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  Computer Addiction
Computer Addiction
Computer addiction is an obsessive addiction to computers. The term was used by M. Shotton in 1989 in her book Computer addiction. It is relatively recent academically, since widespread use of computers by the general public for non-professional purposes only began in the 1990s. However, there are examples of obsessive recreational users dating back to the first time-shared computer games, and many NetNews users were considered obsessive in the 1980s. An extension of this behavior is the theorized Internet addiction disorder, symptoms of which are pathological or problematic Internet use. As gaming in the form of PC games and game consoles from various companies like Nintendo and Sega caught on and spread through the end of the millennium, the use of Internet as an increasingly viable medium for communication also rose, and traditional offline activities such as politics and dating began to take advantage of online capability. As a result, computer addiction became a more serious study, and a more vocal social concern. With the almost-ubiquitous use of computers in the 21st century, it has become increasingly difficult to distinguish users who are merely highly engaged in their computer use from those who could be considered truly addicted. Criteria, based on the Diagnostic and Statistical Manual of Mental Disorders criteria for substance dependency is often used to distinguish extensive use of computers from excessive use, or addiction. In 2004 the Finnish Defence Forces revealed that they allow some conscripts to postpone their military service for three years for dependence on computer games and the Internet. The study of cybersex, emotional infidelity, the impact of computer use or violent video games on the brain's capacity for empathy and sympathy, the dangers associated with dating systems and obsession with computer games are all part of this field.
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  Computer Crime
Computer Crime
Computer crime is generally defined as any crime accomplished through special knowledge of computer technology. Increasing instances of white-collar crime involve computers as more businesses automate and the information held by the computers becomes an important asset. Computers can also become objects of crime when they or their contents are damaged, for example when vandals attack the computer itself, or when a "computer virus" a program capable of altering or erasing computer memory is introduced into a computer system.
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  Computer Culture
Computer Culture
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  Computer Ethics
Computer Ethics
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  Computer-Assisted Language Learning
Computer-Assisted Language Learning
Computer-Assisted Language Learning (CALL) may be defined as 'the search for and study of applications of the computer in language teaching and learning'. The name is a fairly recent one: the existence of CALL in the academic literature has been recognizable for about the last thirty years. The subject is interdisciplinary in nature, and it has evolved out of early efforts to find ways of using the computer for teaching or for instructional purposes across a wide variety of subject areas, with the weight of knowledge and breadth of application in language learning ultimately resulting in a more specialized field of study.
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  Computer-Mediated Communication
Computer-Mediated Communication
Computer-Mediated Communication (CMC) is any form of communication between two or more individual people who interact and/or influence each other via separate computers through the Internet or a network connection - using social software. CMC does not include the methods by which two computers communicate, but rather how people communicate via computers. It is only peripherally concerned with any common work product created.
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  Genderizing Computer Games
Genderizing Computer Games
Computer game is a computer-controlled game that players may interact with. A video game is a computer game where a video display such as a monitor or television is the primary feedback device. These terms are not always interchangeable as some games, particularly older games, do not use a video display. Usually there are rules and goals, but in more open-ended games the player may be free to do whatever they like within the confines of the virtual universe. The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article, which explores things common to both types of game. In common usage, "computer game" or "PC game" refers specifically to games played on a personal computer, "console game" refers to games played on specifically-designed set top box, that play through a TV and "video game" (or "videogame") refers to any game played on a device that plays through your TV but also includes PC, Console, Mobile Phone or PDA or other handheld device.
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