Eleven was founded in 1927 in Dallas, Texas. It is the world’s largest mover and expanded faster then any of the convenience store. It also has many stores with gas stations that are cheaper price then the competitors. (http://mbacase.blogspot.com) The name 7-Eleven was originated in 1946 because the stores were open from 7am to 11pm. 7-Eleven has changed vastly after they started offering customers service 24 hours and seven days a week. It has now become the one stop shop, where customers can get their products quickly. (http://franchise.7-eleven.com)