Saturday, January 25, 2020

Addictive Aspects of a Role Playing Game

Addictive Aspects of a Role Playing Game This dissertation focuses on addictive gameplay mechanics for a role playing game. The primary motivation for the content and structure of this dissertation are based on my personal experiences from playing role playing games and research and analysis I have conducted. In this dissertation we shall discuss various aspects of mechanics in role playing game; we shall also discuss the sub mechanics related to it. What are also worth discussing are the various kinds of role playing games which have existed in the past and how they have developed and evolved RPG genre in modern times. This dissertation shall also discuss the various drawbacks and failures of current gen RPG mechanic and answers to correct those drawbacks Aim To identify various game mechanics in various Role playing games which lead that game to become addictive in nature. Objective The following are the objectives of the dissertation To identify various role playing games To explain the evolution of role playing games To identify and explain various theorems on role playing game To create new mechanics based on research Method Explanation of role playing as a genre in games Explanation of different platforms which use role playing game Explanation of game mechanics and game play Differentiation between turn based, text based, board based and real time based role playing game with respect to game mechanics Explanation of LARPS, GNS, chaos RPG and many more theorems Analysis and creation for new game mechanics and its subsystems Summary of chapters First chapter titled Introduction introduces Role playing game along with a brief history. Here readers will understand what role playing games are and how they are different from other genres. The second chapter titled Different kinds of Platforms will make readers understand how RPG games are seen through different platforms, how platforms greatly affect the scale of role playing games. The third chapter titled Game Mechanics and Gameplay introduces to reader what game mechanics actually means and how it is different from gameplay. The fourth chapter titled Game mechanics for RPG will describe readers various game mechanic rules used by RPG, will also explain popular game theorems and its working principle. This chapter will then further break down to discuss the popular RPGs and what game mechanics made their game addictive. Fifth chapter will discuss in-depth all the addictive game plays and mechanics from the previous chapter. Sixth chapter will show reader of new game mechanic and gameplay created by us and how and where these mechanics can be implemented. Introduction Video games for many years have been considered a way of storytelling. To be put short they are called interactive storytelling. Interactive storytelling means that a person is actively taking part in the continuation of a story by enacting the central character virtually. Now it is not justified to say that all video games are interactive storytellers but there are a lot of genres which hold true to this. Even arcade games like street fighter where the player had only fighting to do have a story to tell. The genre which gave the true meaning to Interactive storytelling has to be Role Playing Game. Role playing games revolve around the one central character which you play and his interaction to the world around him, it is through your decisions and choices that the story progress and the progress is almost never linear. In role playing games or any genre which used its basic mechanics never had a single ending, the game could be finished or story could be ended with different conclus ions by the choices you made. This dissertation will give a brief description on how this genre became the best tool for delivering interactive storytelling, and hence will discuss in depth the core mechanic and function which made it work and made it addictive. What is role playing game A role-playing game (RPG) is a type of game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games. Role playing games are broadly categorized into 3 forms based on the platform they serve. They are board games, console games and PC games. History of board based RPG Birth of RPG could be dated to 16th century Europe where traveling teams of players performed a form of improvisational theatre known as the Commedia dellarte. These theatre artist carried with them stock situations, stock characters and improvised dialogue. Helwig, Master of pages and even Duke of Brunswick which all be created as battle emulation games in late 1780 drew great inspiration for Chess. Max Boot author of the book War Made New had stated in his book that the period between 1803 to 1809 saw the Prussian Army developing War games, this war game which was same as chess had additional rules like Dice rolls for random chance of attacks and a neutral referee the score the results. Wargames eventually shifted from professional training to more of a hobby for the general public, this led to the creation of a game called Little Wars from H.G. Wells in 1913. 1970-1990 Dungeons and Dragons was the first commercially sold Role Playing game Published by TSR. Dungeons and Dragons sold around 50,000 copies upon its release which led to establishment of a cult following for BRPG (Board role playing games). Its success also led to the birth of several cottage industries and merchandises. In a period of 2 years other fantasy games appeared which copied almost the entire look and feel of the original DND. Some of the successful clones where Space Opera, Rune Quest and Dragon Rune. In the year 1977 TSR released an advanced Game Rules for its game aptly named Advanced Dungeons and Dragons(ADD), which was later improved and made into a second Edition in 1989. this project led to creation of rule book which cover every detail from finding specific weapon in loot to getting information form NPC(non player controlled character) 1990-2000 Ars Magica released in 1988 was the first game which solely emphasized on characterization and storytelling and had a loose game mechanics and combat system. This game was later bought and led to highly influenced Vampire Masquerade, which led to being a huge success. In the year 1993 Mr. Perter Adkison and Mr. Richard Garfield who were Students of University of Pennsylvania released competitive card collecting game. The theme was based on fantasy role playing and was named Magic the Gathering. 2000-todate The beginning of the year 2000 saw a massive down turn in sales of Game supplements and core books required to play the BRPG. Solution to this problem came through enactment of Open Gaming License by DND owner TSR. They spread the policy of letting other company publish DND compatible games which spread the cost of production and led to higher sales of core book. This new system named D20 system and still enjoys great success. It was during this period which led to birth of Indie Role Playing Game Developers in the internet. This birth was possible mainly due to the fact the existence of print on demand and PDF publishing. History related to Console Role Playing Game Dragonstomper was the first RPG game released on Atari 2600 in 1982. Dragon Quest was also released in this year but was only published for Japanese public, In 1989 the game was released as Dragon Warrior in America and Europe. With the release of Zelda II in 1987 the genre came to its own. Zelda which was released for Famicom Disk System was the earliest action-role playing game. Megami Tensei released for NES was the first to explore the RPG setting Beyond Medial Fantasy Theme. This game also developed the Demonà ¢Ã¢â€š ¬Ã¢â‚¬Å"summoning system (DSS) which allowed players to recruit enemies. The development of DSS led to creation of games specific to its core game mechanics like Phantasy star and more popular PokÃÆ' ©mon. In the year 1990 Square developed Final Fantasy for NES which developed the Experimental Character creation system that allowed a player to choose his own party and give his characters Job calls. It also created to concept of transportation and weapon upgrade. The console genre of RPG grew leaps and bound in early 1990à ¢Ã¢â€š ¬Ã¢â€ž ¢s. it is in this period that Dragon Quest introduced a new way of storytelling, the divided the campaign into chapter in which each chapter concentrated in telling the back-story of a single character of your party. This is also the period when birth of fifth generation of console took place. The median was playing games was no longer cartridges but optical disks, this led to RPG having longer and more involved quest. It also led to having better audio and cinematics. In year 2000 Final Fantasy X introduced voice-acting. Final Fantasy XII features full 3D background. COMPUTER ROLE PLAYING GAME Birth of role playing games took place in computers much before it took place in consoles, the first RPG game developed in the year 1975 by a university which was text based in nature and used game mechanics inspired from DND. Popular example of a text based RPG in that period was MUD (multi-user dungeons). In the year 1980 text based RPG named Rouge which featured ASCII graphics and deep system of gameplay popularized RPG for Computer users. The older editions of Ultima and Wizardry which were released in 1983 acted as role models for more popular console RPG. A large amount of its gameplay innovations are still considered standard for current gen RPGà ¢Ã¢â€š ¬Ã¢â€ž ¢s. Mid 1980 also was the period of emergence for Action Role Playing games in computers. Dragon slayer Xanadu released in 1985 the first Action Role Playing game. Evolution of Multi -Player Role Playing Game Initially computer role playing game offered its users only single player experience, the popularity and emergence of multiplayer mode came in the year 1996 with the title name Diablo. Diablo contained both RPG and Action game elements and featured Internet multiplayer mode. A player would party together with 3 more players and enter the same world or dungeon and fight enemies, the game also allowed players to fight each other and test their skill. Diablo acted as the founding stone for many developers to create what today is the most popular the highest revenue generating genre in Games and entertainment media.

Friday, January 17, 2020

Definition of Non-Verbal Communication Essay

The nonverbal communication is the communication that occurs through clues, signs, symbols and lack of verbal syntactic structure i.e. to have no syntactic structure so it can not be analyzed sequences of constituent hierarchy. The nonverbal communication is the process of communication by sending and receiving messages without words. These messages can be communicated through gestures, body language or posture, facial expression and eye contact, communication of objects such as clothing, hairstyles or even the architecture, symbols or graphics, as well as through an aggregate of above, such as communication behavior. Nonverbal communication plays a key role in the daily life of everyone. Nonverbal communication comes with evidence of the human species before the evolution of language itself. The animals also show certain types of nonverbal communication. It is important not to confuse â€Å"nonverbal communication† with â€Å"oral communication† as there are forms of communication â€Å"verbal† (i.e. linguistic or syntactic structure) non-oral such as written communication and sign language. There can be nonverbal communication that can be made ​​orally, as the grunts and sounds of disapproval. In humans, the nonverbal communication is often paralinguistic i.e. verbal information accompanying the nuanced, extending it or by sending mixed signals. Types of Non-Verbal Communication. According to experts, a substantial portion of our communication is nonverbal. Every day, we respond to thousands on nonverbal cues and behaviors including postures, facial expression, eye gaze, gestures, and tone of voice. From our handshakes to our hairstyles, nonverbal details reveal who we are and impact how we relate to other people. Scientific research on nonverbal communication and behavior began with the 1872 publication of Charles Darwin’s The Expression of the Emotions in Man and Animals. Since that time, there has been an abundance of research on the types, effects and expressions of unspoken communication and behavior. While these signals are often so subtle that we are not consciously aware of them,  research has identified several different types of nonverbal communication. In many cases, we communicate information in nonverbal ways using groups of behaviors. For example, we might combine a frown with crossed arms and unblinking eye gaze to indicate disapproval. 1. Facial Expression Facial expressions are responsible for a huge proportion of nonverbal communication. Consider how much information can be conveyed with a smile or a frown. While nonverbal communication and behavior can vary dramatically between cultures, the facial expressions for happiness, sadness, anger and fear are similar throughout the world. 2. Gestures Deliberate movements and signals are an important way to communicate meaning without words. Common gestures include waving, pointing, and using fingers to indicate numeric amounts. Other gestures are arbitrary and related to culture. 3. Paralinguistics Paralinguistics refers to vocal communication that is separate from actual language. This includes factors such as tone of voice, loudness, inflection and pitch. Consider the powerful effect that tone of voice can have on the meaning of a sentence. When said in a strong tone of voice, listeners might interpret approval and enthusiasm. The same words said in a hesitant tone of voice might convey disapproval and a lack of interest. 4. Body Language and Posture Posture and movement can also convey a great deal on information. Research on body language has grown significantly since the 1970’s, but popular media have focused on the over-interpretation of defensive postures, arm-crossing, and leg-crossing, especially after the publication of Julius Fast’s book Body Language. While these nonverbal behaviors can indicate feelings and attitudes, research suggests that body language is far more subtle and less definitive that previously believed. 5. Proxemics People often refer to their need for â€Å"personal space,† which is also an important type of nonverbal communication. The amount of distance we need and the amount of space we perceive as belonging to us is influenced by a number of factors including social norms, situational factors, personality characteristics and level of familiarity. For example, the amount of personal space needed when having a casual conversation with another person usually varies between 18 inches to four feet. On the other hand, the personal distance needed when speaking to a crowd of people is around 10 to 12 feet. 6. Eye Gaze Looking, staring and blinking can also be important nonverbal behaviors. When people encounter people or things that they like, the rate of blinking increases and pupils dilate. Looking at another person can indicate a range of emotions, including hostility, interest and attraction. 7. Haptics Communicating through touch is another important nonverbal behavior. There has been a substantial amount of research on the importance of touch in infancy and early childhood. Harry Harlow’s classic monkey study demonstrated how the deprivation of touch and contact impedes development. Baby monkeys raised by wire mothers experienced permanent deficits in behavior and social interaction. Touch can be used to communicate affection, familiarity, sympathy and other emotions. 8. Appearance Our choice of color, clothing, hairstyles and other factors affecting appearance are also considered a means of nonverbal communication. Research on color psychology has demonstrated that different colors can evoke different moods. Appearance can also alter physiological reactions, judgments and interpretations. Just think of all the subtle judgements you quickly make about someone based on his or her appearance. These first impressions are important, which is why experts suggest that job seekers dress appropriately for interviews with potential employers. CONCLUSION The nonverbal communication is the communication that occurs through clues, signs, symbols and lack of verbal syntactic structure i.e. to have no syntactic structure so it can not be analyzed sequences of constituent hierarchy. http://psychology.about.com/od/nonverbalcommunication/a/nonverbaltypes.htm http://www.allabtworld.com/business/nonverbal-communication-and-its-types-277

Thursday, January 9, 2020

Compare the characteristics of two successful entrepreneurs who have achieve global success - Free Essay Example

Sample details Pages: 4 Words: 1299 Downloads: 1 Date added: 2017/06/26 Category Business Essay Type Compare and contrast essay Level High school Did you like this example? Topic : Compare the characteristics of two successful entrepreneurs who have achieve global success. Mark Zuckerberg, Steve Jobs, Bill Gates, Jerry Yang, Walt Disney and so on. These were all the names often heard by us and often been a subject or topic discussed by everyone, no matter in school or in the work place as a motivation to each other. They are a few examples of globally succeeded entrepreneurs. Their products are well known and useful. For example, Mark Zuckerberg created Facebook, Steve Jobs created Apple products, Bill Gates created Microsoft and so on. Their products were used widely by all of us around the world. The things that everyone concerned about is, the characteristics in them that make them globally succeeded entrepreneurs and so well known. So, comparing the characteristics of two globally succeeded entrepreneurs would be the concern of this essay. The two entrepreneurs that would be compared are Steve Jobs and Bill Gates. They both have simil arities in their characteristics such as they do not give up for what they love doing and they are innovative and creative. I. Steve Jobs and Bill Gates do not give up for what they love doing. Sub-point a: Steve Jobs does not give up on gaining knowledge in the field of technology despite the drop out of college. Evidence 1: Steve Jobs struggled during his schooling time as he realized that there were not much practical approach and applications could be done with school and he hated the formal schooling system. So, he dropped out of his college, Reed College in Portland after finished one semester. But this did not stop Steve Jobs to continually gain knowledge in the field of technology because this is what he is interested in. After dropping out of Reed College, Steve Jobs spent the next 18 months, dropping in on creative classes. Evidence 2: Later on, after he attended those creative classes, he began his career as a video game designer in Atari. But, after several m onths, he quitted his job and travel to India to find spiritual enlightenment. After that, in 1976, Steve Jobs and Wozniak, a friend of Steve Jobs that he knew during his school time started to run Apple Company. The first product they launched was the Apple computers. From dropping out of College, attending creative classes, becoming a video game designer and starting the Apple products, this shows that Steve Jobs had never given up on his dream and what he loves doing. Sub-point b: Besides that, back to Bill Gates. He did not give up on writing programs and software for computer as he is interested in computer science. Evidence 1: Bill Gates attended public elementary school and the private Lakeside school. He discovered his interests in computer programs and software in the lakeside school when he was at the age of 13. The Mothers Club of the Lakeside school bought a teletype and computers for the students that time and this is where Bill Gates wrote his very first computer programs, that is, he wrote a tic-tac-toe program which allowed people to play it on computers. He skipped his mathematics classes to pursue his interests. Evidence 2: Moreover, Bill Gates and his 3 other friends sought time to study the system and hack into the system of the computer by exploiting bugs to get free computer time. However, four of the students, including Bill Gates were banned for the whole summer period by the Computer Centre Corporation (CCC) after they found out four of them exploited bugs into the system. The system that they hacked belonged to the CCC Company. But, at the end of the banned period, four of them were offered by CCC to find bugs in their software as an exchange of free computer time in CCC Company. Bill Gates did not waste his time by using computer that time. Instead, he used the time for CCC Company to study the source code for various programs. This shows that Bill Gates really interested in computer software and he did not give up on learni ng how to write programs or software. II. Steve Jobs and Bill Gates both are innovative and creative too. Sub-point a: Steve Jobs put a lot of efforts and time at revolutionizing the computer industry. Evidence 1: Steve Jobs used what he learned in school, helping him create many of the Apple products. The first product that Steve Jobs created was the Apple I computer in the 1970s. The computer that Steve Jobs and his partner Wozniak created was a personal and user-friendly computer. It was sold for $666.66 each that time. Because of the uniqueness of the Apple I computer, it caused the Apple Company to earn an amount of $774,000. Evidence 2: After creating the Apple I computer, both Steve Jobs and Wozniak were working together to invent a smaller, cheaper, accessible, and convenient products. Then, the Apple II computer, the second product of Apple Company was created. This time, it helps the companyà ¢Ã¢â€š ¬Ã¢â€ž ¢s sales to be increased by 700 percent that is, makin g a profit of $139 million. Then, more and more Apple products were created by Steve Jobs such as iPod, iMac, iPhone and a lot more. Because of the creativity that Steve Jobs had, it helped a lot of the people and this is a very great contribution to the technology world. Sub-point b: As for Bill Gates, he used his creativity to create the worldà ¢Ã¢â€š ¬Ã¢â€ž ¢s largest software business. Evidence 1: In 1973, Bill Gates entered Harvard University as freshman. During his time at Harvard, Bill Gates used his knowledge on programming software to develop a version of programming language à ¢Ã¢â€š ¬Ã…“BASICà ¢Ã¢â€š ¬Ã‚  for the first micro-computer that is, the MITS Altair. Because of the creative thinking of Bill Gates and the knowledge that he had obtained when he was in the CCC Company, the BASIC programming language was created. Evidence 2: Bill Gates then left Harvard University in 1975, during his junior year. After he left Harvard, he joined his childhood friend, P aul Allen to run their own company, the Microsoft Company. During the first few years at Microsoft, Bill Gates continue to write code for programs and he review all the software program code line by line and rewrite it. He then creates more and more software with his creativity and this led to the approach of the IBM Company to Microsoft in 1980 regarding its upcoming personal computer, IBM PC. If Bill Gates was not creative enough to create all the software that are useful, there would not be such useful software exists and this is a great contribution too. In conclusion, both Steve Jobs and Bill Gates could achieve such success globally because of the characteristics they had. They do not give up on what they love doing and they are innovative and creative. They think out of the box and they do not afraid to move out the first step that could lead to the changes to them. Steve Jobs and Bill Gates gave us a lot of motivation and inspired us a lot to continue what we love doing a nd achieve our dreams, à ¢Ã¢â€š ¬Ã…“To be or not to be, that is the questionà ¢Ã¢â€š ¬Ã‚ . This popular quote from Shakespeare had explained its meaning through the stories of Steve Jobs and Bill Gates. Reference list Joanne, J. (2013). Inspirational Story: Steve Jobs. Dyslexia, 30, 5-7. Mary, B. (2014). Steve Jobs. About.com Investor website. Retrieved 08 Apr 2014, from https://inventors.about.com/od/ijstartinventors/p/Steve- Jobs.htm. Rinearson, P. (1995). The road ahead. New York: Anchor. Steven, J. (2012). The Biography.com website. Retrieved 05 Apr 2014, from https://www.biography.com/people/steve-jobs-9354805. Simon, S., Erin, M. (2014). Bill Gates masters D.C. à ¢Ã¢â€š ¬Ã¢â‚¬  and the world. Politico, 45, 10-12. Walter, I. (2013). Steve Jobs. Washington, D.C: Amazon. William, H., G., (2009). Bill Gates Biography. The Biography.com website. Retrieved 08 Apr 2014, from https://www.biography.com/people/bill-gates-9307520. Don’t waste time! Our writers will create an original "Compare the characteristics of two successful entrepreneurs who have achieve global success" essay for you Create order

Wednesday, January 1, 2020

Essay on Muhammed was the Messenger of God - 958 Words

To have one lone man assertion that he is the messenger of God centuries before and still have his word accepted in present day is rather strong. There are approximately 1.3 billion Muslims in the world today which means that one out of every five individuals acknowledges as factual Muhammad was really, the messenger of God. Muhammad, much like other so called devout messengers of God can either be glimpsed as a well renowned number or a conversing madly lunatic. In today’s humanity, if one were to make the claim of having revelations from God, they would be classified as insane. excursion to any large village in the world and you will glimpse dozens of curbside prophets claiming that they’re broadcasting unquestionably with God and that†¦show more content†¦He put the very dark pebble on his cloak and asked all the clan overseers to comprise its boundaries and raise it, and then he put the very dark pebble in its nominated location with his own hands. This is where I find myself searching; how did this appreciate the assault It seems that any person could stroll into this location and select this alternate. Two persons are arguing, so you do any thing the task is yourself. adversity clarified. But does that really give you the esteem of the persons? There are numerous more condemnations that are expressed upon the life that Muhammad instructed. As in composing in Goldschmidt, two foremost things expressed up by non-Muslims against Muhammad are his lust for women and his remedy of the Jews. Goldschmidt conceives, â€Å"If we lift these undertakings now, are we not contemplating a seventh-century Arab by the assesses of our own time and position? Is this equitable† factual, it may emerge unjust but expressing to brain the two undertakings at hand and the way that Muhammad acted on on on on centralised them, time span of time really does not appear to play a mighty function in judgment. Focusing in on solely one of the two condemnations, Muhammad manifestly had a large lust for women. Back then, the Quran said that Muslim men could got wed as many as four wives but Muhammad is accepted to have as numerous as ten. Because he was the â€Å"messenger of God† does that put himShow MoreRelatedThe Nation Of Islam By Ula Taylor1163 Words   |  5 PagesThe Nation Of Islam was organized in on July 4th 1930s by Master W. Fard Muhammad in Detroit, Michigan. â€Å"The Official Name of the Nation of Islam is: The Muhammad Mosque and/or The LostFound Members of the Nation of Islam in the West†. The middle-eastern descent founder and self-proclaimed prophet known by his followers as a divine black messiah. Master W. Fard Muhammad appointed Elijah Muhammad to a minister his last messenger. Nation Of Islam will be boxed as an unorthodox version of Islam. FreedomRead MoreThe Muhammad Is The Messenger Of God994 Words   |  4 Pagesreligion, Mohammed is the Messenger of God. 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