How Do Gaming Technologies Discipline Their Users and Prepare Them For Management?

Technology has advanced at a rapid rate during the last twenty years. New technologies have created new ways of living with more technological possibilities than ever before. One possibility was the video game market, which has now grown to the stage where people are playing all over the world. The market for video games is continually expanding with many games now reaching similar revenues to that of top Hollywood films. The extent to which these technologies have prepared and disciplined users for the work organisation would appear at first to be very little as it would be assumed just a game. However there could be many similarities which have helped people improve organisational and management skills.

Many video games are another persons reality. The example of the football manager series, can be seen as a direct example of the presence of management and organisation in a video game. This allows users to control, direct and instruct a football team as if it were there job to do so. Football Manager is one of many simulations, others including Roller coaster Tycoon, Sim City, Medal of Honor, all being real life occupations which many people desire due to the market size for these simulation games. It is common however that these players do not choose to try and follow this career path. The video game is seen as a method of escapism into a world which is totally different to everyday life. This raises the question whether anything learnt from a video game can be applied in a persons ‘real’ job. The possibility in the mind of the person/gamer is two worlds which are separate entities which will not allow transferable skills, one being fantasy and the other a reality.

Discipline in an organisation would require an employee/employer to work hard at carrying out the relevant tasks. These tasks would be usually to built to achieve aims, goals and objectives for the organisation. These goals have been set to reach a mission statement. This situation could be likened to a video game. An example being Grand Theft Auto, the organisational goals are individual missions, the mission statement being to complete the game to 100%. The employee/employer and the gamer will work/play to achieve these overall goals and if they are reached then benefits will arise out of them. The gamer feels rewarded with a sense of achievement and so does the employee, although monetary gain is also likely in the work organisation. The skills required are focus, determination and belief to succeed towards an overall objective which is an essential skill in an organisation, providing the basis for good management skills. With both these skill needed for games and management it could be possible that video games prepare or highlight people with the necessary skills to focus on goals and objectives. This proving them to be more prepared for management in the workplace.

Everyday management in the workplace requires co-ordination and communication skills. An employer will need to delegate tasks to another employee, allowing large scale operations to be complete successfully. This is also present in video games, especially multi-player shoot-em-ups. With a headset a player can instruct teams and armies to attack/defend or other tactics to try and win the battle. This involves communicating plans effectively, under pressure, skills which are seen valuable in the work environment. However the extent to which these skills are developed when playing games could be questioned. The gamer may have already acquired them elsewhere and gaming is simply putting them into practice, which would not prepare them for the work organisation anymore than they already were.

Video games are a leisure activity which is not associated with work. The discipline of the two are very different as the worker and gamer are in very different situations. The worker could be considered as under ‘real’ pressure to complete work. The gamer however is in a relaxed environment, with little outside pressure to complete the game, even though it may be important to the individual it does not have any affects on colleagues if the game is not complete where as in work organisations it does.

Video game technologies can be recognised as requiring similar skills to that of management in work organisations, but they are very limited. The discipline and preparation to become a successful manager in a work organisation will require a lot more than decent gaming skills. I believe the two activities have no correlation between good gamer and good manager, however this remains to be proved. The video game and work organisation are two completely different situations requiring a different state of mind in each.

Source by Simon Marks

Alienware M11x Review – A Powerful Gaming Laptop That Offers Impressive Performance

The Alienware M11x is a high performance package that offers fast and powerful components. Dell’s Alienware line has always set the bar regarding ultimate performance and advanced gaming solutions, and the M11x laptop model is no different. Yes, this is a gaming laptop. Up until recently, there really weren’t many options for such, but the demand for them is growing.

Dell boasts that this is the “most powerful laptop computer under 15 inches”. And, despite it being part of the Alienware line, it’s surprisingly small! It actually weighs less than 5 pounds. For being just an 11.6″ model, it still packs a great deal of power. The design is really neat, with the bright LED lights and iconic Sci-Fi details. You can choose between Lunar Silver and Cosmic Black.

So, what about the specs? Well, the Alienware M11x details are as follows:

· Up to Intel Core 2 Duo processor (SU 7300/1.3 GHz)

· NVIDIA GeForce GT 335 M (1 GB GDDR3) graphics

· Up to 8 GB DDR3 memory (1066 MHz)

· Wireless 02.11 and optional internal WWAN

· Up to 6 ½ battery life

· Up to 500 GB4 or a 256 GB solid state hard drive

· 3 USB ports / VGA / HDMI / FireWire / Media card reader

· 11.6″ LCD display 1366×768

· Up to two hours of hardcore gaming when running on battery power

As for the keyboard and trackpad, they are designed pretty well. The keyboard is fairly large, despite this being a small system. You can type without feeling that the curved keys are cramped. The trackpad has good texture and you can navigate easily. You will also find a battery meter on the underside of the case. While the 8-cell lithium ion battery isn’t removable, you won’t need to replace it or upgrade it anyway.

To make this system more affordable (its starting price is $899), you need to browse online computer stores and look for Alienware M11x coupons. You can save on upgrades and even reduce the price of your order if you take advantage of great discount offers.

Source by Nadav Snir

Gaming Communities with Clan Hosting

Clan web hosting would be a kind of web hosting which provides the servers and software tailored for the requirements of gaming clans and guilds. It is quite different from gaming servers, as it focuses on providing the applications and tools for communication along with the other necessary components that clans and guilds require.

Choosing this kind of hosting would be advantageous for your guild or clan regardless of your group’s size – may it be just a small hobby group and even if it is a large corporate organization. Gaming communities of all sizes and types consider clan web hosting to be the better networking solution compared to just trying to make another model work for them and their needs.

There are several reasons as to why you might want to think about using clan web hosting for the gaming group or community you have. Remember that it would always be easier to make use of the appropriate tool to do the job compared to making use of the wrong tool – for obvious reasons. Selecting a good and efficient clan hosting provider would mean that you would be having a hosting provider that would be able to understand exactly what you need. These service providers already understand most of the needs of gaming communities in the aspect of communications, so they would be able to make use of the right equipment and software to tailor your available hosting options.

These service providers usually offer software which is popular for most gaming group and community websites such as bulletin boards, forums, chat rooms along with other communications software that could easily be configured to the hosting package you get.

Source by Bill Pratt

Classic Gaming – Kaboom! The Quest For 10,000 Points

One of my fondest video game memories is the Activision classic Kaboom! for the Atari 2600. Back in the days when the simple appeal of repetitive, score driven gaming could hold your interest for hours on end this was the top shelf for a pre-teen like myself.

Current younger gamers may have some exposure to the game either through various Activision collections on current or recent gen consoles or through Atari 2600 emulators but there is a major difference between these versions and the original. That would be the controls.

Back in the Atari 2600 days there were various controllers for the system and each game required that you use the proper ones. The vast majority used either the tried and true joystick controller or the Atari Paddle controllers. With today’s generation of consoles there’s no acceptable approximation for the paddle controller. A simple box with a round spinning wheel that gave you “stop-on-a-dime” precision for games that required them. The nearest you could get to the experience today would be an arcade trackball. Kaboom! was the ultimate paddle controller game. It was the one that wore them out.

It was a simple concept. There was a villain on top of a wall dropping bombs and you were a stack of water buckets at the bottom of the wall. You had to catch the bombs as they were dropped. If you missed one: KABOOM! You started with three buckets stacked and every time you missed a bomb you would lose a bucket. When you missed three total the game was over.

My older brother and I would literally spend hours on this game every night. The instruction manual (a rather hefty one for such a simple game) spoke of a special event that we were obsessed with unlocking.

If you were able to reach the incredible score of 10,000 points the villain, in his acknowledgement of your incredible achievement, would honor you with some mysterious gesture.

My brother and I pounded this game for a long time to get there. Back then, there was no internet, so you couldn’t buy the game, run home and hop on line to find out every piece of information you needed or wanted about it. Your gaming “community” was the other kids in your fifth grade class who also had an Atari or who became your sworn enemy because they had the Intellivision console. My older brother was in his 20s, so his gaming community back then was his old high school buddies he still got high with.

Kaboom! gameplay became an art form. There were eight levels. With each advancing level the villain would sweep back and forth across the wall stripping the bombs with greater speed.

Like any repetition-based game you could boil down the first 5 or 6 levels to an art form only missing when you became too complacent. Levels 7 and 8 were the wild cards. To get to 10,000 you would have to cycle through all 8 levels and continue at the crazy-paced level 8 over and over again until you lost. The last two levels were so fast and chaotic that it was nearly impossible to nail down a pattern that gave you a continued 90 plus percent success rate.

There were lots of tricks. Every thousand points, you would get an extra bucket if you were down to less than three. Every time you missed a bomb, the game would revert back and start you at the speed of the previous level. The perfect strategy if you had all three buckets was to deliberately miss the last bomb that would put you over the next 1000 point bonus so you could go back and rack up all the points you could by repeating the previous level knowing that you’d pick that third bucket back up with the first bomb catch of the next wave at a slower speed.

On the odd numbered levels, the villain would strip the bombs close together back and forth across the wall in a pretty simple pattern. On the even levels, he would spread the bomb drops farther apart and throw in an occasional erratic move at the right side of the wall.

The paddle controllers, while precise, also did show a little drag. One of the controllers was just a little better than the other and my brother and I would always have to call dibbs on the “good” one. One of them had a little bit of a jerkier motion while moving your buckets across the screen. In certain spots you could take your fingers off and the buckets would twitch. Sometimes you would hit that spot at a bad moment and even though the effect was minimal it could cause your buckets to twitch away from where you needed to be causing you to miss.

All of these factors were part of our intense study of the game. And for a short period of time it was big part of our night-life. I don’t know how many hours, days, weeks, months my brother and I put into the game, but we began to take on a rather defeatist attitude about it after a while with talk like “it’s impossible. The 10,000 point barrier can’t be reached.”

We had spent so much time speculating on what the hell the mystical 10,000 point reward could be that we had built it up to being just about anything up to and including the game cartridge jumping out of the console and giving you hand job on the spot. The smart money was on my brother’s speculation that the villain would “tip his hat” to you. Hey, with Atari 2600 graphics a hat tip was a pretty reasonable expectation!

It all came to a head one night. I was pounding through level 8 over and over again approaching 10,000. Finally, I was down to my last water bucket. Almost there! Almost. And then, at 9,998 points, I missed the next bomb. Game Over.

That was the bubble burster and we both pretty much lost our taste for the game. We had both had enough.

We played Atari after that, but Kaboom! was just an occasional joke and we moved on with our gaming lives. This would have been about around 1983.

The story picks up about 12 years later in the mid 1990s. My brother was married and had two kids by this time. I was married but didn’t have either of my sons yet. I was unpacking some old junk in my modest apartment and came across my old Atari 2600. It still worked fine, but the TV/GAME converter box didn’t work, so I literally took the metal end of the cord that went into the switch box and duct taped it to the metal TV antenna and tuned the TV to channel 3. Don’t laugh folks, that worked like a charm back in the channel 3 days of non-cable ready TVs. Crystal clear pic as long as you didn’t bump it.

Anyway. Older. Married. College Degree. Full Time Job. It was time revisit Kaboom!

All the time spent on it when I was younger. Man, no way I was going to whip my skills back into shape, but it was worth a shot.

It took about 90 minutes. I don’t know what changed all those years later. Night after night. Week after week. Neither me nor my brother could break that 10,000 barrier. Then, without touching it for a dozen years, I played for 90 minutes and hit it.

Now before I finish this story, let me say that if you play this game in one of these collections it’s just not the same with a keyboard, XBOX controller or on a Game Boy. It’s JUST NOT THE SAME without the paddle controllers.

In any case, at 10,000 points the villain smiles briefly. Normally, he had a simple “V” on his face that was his mouth frowning. At 10,000, the “V” frown turns upside down into a smile.

What a crock of shit.

Source by Mike Broda