Knowledge in Games analysis Analysis of life positions

TRANSACTIONAL ANALYSIS

The study of human behaviour is very complex and complicated concept. It is affected by the psychological factors such as perception, learning, peronality and motivation.

Transforming era of Education

Nowadays, education is transforming at a high pace..This space contains about it...read out more

Java: maze code

This code creates a game called maze in the programming language of java. use either netbeans . intelli j or eclipse to execute this file.

How to Earn Cash Playing Games

For some people, earning money playing games might just be a pipe dream. But what many do not realize is that it is a 200-billion-dollar industry, and there’s plenty of cash to earn if you do it right.Start StreamingThere’s a good reason why everyone and their dog seems to be vlogging nowadays. There has been a surge in the popularity of video tutorials, and mostly everyone prefers to watch than read lengthy content. Through streaming, you can slowly build a following, which you can later monetize. You can post different types of gaming content. For example, you can create content on Elden Ring walkthrough map, which could slowly introduce the game to others who haven’t tried it yet or are having difficulty navigating the game. Streaming regularly helps you build a loyal community and allows you to make money through donations and ads.Join TournamentsThe most profitable players are often the top players in their respective games. If you’re skilled enough to play in prestigious competitions, you can even earn millions. However, this entails lots of practice as you want to be truly competitive. If you become one of the top players, it would be easier to attract sponsors who can take care of the financial side just so you can get better at playing.Test GamesSome people are invited to test games before they are released to the public. This is why putting yourself out there through streaming, and other forms of marketing is important. Being known in the gaming industry will get you tons of invites for alpha and beta testing.Grow Your FollowersDon’t let your gaming hours go to waste. Instead of enjoying it alone, take the opportunity to share your gameplay and grow your followers on both streaming platforms and social media. Staying active and constantly marketing would attract more people in the gaming industry and open up larger opportunities for monetization.Build Your Gaming DenOne of the most important aspects of being a professional gamer is equipment. You cannot last in the industry if you’re not willing to shell out top dollar for the best gaming PCs and accessories. Not only does it enhance your gaming experience, but it also gives you a competitive edge over beginners and intermediate players. If you need some advice or reviews on gaming equipment like the aoc cu34g2x monitor.

Games

Video or computer, play station games have become one of the dominant parts of the modern world, child and adult entertainment in the modern century. They have become a part of the world wide culture where the game environment has closely connected to the reality of the world. In order to understand how games influence society, games themselves, the devices that are needed to play the games, and the culture must be analyzed. One has to look at personal, social and public influence games have had on the world and the market, not to mention the demand and future of entertainment. In the end, the virtual world of games, both realistic and imagined, are becoming an inseparable part of any society, increasing its influences every year.Some of the tendencies that have been established pertain to a change in the type of the average gamer (age, gender, social status and experience, the structure of requests and the distribution of time). Today, it is no longer a child or a teenager, it could be someone over 30 or 40 years old, with almost equal probability a man or woman who has some experience and experience of games, as well as a wide choice of alternative entertainment. Such a gamer has many restrictions - on the game, on the ability to play with friends, on the ability to be surprised and involved. Therefore, the number of game requirements is also greatly increasing. This leads to a rapid differentiation of games, because the requirements themselves are numerous and contradictory: for example, complex games developed more responsive to the requirement of a strong plot and involvement, and some would work with the requirement of ease and convenience. Such a gamer has a rather noticeable tendency to be saddened: especially the last year or two, one by one, there are remakes and remasters, as well as indie games with obvious references to the classics. Firstly, it is a request for communication. Today, this is not so much a question of technology (convenient chat rooms and forums on game servers), as well as the opportunity to feel community ownership. People are social creatures and, moreover, status beings, so anonymity is much less inviting. For this reason, gaming services today not only help to find a friend for the game, but also pay considerable attention to various achievements (including allowing you to compare yourself with other players). Every year the experience grows and the desire for strong emotions from the game does as well. In fact, today a huge amount of requirements (from realistic physics to the originality of the world and characters) are different options for increasing the emotional suggestion of games. Because of this, requests for “something more than just a game” are also increasingly being heard - for example, in the form of addressing “adult” topics (violence, sex, complex moral dilemmas, non-exaggerated philosophical, social, political and other issues). Together with the development of the technical component of the game industry, these requests form many other trends or conditions for future major changes. Such variety of gamers is attracted by the numerous reality like or on the contrary, fantasy or sci-fi, making games universally popular, among ages, classes and nationalities.One of the reasons games are so popular is because they influence the brain, the stimulation of the cortex, In the most explicit form, is blurring the boundaries of games, their hybridization with other types of culture through the use of interactivity. There are travel games, research games, narrative games (including interactive drama), educational games, flash jokes and video mixes with interactivity elements, etc. Games are used as part of an advertising campaign, as arguments against or for something, as an effective criticism of political and social phenomena or even as aggressive defamation of people and institutions. At a further periphery, gaming and computer technology and cinema interpenetrate. The use of real actors and motion capture technology made the characters in the games lively and convincing. And the plots from the games are increasingly complicated and pull in the gamer, having migrated to the film version. The influence of games on aesthetics and design (for example, on the aesthetics of interfaces) is also obvious. Also, experiments with the form and capabilities gradually reveal the close intertwining of the single and multiplayer, so both the active participation of other players and the use of content created by players will become mainstream. As a result, the development of controllers  and augmented reality tools  are changing the way the game is played. For example, the stereotype about games as being associated with a sedentary and inactive lifestyle is no longer universal. True, so far a significant part of new gadgets for games are just promises or too expensive excesses that have little effect on the nature of the game, however, the technology is here.       Representing the future direction of the development of reality emulation technologies, the majority (both specialists and non-specialists) usually assume that the key direction is the realism of the picture and the removal of boundaries. By eliminating boundaries, I mean the creation of the effect of invisibility of emulation, which can be achieved both by improving gadgets (easier and more convenient, more perfect picture and dynamics of movement, etc.), and using projects neurocomputer interface. Of course, there are now technologies that enhance the involvement in the virtual world through additional stimulation — smells, tactile sensations and kinesthetics, a physical response, sensations, etc. First, it will be a copy of reality, and then pure creativity (creating a kind of cocktails from a variety of sensations. It is logical to assume that in the coming years, crowdsourcing and crowdfunding will continue to have a certain impact on the gaming industry. Crowdsourcing in the narrow sense is an open collective discussion of ways to solve a technical or other problem, in a broad sense - the existence of an extensive discussion of the most varied nuances of games, allowing to navigate in user requests and draw new ideas. Both are a kind of “brainstorming”, which allows to increase the speed of solving various problems by an order of magnitude. The key is to take into account the hundreds, if not thousands, of the wishes of their fans. In the narrow sense, crowdsourcing is more often used in business and science, but with the development of independent game projects, there will be in demand in games. (Lundby, 2008). Another tendency is the rapid expansion of the ability of people to play video games. That is, the massive distribution of games will somehow affect the game industry, but it is not completely clear when and how this will happen.      In conclusion, games have penetrated the market, private and public lives, culture and all forms of entertainment. The constant development is leading to a better looking, sounding and feeling games which can compete with reality and any other types of entertainment known to this day. As with anything, a balance of time spent playing games must be found, so that excessive gaming does not become a problem. Overall, games are useful forms of entertainment which are gaining more popularity than ever, molding the real and the virtual worlds.An article by Donna White researcher https://plagiarismsearch.com/ and editor of the Institute of Social Relations