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Papers [1-15] of 100 :: [Page 1 of 7]
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Search results on "MICHIGAN GAMING INDUSTRY":

Term Paper # 53108 SHOPPING CART DISABLED
Michigan's Gaming Industry, 2004.
Examines the influence that American Indian tribes have on the gaming industry.
7,522 words (approx. 30.1 pages), 12 sources, MLA, $ 165.95
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Abstract
This paper looks at the history of the involvement of Indian tribes in Michigan's gaming industry, government involvement in the industry, and relevant laws enacted. The paper also considers the impact the Indian tribes and their connection to the gaming industry has had on the political scene and the attempts of both political parties to woo the Indian vote by supporting the efforts of various tribes in maintaining and increasing their control of the gaming industry.

From the Paper
"For long, the gaming industry in Michigan has been influenced by the Indian tribes and their constant demands. Over time, regulatory bodies have promulgated various laws detailing gaming procedures and conduct. With the passage of time, the legislature has been from time to time modified so as to accommodate the various demands of Indian tribes. Of late, efforts have been made to usher in public casinos. This has had its serious share of repercussions. In the bargain, public legislative and regulatory bodies have had to perform a balancing act satisfying both advocates of Indian gaming and public gaming outfits. While this has caused a storm in the tea cup, it has also been responsible for steady erosion of the Indian support towards the public legislature. On the whole the economy has due to this move, had its share of fortunes and losses."
Term Paper # 55760 SHOPPING CART DISABLED
"Inside Game/Outside Game", 2005.
A review of David Rusk's book, "Inside Game / Outside Game: Winning Strategies for Saving Urban America".
1,481 words (approx. 5.9 pages), 2 sources, MLA, $ 48.95
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Abstract
This paper looks at how Rusk's book is an insightful and well-researched addition to the current understanding of urban management and public administration. The writer explains that Rusk argues convincingly that improvement in inner city neighborhoods can only come from a coordinated effort that includes regional approaches to reducing suburban growth, the concentration of poverty, and financial differences.

From the Paper
"In Inside Game / Outside Game, Rusk argues for reform of metropolitan regions based on the interrelationship between urban management and management of other, outside concerns, like taxation, suburban growth, and housing practices. Rusk argues that revitalization of neighborhoods, affordable housing, preservation of open space and fiscal policy reform are closely related. As such, changes in factors like taxation or housing practices can have a profound effect in urban neighborhoods."
Term Paper # 16496 SHOPPING CART DISABLED
Computer Gaming Technology, 2002.
This paper discusses computer gaming technology, the use of gaming ?engines? to provide an experience of entertainment to the user.
1,870 words (approx. 7.5 pages), 6 sources, MLA, $ 59.95
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Abstract
The paper points out that gaming is used also in the army, education, transportation, and many other industries to realistically simulate training situations although the biggest use is for entertainment. The author states that, as the games have become more realistic and more violent, the ethical issues around gaming have increased.

This paper includes colored scene captures of games.

Table of Contents
The Nature of the Innovation
The Role and Importance of the Innovation
The Factors Underlying Success of the Innovation
Ethical Issues in Relation to the Innovation
The Impact of the Innovation on Australian Society

From the Paper
"Violence has been an issue with video games since their birth, but not with out due reason. Although some games only have little if any violence, at the other end of the spectrum there is games like Grand Theft Auto, Soldier of Fortune, and Hitman1&2. In Grand Theft Auto (GTA) players are rewarded for the theft of cars, the killing of innocent bystanders by either running them over in a car or shooting them with a weapon. While in the original version of GTA, which had a birds-eye view perspective, and unrealistic graphics, by the release of GTA3 it is a third-person view, with realistic graphics and highly realistic driving physics (it was originally banned in Australia)."
Term Paper # 97123 SHOPPING CART DISABLED
Video Gaming, 2007.
This paper discusses the history, advances, concerns and future of video gaming.
2,492 words (approx. 10.0 pages), 9 sources, MLA, $ 75.95
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Abstract
In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.

Outline:
Objective
Introduction
The History of Video Gaming
The Advances in Video Gaming
Concerns Related to Video Gaming
The Future of Video Gaming
Summary & Conclusion

From the Paper
"Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
Term Paper # 70468 SHOPPING CART DISABLED
The Auto Industry, 2003.
As examination of the sociology of America's automobile industry.
1,150 words (approx. 4.6 pages), 8 sources, APA, $ 39.95
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Abstract
This paper studies the sociology of the American automobile industry. The paper discusses the unique attributes of the industry's connection with the city of Detroit, Michigan. The paper examines the industry's impact on the multicultural city, as well as its involvement in relevant race-related issue.
Term Paper # 95578 SHOPPING CART DISABLED
Gaming as an Instructional Strategy, 2005.
A review of gaming as an instructional strategy to enhance learning for Baccalaureate nursing students.
16,563 words (approx. 66.3 pages), 106 sources, MLA, $ 249.95
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Abstract
This paper takes an in-depth look at games as a way of engaging nursing students and maintaining their attention. This research study compares the effectiveness of two teaching strategies, lecture only and lecture with gaming, in baccalaureate nursing students' immediate knowledge and knowledge retention, using the concepts of arterial blood gases as the teaching exemplar. This study also explores students' attitudes towards gaming as an instructional strategy in nursing education.

Outline:
Chapter 1
Purposes of the Study
Statement of the Problems
Research Questions
Statement of Hypotheses
Theoretical Framework
Definition of Terms
Assumptions of the Study
Significance of the Study
Summary
Chapter 2
Review of the Literature
Theoretical Framework
Overview of Gaming
Gaming in Nursing Education

From the Paper
"Another game that demonstrated cognitive outcome gains was McDougal's (1992) 'Ionic Exchange Game.' According to McDougal, the game was developed to increase student involvement, understanding of electrolyte imbalances, and outcomes of interventions. To play the game, students are divided into groups representing intracellular and extracellular components, the cell membrane, mobile ions, and water molecules. Scenarios are presented and the students physically move across the cell membrane accordingly based on their knowledge of fluid and electrolyte exchange. A debriefing occurred after each scenario by the teacher which included a summary of key components. Advantages to the game included increased active student involvement, reinforcement of learning, and enhancement of group problem-solving skills."
Term Paper # 63073 SHOPPING CART DISABLED
Internet Gaming Addiction, 2005.
This paper discusses internet gaming addition focusing on three genre: MMORPG (Massively Multiplayer Online Role Playing Games), RTBS (Real-Time Battle Strategy) and FPS (First Person Shooters).
1,290 words (approx. 5.2 pages), 4 sources, MLA, $ 43.95
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Abstract
This paper explains that, when someone thinks of an addiction, internet gaming doesn't generally come to mind first but it is dangerous. The author points out that some of the indications of addition are worsening school grades or work performance, becoming obsessed or preoccupied with being on the game even when not connected to the internet and choosing to play video games over socializing with friends. The paper relates that MMORPGs are crafted to reward quickly the player in the beginning, allowing the player to level up in a very short amount of time, quickly developing talents and skills thus increasing the release of the neurotransmitter dopamine, which is associated with addictions.

From the Paper
"My roommate, Jason, has suffered from addictions to multiple games, including "Red Alert 2", a RTBS, "Counter-Strike: Source", a FPS, and most recently "World of WarCraft," a MMORPG. Each game is completely different, and very involved, requiring months to learn how to be a good player. During the time in which Jason was addicted to Red Alert 2, he would play over the networks against only one or two different people. He wasn't playing for the social aspect, rather, just for the rush he got from winning. At the time when he was addicted, he was working the graveyard shift as a security guard, from midnight to eight in the morning. His girlfriend at the time was working full time, as well, nine in the morning until five in the afternoon. As such, they had very little time to spend together. Almost an hour in the morning, and only a few hours in the evening, Jason spent this time on Red Alert 2."
Term Paper # 105743 SHOPPING CART DISABLED
Girls and Computer Gaming, 2008.
Looks at girls and the computer gaming industry from both a feminist and a marketing perspective.
8,585 words (approx. 34.3 pages), 35 sources, MLA, $ 181.95
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Abstract
This research paper focuses on the significant gender discrepancy in the amount and form of computer use. The writer points out that, as the general public acknowledges that in order for children and youth to participate in this new and quickly changing technical world, they must have a certain degree of interest, comfort and competence in computer use. It is, therefore, the responsibility of society to ensure that girls are just as competent as their male peers in computer use. The paper then attempts to determine the reason for the gender difference in computer games and what changes are required to enhance girls' computer literacy.

Table of Contents:
Introduction
Feminism and Computer Games
Girls vs. Boys Computer Gaming Interest and Usage
Computer Games for Girls
Marketing Girls' Computer Games
Game Playing Statistics
Conclusion

From the Paper
"The impact of these social constructions is very real. They are part of a connection that exists between computer games and later interest and skills in technology that begins even before adolescence and continues throughout a person's lifetime that deals specifically with the gender issue. Females are socialized away from game play, which leads to a self-fulfilling prophesy for technology use: Girls who do not play become women who do not use computing technology or go into the computing fields of endeavor."
Term Paper # 88208 SHOPPING CART DISABLED
The Online Gaming Industry, 2006.
A discussion on the online gaming industry.
900 words (approx. 3.6 pages), 3 sources, $ 35.95
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Abstract
This paper contends that the online gaming industry is essentially divided into two segments, namely, the PC/console type gaming community and the online gambling community. It explains that while these two segments market to different consumers much of the technology and development processes are identical. Additionally, it explores the advances in technology which have made both segments widely accessible to all demographics.

From the Paper
"The online gaming industry is primarily divided into two separate segments: the PC/console type gaming/role playing gaming segment and the online gaming industry that centers on gambling activities (United, 2002). While these segments concentrate on different markets the technologies and business models they operate under are primarily the same in that they both utilize either pay as you play or subscription type revenue models, rely on the internet and its technology backbone, and are continuously developing evermore interactive processes. Industry Development Both of these online gaming segments have at their core a strong foundation in face to face, highly social gaming traditions. Gambling, such as poker, has been around for many thousands of years and PC gaming has at its roots such early role playing games such as Dungeons & Dragons and all of these interpersonal activities have migrated to the Internet in tandem with the spread of the World Wide Web first ..."
Term Paper # 86852 SHOPPING CART DISABLED
Gaming Casinos and the Prospects for Toronto, 2005.
A discussion on whether a gaming casino should be built in Toronto.
1,125 words (approx. 4.5 pages), 5 sources, $ 44.95
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Abstract
The following paper examines gaming casinos within the Ontario context and reviews the benefits of these operations as well as the perceived social ills arising from them - addictive gambling. The paper argues that a gaming casino in Toronto can actually work, as long as the proper measures are to put into place to protect people from themselves.

From the Paper
T"here can scarcely be any doubt that the introduction of a Casino in Toronto, as anywhere else in Ontario, is a controversial initiative. The following paper will briefly examine the background of casino gaming in Ontario by looking at the situations in Niagara Falls, Rama and Windsor. The succeeding pages will also examine the impact of casino gaming upon the local community in terms of its economic impact and in terms of its impact socially in the areas of crime, addiction and mental health. Finally, the paper will conclude with a summation of the available evidence and a recommendation on the direction the City of Toronto should take."
Term Paper # 14881 SHOPPING CART DISABLED
Gaming Industry, 1999.
An overview of the industry, economics, examples, legal issues, investment opportunities, online gaming and outlook.
1,800 words (approx. 7.2 pages), 8 sources, $ 63.95
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Abstract
The gaming industry has long faced challenges in the United States, where the significant revenues to be realized by legitimate business is confronted with the moral outrage exhibited by many traditional American voters. Historically, legalized games of chance where the "house" benefits at the expense of the customer have been limited to certain geographic regions (most notably Nevada and recently Atlantic City),

From the Paper
"Introduction

The gaming industry has long faced challenges in the United States, where the significant revenues to be realized by legitimate business is confronted with the moral outrage exhibited by many traditional American voters. Historically, legalized games of chance where the "house" benefits at the expense of the customer have been limited to certain geographic regions (most notably Nevada and recently Atlantic City), and within other states, to specific types of games or locations (such as riverboat gaming in the midwest or casinos on Native American reservations). The Internet has brought with it a new type of gaming in which customers are able to use their credit cards to purchase chips and gamble from the comfort of their own home. Such online gaming has not escaped notice of the software industry, and new twists ..."
Term Paper # 10081 SHOPPING CART DISABLED
Effects of 9-11 on the Gaming Industry, 2002.
This paper explores how the tragic events of 9-11-01 and economic downturn effected, both negatively and positively, the gaming (casino gambling) industry which is big business in the United States.
1,270 words (approx. 5.1 pages), 6 sources, MLA, $ 43.95
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Abstract
This paper states that, immediately after September 11, the negative impact of that day?s horrible terrorist attacks was felt in the gaming industry especially in casinos that are dependent on air travel which decreased markedly. The author feels that, even during tough economic times, Americans tend to gamble more. The paper cites various stock analysis reports that are favorable to the industry.

From the Paper
"Newer, alternative destinations for casinos, however, have helped other gaming industry companies. Slot machine companies like International Game Technology (IGT) have prospered since September 11. As Christopher Palmeri writes, ?Tough economic times often prompt states to seek new sources of revenue, such as casinos. The 1970s brought Atlantic City, and the early 1990s saw riverboat gambling spread in the Midwest. Casino gambling is now being considered in eight states, most notably New York, Pennsylvania, and Kentucky.?
Term Paper # 37204 SHOPPING CART DISABLED
Gaming and Gambling in Las Vegas, 2002.
This paper addresses the history of legalized gambling and gaming in Las Vegas.
1,150 words (approx. 4.6 pages), 5 sources, $ 44.95
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Abstract
This paper addresses the history of legalized gambling and gaming in Las Vegas.
Term Paper # 87370 SHOPPING CART DISABLED
Gambling and Gaming in Religious Culture, 2005.
A discussion of the religious and cultural premise of gambling and gaming in Native American Culture.
1,350 words (approx. 5.4 pages), 3 sources, $ 53.95
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Abstract
This paper describes the games of lacrosse and Plum Stone Dice as important examples of the religious and cultural significance of warrior youths and tribal life for Native Americans. The paper discusses the history of the games and the purpose of them being played in the Native-American culture.

From the Paper
"Religion Studies: Understanding the Religious and Cultural Premise of Gambling and Gaming in Native American Culture This study will examine the nature of gambling and gaming within North American communities and tradition. The current rise of gaming casinos in many Indian reservations has reached an all time high, but this is not without a long religious and cultural tradition of gaming within these communities. In essence, the phenomenon of Native American gaming and gambling has long been a part of their culture through dice games and lacrosse that rely on religious principles and ceremonial tradition."
Term Paper # 59969 SHOPPING CART DISABLED
Computer Gaming.
This paper is a literature review of the advantages and disadvantages of playing computer games.
2,890 words (approx. 11.6 pages), 24 sources, APA, $ 85.95
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Abstract
This paper explains that educators and parents are concerned mostly about the amount of violence in computer games, which not only assaults kids with sex and violence, but also induces them to imitate what they see on the screen, ultimately causing them to lose their moral compasses. The author points out that researchers also have looked at positive aspect of electronic games, such as virtual reality (VR) and computer simulations, as educational tools for language learning and self-esteem and skill building. The paper relates that some research has found that gaming cannot be considered addictive, that arcade guests were not special in alarming ways, and that there was no correlation between heavy game use and mental disorders or delinquent behavior.

From the Paper
"The people on the other side of the argument, those who do not agree with the association of violence and media, report that youth crime has dropped sharply in the last decade. From 1992, the year "Mortal Kombat" debuted to year 2000, arrests for serious juvenile crime fell by about two-thirds, while the number of children carrying guns to school dropped by half. Game supporters say that their opponents gloss over the large amount of evidence that does not support a link between watching portrayals of violence and engaging in violent behavior. As scholars such as University of Toronto psychologist Jonathan Freedman and University of Southern California sociologist Karen Sternheimer have shown, experimental studies that alarmists cite may hinge on self-fulfilling prophecies, with researchers pushing subjects into giving the "right" answer. Furthermore, it is not clear how the stimuli and measures of aggression used in the highly artificial setting of a laboratory relate to viewing and violence in the real world."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>