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Online Gaming in South Korea
The rise of online gaming in South Korea has brought improved economic prospects and notoriety, but at what price?
Beginning in the late 1990’s South Korea has quickly become the undisputed king of the online gaming world. Gaming and the culture that has grown up around it are now the defining aspects of the lives of many South Korea youths. While this eruption of online gaming has created revenue for the country and made South Korea a global hotspot for international gamers it has also been a cause of concern in much the same way excessive television viewing and game playing has in the U.S.
A number of factors contribute to the huge percentage of online-gamers in South Korea. A fast internet connection is a necessity and South Korea is, per capita, the most wired country in the world. Over 60% of households have broadband – compared to 20% in the United States (Kim 2). South Korea’s small geographical size and high population density make running the required cabling an easier task than it would be in the U.S. Broadband access in South Korea is, furthermore, the cheapest in the world at $25 per month (Kim 2). Additionally, in South Korea console gaming isn’t nearly as popular as it is in the U.S. and elsewhere. Console systems – Playstation, Nintendo, Sega – are by and large of Japanese origin. Due to past discord between the two countries – Korean being a colony under the rather, at the time, iron-fisted Japanese – Japanese imports have been both officially and culturally unpopular (Herz 3). Without consoles to take away from the base of game players, in South Korea unlike the U.S., online computer gaming is the dominant form of electronic gaming.
Though more than half the homes in South Korea a...
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...bbc.co.uk/1/hi/world/asia-pacific/2499957.stm)
Fulford, Benjamin. “Korea’s Weird Wired World” Forbes Online 21 July 2003. October 28, 2003. (http://www.forbes.com/technology/free_forbes/2003/0721/092.html?partner=newscom)
Kim, Jin David. “Lucrative Lessons from Online Game Players” International Herald Tribune 12 March 2002. October 28, 2003.
(http://www.iht.com/articles/89432.html)
Ihlwan, Moon. “The Champs in Online Games” Business Week Online 23 July 2001. October 28, 2003. (http://www.businessweek.com/magazine/content/01_30/b3742142.htm)
Electro Lobby. “E-Sport: Gaming Goes Pro – Interview.” Unknown. October 28, 2003
(http://www.tnc.net/el/el01/progaming.html)
Related Links:
http://www.worldcybergames.com/ - home site of the World Cyber Games
http://www.ncsoft.net/ - NCsoft, makers of Lineage
http://www.blizzard.com/ - Blizzard Inc., makers of Starcraft
The Wannsee Conference is an event that took place during World War II on January 20 1942 in a small Berlin suburb called Wannsee. This conference was set up by Reinhard Heydrich, the Chief of Security Police for the Nazi’s (otherwise known as the SS) and was attended by many high ranking officials in the Nazi regime. The conference was set up in order to discuss and implement ‘The Final Solution to the Jewish Question’ in regards to the Jewish population in Europe. The minutes of this conference were written down and are now known as the Wannsee Protocol. Even before the Wannsee Conference took place Jews were already being executed by the Einsatzgruppen, or otherwise known as the mobile killing units of the SS.
Lee, Sue Jin. "The Korean Wave: The Seoul of Asia." Elon 2.1 (2011): 85-93. Print.
7.Gregory Wester, Stephen Franco. The Internet Shakeout 1996. Interactive Commerce Research Bulletin. the Yankee Group, Boston, MA. December 1995
Northanger Abbey by Jane Austen expresses the powerful narrative voice. The narrative voice that she uses is different from other novels. Most authors try to hide their presence in their novels but Jane Austen does not try to hide her presence. Her presence in the novel is so clear. For example, “The advantages of natural folly in a beautiful girl have been already set forth by the capital pen of sister author, and her treatment of the subject I will only add” (Austen 81). She tries not to trick her reader as he/she reads the novel. Instead she informs the reader that the book itself is just a novel. Her purpose is not to convince the reader and correct her story, but to understand the imperfection of language because language does not always tell the truth or enough for the truth.
Loyalty is another influential quality that the Greeks valued in people. Odysseus’ ardent dog, Argos, “heard Odysse...
Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely harmful to our society. (Heins, 62)
More than half of the states are considering drug-test requirements for people on welfare. Not only would this help save money in the welfare program, it would also allow the government to get help for drug users on public assistance. The tests could either be urine based, or written tests that could help flag down drug users (Grovum). According to Jake Grovum’s article “Some States Still Pushing Drug Testing for Welfare”, Alabama may have come up with the most sensible law. The law, which has passed in their state senate, states that anyone who has been convicted of a drug offense in the last five years must undergo, and pay for, a drug test as a part of their welfare application. I am aware that not all people on welfare are using drugs and many former drug users get the help they need and get off their addiction, but I think taxpayers in the U.S. have the right of knowing their hard earned money is going to the right
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. Niizumi Japan has been, and continues to be, one of the largest developers and creators of both video gaming consoles and video games around the world. Japanese video games are beneficial to society and are an excellent source of employment for many in Japan. To understand how video gaming relates to Japanese culture, we need to understand more about the country of Japan.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
From Korean Pop stars to dramas, South Korea has it going on. It seems that there is not one Asian country that has not had the Korean Wave, a Chinese term given to South Korea referring to the exportation of their culture, completely wash over it. What started as an Asian sensation, the Korean Wave is now beginning to spread globally, ranking South Korea as one of the top countries known for its exportation of culture. Between music, television, and video games, South Korea’s economy is rapidly increasing as the world continues to fall in love with its entertainment industry.
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
Cheating has grown more and more of a big problem. Schools need to crack down on it. Its only going to get worse. If the punishments are raised and teacher look for cheating more it will help this problem severely. Cheating is an unfair, disgraceful, and unethical thing to do. It needs to be fixed. The Simple solution can go a long way.
Thirty-six percent of students in high school admitted to cheating (“A Cheating Crisis”). Students feel overwhelmed with the homework load that teachers assign the students. Students feel the pressure to do well in school from both parents and teachers. Teachers do not fully understand why the students feel the need to cheat. Students cheat in school for many reasons, but a few reasons are not understanding material, not asking the teacher, wanting to pass without doing the work, not studying for a quiz, procrastination, pressure from parents and teachers, the use of technology, and finally the attitude of not caring about passing.
The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically on teenagers. This issue involves numerous stake holders. They are mainly teenagers, parents, friends, policeman, and the game company.