Sentences with phrase «video and game consumption»

Battery life remains an issue when using the X2 heavily for video and game consumption, but given a charge is nearby you could easily lose hours to all that the X2 has to offer.

Not exact matches

To track the effect of the video game on real - life fruit and vegetable consumption at baseline and six months later, researchers completed 24 - hour dietary recalls with children over the phone three times, averaging breakfast, lunch, snack, and dinner fruit and vegetable intakes.
, published on the website < http://planetasustentavel.abril.com.br/noticia/ambiente/quando-recursos-minerais-se-esgotarao-648952.shtml >, based on information from the US Geological Survey, the US government agency responsible for geological research that crossed information on the annual consumption, mineral reserves available on the planet and its predictable extinction: 1) Platinum (use in surgical materials)-- Extinction by 2049; 2) Silver (use in the manufacture of mirrors and cutlery)-- Extinction in 2016; 3) Copper (use in wire and cable and air conditioning ducts)-- Extinction in 2027; 4) Antimony (use in remote controls and other materials to increase strength)-- Extinction 2020; 5) Lithium (use in cell phone batteries, laptops and video games)-- Extinction in 2053; 6) Phosphorus (use in agricultural fertilizers)-- Extinction in 2149; 7) Uranium (use for electric power generation)-- Extinction in 2026; 8) Indian (use in smartphones and tablets touch screen screens)-- Extinction in 2020; 9) Tantalum (use in cameras lenses)-- Extinction in 2027; 10) Nickel (use in metal alloy coating, electronics such as cell phones)-- Extinction in 2064; 11) Tin (use in coating metal alloys, such as those used in the soft drink cans)-- Extinction 2024; 12) Lead (use in car batteries and trucks and welds and bearings)-- Extinction in 2015; 13) Gold (use as jewelry and computer microchips)-- Extinction in 2043; 14) Zinc (use to cover alloys, preventing rust that destroy objects like coins)-- Extinction in 2041.
This detailed and high quality unit includes: * 15 lesson plans (with 13 differentiation strategies) * 93 slide PowerPoint presentation (divided into lessons) * All resources and worksheets (21 sheets) Unit's lessons include: * Introduction to the AQA GCSE Media Studies course requirements * Introduction to the four key concepts * Activity focused on pupils» own consumption of media texts * Detailed research into the history of the media - creating a timeline of people, technology and institutions * Applying Maslow's Hierarchy of Needs to film media * Introduction of camera shots, angles and movement * Film terminology «speed - dating» to introuce key media language * Analysing a mise - en - scene * Analysing a film trailer: genre conventions and audience appeal * Creating genre - specific typography and writing a commentary * Analysing logos and slogans * Exploring stereotypes in the media * Music industry terminology and genre features * Analysing a CD album sleeve: genre conventions and audience appeal * The history ofvideo gaming * Video gaming genres and gratifications * Analysing a video game cover: genre conventions and audience aVideo gaming genres and gratifications * Analysing a video game cover: genre conventions and audience avideo game cover: genre conventions and audience appeal
Superior 3D graphic performance makes games and video consumption fast and smooth, while popular Web pages like Google, Yahoo and YouTube can load easily, giving customers instant access to the information they need.
It will focus on content consumption including games, e-books, music, videos and web browsing.
Although this may appear to be drawback, it does have benefit that the device is designed specifically for reading and not distracted by other applications such as video, or game playing, with the consequences of increased processing requirement, increased storage capacity, a more complicated user interface, increased power consumption and increased device weight.
Obviously, Kindle Fire's intended usage is media consumption and that includes magazines, books, videos, music and an occasional game.
The market's all about tablets now not e-readers: The growth in sales of tablets, which offer a far wider range of media consumption opportunities than just reading, has encouraged users to play games, watch videos and browse the web instead of read.
With ninety - five percent of gamers turning to YouTube for entertainment and information, we wondered what billions of views could tell us about their video consumption patterns and what this could mean for marketers.
The group feels that by integrating energy management into a devices that homeowners feel has other value - and on this you can watch youtube videos, sign on to facebook, play games, and so on - consumers won't be as likely to forget about or be overwhelmed by watching their electricity consumption.
You'll have a great time playing games, watching videos, and doing any media consumption on this device.
5.5 - inches is a good size for media consumption, and you'll have a great time watching videos or playing games on this display.
There are battery options available to assist with consumption, including Battery & Power Saving's Game Optimizer (to adjust video quality in games) and Battery Saver which limits background services when reaching 15 per cent battery level remaining.
First is the stand position, which is at a relatively steep angle, making it ideal for media consumption, and there is another tilt position at a much smaller angle that lets you do everything from typing, playing games, watching videos, or browsing the web.
The large size devices have always been good for media consumption, such as watching videos, playing games, and even for browsing.
In addition to active media consumption (video games), passive media such as movies, television shows [24] and automobile commercials [25] frequently contain portrayals of reckless driving and may even reach a broader public than videogames, which are played more commonly by males [26].
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