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Too much video game playing may cause vision problems. [11] Extensive viewing of the screen can cause eye strain, as the cornea, pupil, and iris are not intended for mass viewing sessions of electronic devices. Using video games for too long may also cause headaches, dizziness, and chances of vomiting from focusing on a screen.
Kwik Snax was the last Dizzy game for the original Amstrad and Spectrum formats the Oliver Twins developed. By this point, it was clear that these formats were not going to survive for much longer [20] and both Codemasters and the Olivers wanted to expand Dizzy into the video game console market. Not only could this allow them to reach a larger ...
Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Khan, [14] the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions.
Fast Food (sometimes referred to as Fast Food Dizzy) [1] is the title of two slightly different maze video games in the vein of Pac-Man. Both feature Dizzy an anthropomorphic egg designed by the British-born Oliver Twins. The game was originally released in April 1989 [2] and published by Codemasters. It was the third title to feature Dizzy.
Simulator sickness is a subset of motion sickness that is typically experienced while playing video games from first-person perspective. It was discovered in the context of aircraft pilots who undergo training for extended periods of time in flight simulators. Due to the spatial limitations imposed on these simulators, perceived discrepancies ...
Spellbound Dizzy or Dizzy 5 is an adventure video game, featuring the character Dizzy, released in November 1991 by Codemasters.The series was originally developed by the Oliver twins but they had little involvement with this title other than executive sign-off, leaving Big Red Software to redesign the graphics engine and design the game and puzzles.
Energy drinks vary wildly, but often fall within the range of 70 to 200 mg per serving. The source of the caffeine itself also depends on the brand, and it can ultimately impact the nutritional ...
The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester." [191]