25/06/2018

swot analysis 代写:理解和治疗青少年网络成瘾问题

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swot analysis 代写:理解和治疗青少年网络成瘾问题

正在研究的文章是“理解网络游戏成瘾和青少年治疗问题”。在这篇文章中,讨论的问题是关于网络游戏的出现以及它对个人和家庭的影响。这些警告信号与青少年沉迷网络游戏有关。该行业以父母、年轻人和治疗考虑为目标人群。“过多的游戏已经被识别出来了……史密斯和琼斯公司的顾问公司”。根据“美国医学协会”的数据,美国约90%的年轻人都是网络游戏玩家,其中约15%或超过500万人沉迷于网络游戏。网络游戏成瘾成为一个如此严重的问题,以至于在荷兰开设了第一个视频游戏成瘾戒毒中心。据阿姆斯特丹Smith & Jones Addiction Consultants的创始人兼董事基思•巴克(Keith Bakker)表示,电子游戏可能看上去无害,但它们与毒品和赌博一样令人上瘾,而且难以戒除。

swot analysis 代写:理解和治疗青少年网络成瘾问题

“网络游戏…………..进化而来在另一个“魔力。网络游戏演变成游戏,而是作为一个独立的三维社会的固有组成部分而存在。每个游戏都有自己独特的特点,比如山,沙滩,城镇,森林等等。因此,玩家很容易被淹没,甚至可以在这些虚拟世界中集体进化。不同类型的货币提供给玩家购买与游戏相关的商品和服务。取决于经济的货币和游戏,玩家有珠宝,熊、黄金、硬币等。这些都是被玩家购买盔甲,武器和魔法药水等。一个虚拟版本自己角色的形式是由球员开始播放之前(年轻,2009)。角色的种族、历史、哲学、遗产和特性由玩家决定。主题和流派因不同类型的游戏而不同,比如在一个游戏中,玩家可以扮演一个贪婪的商业个体,而在另一个游戏中,个人扮演一个强大的战士,可能是一个拥有超自然力量的精灵。

swot analysis 代写:理解和治疗青少年网络成瘾问题

The article under study is “Understanding Online Gaming Addiction and Treatment Issues for Adolescents”. Under this article, the issue discussed is about the emergence of online gaming and its addiction and impact on individuals and their families. The warning signs are related to addiction and involvement of adolescents with online gaming. The industry targets the parents, youth and therapy considerations as their emergent client population. “Excessive gaming has been identified……… Smith and Jones Addiction Consultants”.According to the “American Medical Association”, about 90 % youngsters in America are online game players and among them around 15% or say more than 5 million are addicted to online gaming. The online gaming addiction became such a serious problem that in Netherlands first Detox Center for Video Game Addiction was opened. According to the Keith Bakker, founder and director of Smith & Jones Addiction Consultants in Amsterdam, video games might look innocent but they are similarly addictive as drugs and gambling are and are hard to kick.

swot analysis 代写:理解和治疗青少年网络成瘾问题
“Online games evolved…………..magical power in another”.Online games evolved as games and are rather living as an inherent part of self-contained three dimensional societies. Each game is full of its own unique features such as mountains, beaches, towns and forests, etc. Therefore, players easily submerge themselves and can even collectively evolve in these virtual worlds. Different types of currencies are offered to players for buying goods and services related to those games. Depending upon the currency and economies of games, the players are offered with jewels, bears, gold and coins etc. These are used by players for buying armor, weapons and magical potions, etc. A virtual version of themselves in a form of character is created by players before they start playing (Young, 2009). The race, history, philosophy, heritage and specie of the character are decided by the player. The themes and genres vary with different types of games like in one game the player can act as a greedy business individual types while in other game that individual acts as a strong warrior and may be an elf with supernatural powers.

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