Wednesday, February 26, 2020

The Technology behind MMOG or MMORPG Lab Report

The Technology behind MMOG or MMORPG - Lab Report Example The ever growing internet is one of the factors that can be attributed to the huge success that is witnessed in gaming. It has made it possible to have improvements on the dedicated gaming on the game consoles, the gaming PCs and most importantly, the chance to engage with other players irrespective of their global positioning. The advert of the Smart phones and mobile broadband has also made it possible for people to access the games using their mobile phones. This has also led to an increase in the number of companies that are developing games. Private developers have also not been left out especially after the launch of Android open source platform. Traditionally, gaming was seen as a thing for young boys. This has however changed significantly over the years thanks to the introduction of mobile phones and social networks. Developers have come up with games that are friendly to children, women and even girls. Some of these additions include puzzles, quizzes, arcades and even educa tional games. In fact, it has been observed that women gamers even outnumber their male counterparts in some age sets (Adolph, 2010). The best indicator to how much gaming has impacted the current society is the reports given in the Technology watch report by Adolph (2010). Reportedly, a gaming company lost over 171 million dollars when it experienced a one month outage. Terminals and platforms The gaming industry has seen a huge improvement not only in hardware but also in software over the years. In fact, gaming usually reflects the best and state-of-the-art electronics that are available in the era. The gaming industry has come along way. It began as single game units otherwise known as the pong machines which were placed in arcade halls in the 70s and the 80s. This was followed by the gaming consoles in the 90s and PC games also came on the scene almost concurrently with the gaming consoles. The PC game revolution paved way for easier and more convenient gaming since the games c ould be transported on ROM cartridges, tapes, CD-ROMS and DVDs. This is known as the sneakernet method of transporting games. The evolution in the gaming industry was rapid but the rapid development brought with it the challenge of lack of interoperability. The incompatibility of games and accessories of the games on the platforms provided was a huge challenge not only to the gamers but also to the developers. The advent of social networks and mobile phones has greatly helped to reduce the issues of interoperability but the challenges are still not fully solved. There are still many games that are platform locked (Adolf, 2010). Consoles Microsoft, Sega, Nintendo, Sony and Sega have taken the game industry by storm. They have likewise changed over the years in response to the changing environment in the ICT world. Some of the considerable advancements that have been introduced over the years are network functions, input devices like guitars, joy sticks and other natural user interfac es. The graphics of consoles have greatly been enhanced too. Each company has come up with its own devices that are locked to their platform in a bid to lock in the customers they have. This is a disadvantage to the gamers since the environment makes it impossible for gamers to use any third part accessories on the consoles. In fact, it is not even possible to transfer ones scores in a game from one console to another. Personal computers The contribution of

Monday, February 10, 2020

Managing Organisational Change Essay Example | Topics and Well Written Essays - 500 words - 1

Managing Organisational Change - Essay Example ge in the organization that there are change management models and dynamics of change theories to serve as guides in the cases of change in the organization. The major cause of the problem in the case study is approach. The approach with which the industrial engineer went about his change is to blame for the problems that were encountered. This argument is made against two of eight dynamics of change lessons suggested by Fullan (1993) and quoted in North Central Regional Educational Laboratory. According to Fullan (1993), â€Å"You cant mandate what matters. The more complex the change, the less you can force it.† In fact, the change desired by the engineer was a very major change that should have gone through a series of step-by-step processes in implementing. The engineer seemed to be in a hurry to make the change and perhaps his glory shine. He was therefore eager to force the change (forgoing how his team leader felt about it). The second point raised by Fullan (1993), which is closely related to the first is that â€Å"individualism and collectivism must have equal power. There are no one-sided solutions to isolation and gro up think.† For this reason, the engineer should have worked more on convincing all stakeholders in the department to fully understand him before implementing the change and in implementing the change he should have factored in the views and ideas of each and every stakeholder to the latter. Looking at the kind of change that the industrial engineer wanted to undertake, it is the kind that can be described as individual change. For this reason, ADKAR model for individual change developed by Prosci is recommended for future changes of that nature. â€Å"Proscis model of individual change is called ADKAR - an acronym for Awareness, Desire, Knowledge, Ability and Reinforcement† (Prosci, 2010). From the ADKAR model, the industrial engineer should have sensitized an Awareness of the need for change among all stakeholders in the team, sort the