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Timesink
A time sink (also timesink), time drain or time-waster is an activity that consumes a significant amount of time, especially one which is seen as a wasteful way of spending it. Although it is unknown when the term was coined, it makes an analogy with heat sink. In video games In massively multiplayer online role-playing games (MMORPGs), time sinks are a method of increasing the time needed by players to do certain tasks, hopefully causing them to subscribe for longer periods of time.Miller, MattTimesinks ''MMODesigner.com'', 31 May 2010. Players may use the term disparagingly to describe a simplistic and time-consuming aspect of gameplay, possibly designed to keep players playing longer without significant benefit. Time sinks can also be used for other gameplay reasons, such as to help regenerate resources or monsters in the game world. Negative connotations Many players consider time sinks to be an inherently poor design decision, only included so that game companies can incre ...
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Cambridge Dictionary
The ''Cambridge Advanced Learner's Dictionary'' (abbreviated ''CALD'') was first published in 1995 under the name ''Cambridge International Dictionary of English'', by the Cambridge University Press Cambridge University Press is the university press of the University of Cambridge. Granted letters patent by Henry VIII of England, King Henry VIII in 1534, it is the oldest university press A university press is an academic publishing hou .... The dictionary has over 140,000 words, phrases, and meanings. It is suitable for learners at CEF levels B2-C2. Editions *First edition first published in 2003. *Second edition first published in 2005. *Third edition first published in 2008. *Fourth edition first published in 2013. See also * Advanced learner's dictionary External links * English dictionaries Online English dictionaries {{Dictionary-stub ...
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Game Designer
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired ...
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Massively Multiplayer Online Role-playing Games
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. ''World of Warcraft'', a popular MMORPG, had over 10 million subscri ...
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Grinding (video Gaming)
Grinding in video games is the act of repeating an action or set of actions to achieve a desired result. Players usually perform these tasks to earn experience points / exp points, in-game items ( loot), or to improve a character's level/ stats. Grinding is commonly performed in MMORPGs. Synonyms for grinding include the figurative terms ''treadmilling'' (a comparison with exercise treadmills) and, less commonly, ''pushing the bar''. Related terms include ''farming'' (in which the repetition is undertaken in order to obtain items, relating the activity to tending a farm field), and ''cat assing'', which refers to extended and obsessive play sessions. Motivation A player is commonly motivated to grind due to a player's desire to earn rewards and to influence or increase their level. Alternatively, players may enjoy repetitive tasks for the purpose of relaxation, especially if the task has a consistently positive result. MMORPGs often require grinding. In the majority of M ...
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Procrastination
Procrastination is the action of unnecessarily and voluntarily delaying or postponing something despite knowing that there will be negative consequences for doing so. The word has originated from the Latin word ''procrastinatus'', which itself evolved from the prefix ''pro-'', meaning "forward," and ''crastinus'', meaning "of tomorrow." Oftentimes, it is a habitual human behaviour. It is a common human experience involving delay in everyday chores or even putting off salient tasks such as attending an appointment, submitting a job report or academic assignment, or broaching a stressful issue with a partner. Although typically perceived as a negative trait due to its hindering effect on one's productivity often associated with depression, low self-esteem, guilt and inadequacy, it can also be considered a wise response to certain demands that could present risky or negative outcomes or require waiting for new information to arrive. From a cultural and a social perspective, studen ...
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Busy Work
Busy work (also known as make-work and busywork) is an activity that is undertaken to pass time and stay busy but in and of itself has little or no actual value. Busy work occurs in business, military and other settings, in situations where people may be required to be present but may lack the opportunities, skills or need to do something more productive. People may engage in busy work to maintain an appearance of activity, in order to avoid criticism of being inactive or idle. Educational settings In the context of education, busy work allows students to work independently, to test their own knowledge and skills, and to practise using new skills learned in the educational setting.(1901Plans for busy work – Boston Primary Teachers' Association – Google Books/ref> It can consist of various types of schoolwork assigned by a teacher to keep students occupied with activities involving learning and cognition while the teacher focuses upon another group of students. The functional ...
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Distraction
Distraction is the process of diverting the attention of an individual or group from a desired area of focus and thereby blocking or diminishing the reception of desired information. Distraction is caused by: the lack of ability to pay attention; lack of interest in the object of attention; or the great intensity, novelty or attractiveness of something other than the object of attention. Distractions come from both external sources, and internal sources. External distractions include factors such as visual triggers, social interactions, music, text messages, and phone calls. There are also internal distractions such as hunger, fatigue, illness, worrying, and daydreaming. Both external and internal distractions contribute to the interference of focus. In the car Distracted driving is a dangerous threat to road safety across the world. While drunk driving rates have been on the decline since 1983, distracted driving has been increasing in recent years. Many feel this incline is ...
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Casual Games
A casual game is a video game targeted at a mass market audience, as opposed to a Hardcore gamer, hardcore game, which is targeted at Gamer#Dedication spectrum, hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They don't expect familiarity with a standard set of mechanics, controls, and trope (cinema), tropes. Countless casual games have been developed and published, alongside hardcore games, across the history of video games. A concerted effort to capitalize on casual games grew in the 1990s and 2000s, as many developers and publishers branded themselves as casual game companies, publishing games especially for PCs, web browsers, and, after 2007, smartphones. Overview Most casual games have: *Fun, simple gameplay that is easy to understand *Simple user interface, operated with a mobile phone Pointing device gesture, tap-and-swipe interface or a one-button mouse in ...
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Gamer
A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. Originally a hobby, it has evolved into a profession for some. In 2021, there were an estimated 3.24 billion gamers across the globe. Etymology The term ''gamer'' originally meant ''gambler'', and has been in use since at least 1422, when t ...
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MMORPG
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player character, character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from Online game, single-player or small Multiplayer online game, multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's video game publisher, publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 ...
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Heat Sink
A heat sink (also commonly spelled heatsink) is a passive heat exchanger that transfers the heat generated by an electronic or a mechanical device to a fluid medium, often air or a liquid coolant, where it is dissipated away from the device, thereby allowing regulation of the device's temperature. In computers, heat sinks are used to cool CPUs, GPUs, and some chipsets and RAM modules. Heat sinks are used with high-power semiconductor devices such as power transistors and optoelectronics such as lasers and light-emitting diodes (LEDs), where the heat dissipation ability of the component itself is insufficient to moderate its temperature. A heat sink is designed to maximize its surface area in contact with the cooling medium surrounding it, such as the air. Air velocity, choice of material, protrusion design and surface treatment are factors that affect the performance of a heat sink. Heat sink attachment methods and thermal interface materials also affect the die temperature of ...
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Subscription
The subscription business model is a business model in which a customer must pay a recurring price at regular intervals for access to a product or service. The model was pioneered by publishers of books and periodicals in the 17th century, and is now used by many businesses, websites and even pharmaceutical companies in partnership with the government. Subscriptions Rather than selling products individually, a subscription offers periodic (daily, weekly, bi-weekly, monthly, semi-annual, yearly/annual, or seasonal) use or access to a product or service, or, in the case of performance-oriented organizations such as opera companies, tickets to the entire run of some set number of (e.g., five to fifteen) scheduled performances for an entire season. Thus, a one-time sale of a product can become a recurring sale and can build brand loyalty. Industries that use this model include mail order book sales clubs and music sales clubs, private web mail providers, cable television, satel ...
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