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Improving Organizational Time: Efficiency Methods

Improving Organizational Time: Efficiency Methods

          
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About the Book

Nowadays, video game target customers, they are young students and adult working people in common. When, the student does not need to go to school and he/she stays at home, he /she will like to play video game after he/she finishes to learn just a moment usually or the adult working person finishes jobs on the day, after he/she ate dinner, he/she will also like to play video game at home. So, video game can be one kind of entertainment product to let they feel enjoy to play when they re staying at homes.
Video game can be one kind of entertainment culture or entertainment behavior at home to them in popular. A player's ability to perform within a game entertainment is important, and players tend to knowledgeable about their achievements and failures within any game world. So, when one student hopes to get pass grade in school examination. He will choose to spend little time to attempt to win the video game content competition in short time because it can let him to feel that may increase his confidence to pass the grade in the school examination later in possible when he ensures that he had won the video game content competition. He believes that he can be trained to raise whose judgement and mind and analysis ability in his playing video game proceed. Instead of playing video game can increase student learning confidence, it can also increase the working people's confidence, when the working person hopes to be promoted or increased salary later from his supervisor's appreciation. He will attempt to spend little time to win the kind of video game content competition in short time. He will have more confident to achieve to raise his working performance to let his supervisor appreciation if he can learn how to win the kind of video game competition in short time.
It seems that whether the player needs to spend how much time to learn how to win any kind of video content game competition, this " spending learning time of winning any video content game competition in time pressure playing environment feeling factor will influence the student or working person 's video game content purchase choice. If the video game design is more complex or difficult to let the player to feel to learn to win the game competition as well as it also needs them to spend more long time to learn to play and win the kind of video content game competition. Then, it has possible to influence the hard learning students or hard working people video game consumers, they do not choose to buy any kinds of need spending long learning and playing time to win the kinds of video content game competitive software products. So, it seems that the spend how much playing and learning time to win the video game content competition factor will bring time pressure to let the hard working people or hard learning student video game consumers choose to buy the video content game software products are easy to learn to play in preference because they expect to pass grade or appreciate easy, if they feel that they can learn how to win the video game content competition in short time as well as they do not spend much playing time to win the kind of video game content competition and they will reduce their learning time at homes.


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Product Details
  • ISBN-13: 9798536802328
  • Publisher: Independently Published
  • Publisher Imprint: Independently Published
  • Height: 254 mm
  • No of Pages: 150
  • Spine Width: 8 mm
  • Width: 203 mm
  • ISBN-10: 8536802324
  • Publisher Date: 13 Jul 2021
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Weight: 313 gr


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