This is in case any of my readers are working on an important document.
Wednesday, November 24, 2010
Sunday, November 21, 2010
Thursday, November 18, 2010
Wednesday, November 17, 2010
Tuesday, November 16, 2010
It is said that a human can accurately process information rapidly and retain attention on something for approximately 5 minutes. The problem is that most times we are caught doing things far too quickly in modern times. People on average spend around 1 minute or less while actively browsing websites. What are some impact examples of this? It could lead to ad companies making bigger and more intrusive ads to grab the readers attention. The point of this blog though however is to provide short hand insight on everyday things, in order for people to gain another perspective on how they interact with the world around them daily. I'm sure it also took you a lot less than five minutes to read this blog post, so hopefully you will stick around and spend some time reading and learning!
Video games are a big hobby in the entertainment world. Millions of people world wide are exposed to systems, games, gaming experiences, and gaming ads. It is hard to imagine how many games are being played at this very moment. Recently, however, gaming companies are doing the best they can to make games appeal more to the user. There is a problem with this however, as games captivate more people they will generally tend to play fewer games in comparison to many games. This may probably stem from the game mentally stimulating the parts of the brain in which a person feels content playing something. Due to this however many people are purchasing less games, and sticking close to their favorites. This lead to the decline in sales of recent video games. In October of 2009, the gaming industry brought in $1.11 billion. This October it has brought in only $1.07 billion. According to sale's statistics, game systems grossed low to mid average for the month, with the Nintendo DS being on top, and Microsoft's Xbox seeing the only increase in sales. It is important to take into consideration that these statistics are tied to the physical distribution of games and gaming systems, and does not include all revenue from digital distribution.