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Persuasive Essay On Video Games And Violence
Video Games and Violence In today's world, one of the big topics is whether video games cause
violence. I strongly believe that it isn't the case. Having been an avid gamer for most of my life and
knowing thousands more, I have seen first–hand video games do not cause violence. I know you
don't want to just take my word for it, so I will show you through others as well.
Video games in their entirety do not cause violence. When you look at the games that are out now,
most depict events in life past or present. Others go on a fairy tale ride that most people can discern
the difference. One of the biggest games of all time that go on the fairy tale ride is Grand Theft
Auto. GTA has been one of the best–selling and most controversial games ever made Kids from all
ages play it with many adults advocating for its ban. I have played and enjoyed this game myself
over the years with friends and random people on the internet. Everyone that I have come across can
always discern the difference between the game and real life. The game itself has a beginning,
middle, and end. The main goal is to get to the end. Sure, you have to do some questionable things
along the way but at the end of the day there has been no proof to link this game to the real–world
violence and crimes. A study was preformed and written on called Grand Theft Childhood. In this
study/book it states that "They found a correlation between boys playing Mature–rated games and
certain aggressive acts and other
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Violent Video Games
According to abcnews.go.com, "Ninety–seven percent of young respondents play video games.
That's 99 percent of boys and 94 percent of girls, with little difference in the percentages among
various racial and ethnic groups and incomes." The 7 percent who do not play video games have
access to a gaming console either through friends or family. So is this making children more
violent? Is there a difference in kids who are exposed to different game styles?
A lot of parents believe that if they let their son play Call of Duty at a young age, he will grow up to
be a terrorist. Video games are not that large of an influence on a child's mind, no matter how much
they play. They can, however push them in that direction in life. If a child's surrounds himself with
dark music, gory video games, and inappropriate TV shows and movies it will begin to affect his
attitude and how he handles situations. He will resort the kinds of violence that he used to. The
kinds he see's in the shows he watches and the games he plays.
Forbes.com says that as of 2014, 49.9 percent of video games being played are of the action and
shooter genre. The things kids are putting in their minds are affecting how they go about life. For
example, one of the students responsible for the Columbine High School massacre referred to his
gun as "Arlene." This is a reference to the extremely gory and violent game Doom. This student's
actions were partially influenced by a video game. Though it is not to blame for 100
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Competitive Gaming Should Be Consider A Sport
Competitive Gaming Should Be Consider a Sport Video games have been around for many years
and so has competitive gaming. The first video game was created around 1970 and was Pong. Pong
required one or two players to play. The players would play next to each other and the game
required both players to move the courser to the ball and knock in to the other player's side. Pong
was the first competitive video game because you could play with another person. The video game
industry now is a very big market and is suspected to be an 86 billion dollar industry in 2016 (A
Classification Of Business Models In Video Game Industry). For the past couple of years video
competitions have gotten really popular and now there is a franchise called eSports that hosts
gaming competitions in big areas. "The past several year's eSports have seen meteoric growth in
dozens of markets, attracting tens of millions of viewers each year in the United States, alone"
(Hollist). Esports is made up of many different games and each game has different teams that
specialize in the game that they are competing in. E–Sports 89 million viewers in 2014 and is
suspected to grow to 145 million in 2017. ("Red Bull Media Readies ESports Studio for Prime
Time."). Competitive gaming should be recognized as a sport because each team has a sponsor. The
sponsors pay for all associated costs of the player's gaming including, but not limited to, plane
tickets, hotel rooms, and food. In return the teams have to wear the
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Taking a Look at a Computer Games Engines
A computer games engine is the building block of a video game. It provides a software framework
which game developers use to create and edit content for video games. They can feature a large
range of tools and elements to aid developers into creating a game, such as renderers, animation and
scripting to name a few. The engines allow the process of video games to be economized. This is
because you can use the same game engine to create different games. Computer game engines use a
variety of programming languages, such as Java and C++.
The purpose of a game engine is to provide a suite of visual development tools to a developer to aid
them in the production process. They enable a rapid development by simply being able to re–use
meshes, code and textures. Think of it as a big box and it contains a family of tools to help you with
all aspects of creating a game such as audio, graphics and AI functions.
Ever since video games existed, it took a while for game engines to be part of the industry. Games
would have to be made completely from scratch to make the optimal use of the hardware. The first
few games engines came around in 1983, in the form of 2D game creation systems for independent
use. Pinball Construction Set and ACSII's War Game Construction Kit were the first 2 that came
around with many more to follow.
History of Game Engines
The first game engine that existed as one was the Space Rogue game engine. Released in 1989, the
engine had the same name as the game that
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Half Life Lab Report
Abstract
Radioactivity is the process that an atomic nucleus loses energy by emitting radiation to form a more
stable atom, and time for radioactive material decay to half of the isotope is defined Half–life.
Radon–220 observed in the experiment theoretically has a half–life with 54.5s. Two methods
derived from the definition of Half–life and Radioactive Decay Law used to demonstrate half–life of
Radon–220 under 400V and the closest result from the whole experiment is 55.90s with 2.57%
error. The relationship of remaining atoms of Radon (1/∆T) and total elapsed time (t) is the main
idea to find out Half–life in the experiment.
Introduction
Beginning in 1896, radioactivity was the first time that mentioned in new science, the discovery of
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Radon gas injected into the chamber distributed over the volume of the chamber, and some of them
would stay at the bottom all the time and do not take part in the experiment; but only the radon das
ejected at the beginning of the each trial that is counted. A correction for the fraction of the radon
volume at the beginning of each trial relative to the total system volume must be made in the
experiment. The third factor must be taken into account is a small fraction of 220Rn escaped from
the chamber during the experiment. The total number of atoms of radon and the remaining atoms of
radon would have a huge difference at the end.
The forth factor which would affect the result of the experiment is objective. The leaf observed from
the electroscope is not clear, during the experiment, only the outline of the leaf can be seen, which
means the interval time for leaf from Mark 4 to Mark 3 is not correct because the leaf is not exactly
right on the positions of these two marks. So the results could be improved by observing the leaf
through leaf electroscope within the minimum error possible and for the skills for colleting data
using specific apparatus also need to be improved and to be more familiar with the process of the
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Essay on Persuasive Speech Against Video Games
Thesis: The rise of the video game has had many negative effects on children.
INTRODUCTION
Attention–getter: Whenever I look out from my window at home, nothing but memories come back
to me. The house three doors down was the unsuspecting target of the foul balls we would hit when
we use to play home run derby. Or my basketball hoop which held many world championships
between me being the bulls and my friends being that year's runner up. In the park across the street,
I ended up blackmailing my neighbor, who was a few years older than me, into letting me play
football with him and his friends. That's how much I loved to be outside and play with my friends.
As I become aware that my street has become barren from children playing ... Show more content
on Helpwriting.net ...
In Grand Theft Auto, you run a round picking up jobs in an imaginary city. These jobs range from
killing union workers to stealing pricy automobiles. In Conker's Bad Fur day, you play as a playful
cartoon squirrel that drinks beer and urinates on the enemy to defeat him. In the Journal of the
American Medical Association, 90% of the games played today actually reward the player to injure
another person and these were the games rated Teen. These types of gratuitous violence portrayed in
video games transfer over into the everyday lives of these children. Studies of children exposed to
violence have shown that they can become: "immune" or numb to the horror of violence, imitate the
violence they see, and show more aggressive behavior the more they're exposed to violence. Some
children accept violence as a way to handle problems. Studies have also shown that the more
realistic and repeated the exposure to violence, the greater the impact on children. For instance, a
child in Kentucky ended up bringing a revolver to school and shot 8 students. Police ended up pin–
pointing the source to the video games the child had been playing. The child ended up raking in
more than 10,000 hours of a shoot em' up style game that rewarded bonus points for headshots.
Even if the games are not violent, another side effect that video games have on the health of children
is with exercising. In a
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History of Valve Software Essay
The History of Valve Software The story of Valve Software is a story of two men with a dream.
Gabe Newell and Mike Harrington joined with Microsoft in the early days of the company
designing the earliest Windows operating systems, and after thirteen years with them had become
what were known as "Microsoft Millionaires." Both men enjoyed playing video games and inspired
by a friend who left Microsoft to join game development studio ID Software, they decided to leave
their lucrative positions at Microsoft to start their own dream company, the company they had
always wanted to work for. The two men who had only had experience creating operating system
software set out to create what would become one of the most successful and respected ... Show
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The first game Valve began development of was called Half–Life, a first person action shooter with
a science fiction theme. However, development did not go as well as was hoped. Valve had trouble
finding a publisher to distribute their games. Considering they were just a couple of guys chasing a
dream, publishers were not willing to take the risk on a fledgling developer. Fortunately for Valve,
publisher Sierra Online was shopping around for a first person action game and was impressed with
the team at Valve. They signed on with Valve to a one game deal. With a publisher willing to
distribute their games, Valve was ready to reveal their game at the largest gaming convention in the
world, The Electronic Entertainment Expo(E3) in 1997. The showing of Half–Life was a big success
among gaming fans and critics alike. The buzz generated at the show almost guaranteed the success
of the product. However, by November of 1997, the deadline was quickly approaching and the team
at Valve was not satisfied with the product they had created. In their year of work on Half–Life they
had learned so much that had not been implemented into the game. Newell and Harrington took a
huge risk by deciding it would be best to scrap almost their entire year's worth of work to go back
and implement many of the new things they had learned. Their publisher, Sierra, was furious and
this nearly ended the partnership between them. Newell and Harrington dug deep into their own
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Pentermine Research Papers
What is the best way to take Phentermine? No weight loss pill is a miracle substance and you need
to follow a certain set of rules and regulations to get the best results. Phentermine too has its own
way of use and if you violate those certain rules you might end up being a victim of side effects You
should always keep in mind that Phentermine doesn't work like a miracle substance. It will not
provide you best results if you do not put your own efforts. Well it might help you in burning those
extra layers of fat from your body but if you want quick result then you must follow a certain things.
The most important thing you should keep in your mind that the right diet plan will always give you
the right result. You might think that Phentermine will anyways help you to suppress your appetite,
true but if you yourself follow a proper diet plan then that will not only help you to lose weight
properly but also will provide you precautions in terms of side effects. A good and healthy diet plan
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Along with a good body, you'll also get those beautiful cuts on your body. Phentermine is best when
you take one dosage in the morning in an empty stomach before breakfast and the other dose before
your lunch. You need to drink a lot of water while you're on Phentermine. Otherwise you might face
issues like dry mouth. How long does Phentermine stay in your system? This is a million dollar
question to be asked. And the most common question asked is – "How long does Phentermine stay
in the system? When will it stop showing up in a urine test?" A lot of people get confused with this
particular part about Phentermine–why–because different people tend to say different theories about
how long the drug stays in your system. The fact here is, any drug, be it is Phentermine or any other,
when it wears off, it doesn't necessarily mean that it is completely out of your system or you cannot
simply use the term "no longer in your
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Valve Corporation ot Valve Software
Valve Corporation or former name called Valve Software is a video game development and it also a
digital distribution private company in America. The founder of Valve Corporation was Gabe
Newell and Mike Harrington, this company was found in Kirkland, Washington, U.S in 24th August
1996. Valve was found by these two person also formerly long–time employees in Microsoft, their
debut game was Half Life and this game have been awarded more than 50 times the "Game of the
Year" and even in this days this debut game still the one of the most influential FBS game ever.
Other games that have develop by Valve Corporation also one of the most popular and well known
games in universal such as Counter Strike, Dota 2, Left 4 Dead, Portal, Team Fortress, and Day of
Defeat. The company not just sold games universal but also software distribution platform Steam
that was released in 2002, and Source Engine in 2004 and other such as Valve–anti cheat and
VOGL. This achievement their make them the most great and most influence gaming industry in its
own. It took 17 years for develop to become one of the most important company and their also many
competitors and case such as the Vivendi case, Activision Blizzard, and Blizzard Entertainment,
these case has involved in simple legal. Steam one of the computer software by Valve Corporation
social platform and management and also industry–leading online games distribution, steam can be
available in most of the popular titles game like Life 4 Dead,
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Diabetes mellitus type 2 is an endocrine disorder that...
Diabetes mellitus type 2 is an endocrine disorder that causes impaired use of carbohydrates while
enhancing the use of proteins and lipids. This is called insulin resistance, in which the pancreas
cannot make enough insulin to keep blood glucose levels normal, or the body is unable to use what
is produced. The impairment causes blood glucose level to rise higher than normal. There is no cure
for type 2 diabetes mellitus and it is life threatening when left untreated. Signs and symptoms of this
disorder include vision changes, increased thirst, increased hunger, increased frequency of urination,
stomach pain, nausea and vomiting, erectile dysfunction, and absences of mentruation. These can
occur abruptly, or over a long period of time. ... Show more content on Helpwriting.net ...
Iodine agents administered intravascularly may lead to renal failure. Ace inhibitors can decrease
glucose levels and dose adjustments should be made during the administration of this medication.
Adverse reactions include nutritional disorders, lactic acidosis, taste disorders, nausea, vomiting and
diarrhea, and liver disorders. The implications metformin has on physical therapy treatment include
the risk of lactic acidosis. Signs and symptoms that should be monitored for during physical therapy
are muscular cramping along with gastrointestinal pain, shortness of breath, hypothermia, and coma.
Glyburide is another generic medication used in the management of diabetes mellitus type 2. Two
trade names of this drug are DiaBeta and Glynase. The chemical name is 1–[ [p–[2–(5–chloro–o–
anisamido) ethyl]phenyl]–sulfonyl]–3–cyclohexylurea. Doses up to 0.75–12 mg/day can be given as
a single dose or divided doses. The circulation of the glyburide is that protein binding is extensive
and half–life is 10 hours. It is excreted through the renal and biliary system. Glyburide acts as an
oral blood glucose lowering drug. The drugs uses include binding and activating the sulfonylurea
receptor 1, which causes depolarization. This results in an increase in intracellular calcium in the
cells and stimulation of insulin release. Major drug interactions are noted between glyburide and
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Honors Chem
Directions: The following questions involve more practice with radioactive decay half–life.
Complete the problems to the best of your ability. This assignment is due by next WEDNESDAY,
November 16th. 1. If 100.0 g of carbon–14 decays until only 25.0 g of carbon is left after 11 460 y,
what is the half–life of carbon–14? a. Calculate how many half–lives have passed during the decay
of the 100.0 g sample. 100 grams/2 50 grams/2 25grams...2 half lives have passed b. Solve for the
half–life. 11,460year/2 half lives = 5,730 years half–life of carbon – 14 2. What is the half–life of a
100.0 g sample of nitrogen–16 that decays to 12.5 g of nitrogen–16 in 21.6 s? 100g50g25g12.5g...3
half lives have passed 21.6s/3 half ... Show more content on Helpwriting.net ...
150days/30days = 5 half lives have passed 200mg/2 100mg/2 50mg/2 25mg/2 12.5mg/2 6.25mg of
polonium – 210 remain 16. A 1000 gram sample of Titanium–50 decays to 62.5 grams in 2000
years. What is the half–life of Titanium–50? 1000g/2 500g/2 250g/2 125g/2 62.5g ... 4 half lives
have passed 2000years/4 half lives = 500years half–life of Titanium – 50 17. The half–life of
Potassium–44 is 10 days. If after 50 days you end up with 15 grams of Potassium–44, how many
grams did you start with? 50days/10days = 5 half lives have passed WORKING BACKWARDS in
time... 15g x 2 30g x 2 60g x 2 120g x 2 240g x 2 480g ...amount of potassium – 44 you started with
18. The half life of Carbon–14 is 5730 years. A scientist finds a 17190 year old fossil of a bumble
bee. A live bumble bee of this kind has 600 million atoms of Carbon–14. How many atoms of
Carbon–14 are in this fossil? 17,190years/5,730years = 3 half lives have passed 600 million atoms/2
300 million atoms/2 150 million atoms/2 75 million atoms of carbon – 14 are found in this fossil 19.
The half life of Polonium–210 is 140 days. How many milligrams of polonium–210 remain after
420 days if you start with 20 milligrams? 420days/140days = 3 half lives 20mg/2 10mg/2 5mg/2 2.5
mg of polonium – 210 remain after 420 days 20. A 600 gram sample of Nitrogen–18 decays to 75
grams in 750 seconds. What is the half–life of
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The Skeleton Council Poem
Stephanie Philpott
Professor David Barrick
Writing 1000G
January 28 2015
Analytical Essay– The Skeleton Council by Katherine Leyton
The Skelton Council by Katherine Leyton was published in Volume 36 No. 4 of Contemporary
Verse 2 during the spring of 2014. The poem opens on a house inhabited by a woman and a group of
skeletons that meet every evening for examination. One night, the woman blinks and sees a
doppelganger of herself in an empty room. The Skeleton Council by Katherine Leyton uses
symbolism, imagery, and style to express the oppressive nature of family secrets and their distortive
and obsessive effects on the narrator.
In The Skeleton Council, Leyton uses the skeletons as a symbol for the family secrets that plague
the narrator. ... Show more content on Helpwriting.net ...
The first half of the poem is comprised of a more complex syntax than the second half. The
sentences in the first half are longer, averaging 3 lines each and use a more descriptive diction with
words such as "anxious"(line 3), "encouraging"(line 5), and "sideboards"(line 2). This heavier style
brings forward an oppressive element as the meaning is trapped behind dense language. In the
second half, the style becomes more simplistic with sentences averaging 1–2 lines and word choice
becoming more concise. This change in style clearly presents the meaning in the second half taking
away the oppressive atmosphere and reinforcing the distortion of the narrators' feelings.
In The Skeleton Council by Katherine Leyton, the symbolism of skeletons as well as the
juxtaposition that imagery and style form with the narrator's feelings are utilized throughout the
poem. These elements help to express the oppressive nature of un–earthed secrets in the narrator's
life and the distortive and obsessive effects they have on
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Video Games : A Form Of Entertainment
Video games have been known as a form of entertainment since its introduction in the 1980's. With
an ever growing market driven by millions of people, video games have become one of the largest
industries in the world. However as the video game industry has evolved, so has the content of the
video games. What started out with family games like Super Mario and Donkey Kong that involved
maneuvering over obstacles, evolved into violent games such as Call of Duty, and Grand Theft Auto
which required the player to kill people within the game. With the market for video games
increasing, there has been growing concern for the effects video games may have on the individual
with numerous studies looking into this. Since video games have the ability to affect or influence a
person, it is important to understand how they may influence a person. Specifically how video
games influence an individual in the emerging adulthood period, defined as a developmental period
between adolesance and young adulthood spanning the early to mid–20's.It is in this developmental
period were individuals are not only prone to influence but also begin to develop a sense of what
they want to become were they experiment a little with their identity. The question is not why, but
how does video games influence an emerging adult positively and negatively. Since emerging
adulthood is such an important developmental period, this paper will examine the effects of video
games on the individual during the emerging
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Bear Foam Lab
Title
To determine the half–life of beer foam
Purpose
In this experiment, we will make the bear foam as much as possible by pouring fast and using warm
beer and try to estimate the half–life of beer foam based on the changing of height while the foam is
collapsing.
Theory
A quantity is said to be subject to exponential decay if it decreases at a rate proportional to its value.
Symbolically, this process can be expressed by the following differential equation, where N is the
quantity and λ (lambda) is a positive number called the decay constant.
Figure 1
Figure 1
Exponential laws are common to many physical phenomena. Examples are the amplitude of an
oscillator subject to linear friction, the discharge of a capacitor, cooling processes, or ... Show more
content on Helpwriting.net ...
11769398832928 | 4.84890037 | 4.83310225 | 127.6 | 125.6 | 25.07 | 120.9 | 4.79496376 |
0.00117038928543778 | 4.80320104 | 4.78665806 | 121.9 | 119.9 | 30.20 | 117.2 | 4.76388188 |
0.00120733847059062 | 4.77237810 | 4.75531284 | 118.2 | 116.2 | 34.99 | 113.4 | 4.73092139 |
0.00124779606206582 | 4.73970108 | 4.72206394 | 114.4 | 112.4 | 39.89 | 103.6 | 4.64053733 |
0.00136583096514586 | 4.65014355 | 4.63083793 | 104.6 | 102.6 | 45.11 | 98.8 | 4.59309760 |
0.00143218721403215 | 4.60316818 | 4.58292458 | 99.8 | 97.8 | 50.12 | 94.9 | 4.55282371 |
0.00149104430834068 | 4.56330598 | 4.54223039 | 95.9 | 93.9 | 54.09 | 92.1 | 4.52287494 |
0.00153637471590029 | 4.53367418 | 4.51195780 | 93.1 | 91.1 | 60.01 | 89.3 | 4.49200149 |
0.00158454779871953 | 4.50313746 | 4.48074011 | 90.3 | 88.3 | 65.21 | 86.5 | 4.46014441 |
0.00163583960944047 | 4.47163879 | 4.44851638 | 87.5 | 85.5 | 69.99 | 83.7 | 4.42723898 |
0.00169056313981475 | 4.43911560 | 4.41521960 | 84.7 | 82.7 | 74.88 | 82.7 | 4.41521960 |
0.00171100529724599 | 4.42723898 | 4.40305400 | 83.7 | 81.7 | 80.02 | 80.8 | 4.39197697 |
0.00175123941401667 | 4.40427724 | 4.37952350 | 81.8 | 79.8 | 85.11 | 78.0 | 4.35670883 |
0.00181410455415731 | 4.36944785 | 4.34380542 | 79.0 | 77.0 | 90.12 | 76.1 | 4.33204826 |
0.00185939767506005 | 4.34510328 | 4.31882056 | 77.1 | 75.1 | 95.22 | 72.4 | 4.28220630 |
0.00195442237797838 | 4.29592394 | 4.26829787 | 73.4 | 71.4 | 99.87 | 69.6 | 4.24276457 |
0.00203304877806509 | 4.25703014
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Half Life Lab Report
In this experiment we will explore the meaning of half–life. We will accomplish this by getting a
handful of un–popped popcorn and cooking them in a pan. We will count how long it takes for half
of the popcorn to pop. In this experiment un–popped popcorn will resemble a radioactive nucleus
whilst popped nuclei will resemble non–radioactive nuclei. When the popcorn is popped it means
that the nucleus is stable. In this experiment, we discovered that we cannot predict when half of the
radioactive nuclei when disappear the first time over although when the first half–life occurs we are
able to calculate the half–life in the future. Half–life is the amount of time taken for half of the
radioactive nuclei to disappear. In this experiment we decided to put 16 pieces of popcorn in a pot
and then counted the seconds it took before they popped. The time it took for the number of un–
popped popcorn to half from 16 to 8 was 19 seconds. It then went from 8 to 4 in 13 seconds, 4 to 2
in 12 seconds and lastly 2 to 1 in 10 seconds. This made us come to the conclusion that the average
half–life of this experiment was 13.5 seconds. ... Show more content on Helpwriting.net ...
If we picture that the side without the logo on the sweets is not a radioactive nucleus and the ones
with a logo are radioactive. This experiment would be carried out by putting M&M's in a cup and
letting them tip out. Statistically speaking there's a 50% chance that it will land up right rather than
downwards. When they are put on the table, we remove the sweets without the logo to indicate that
half of them have disappeared. When we conducted this experiment we started off with 100 M&M's.
When we did it the first time it dropped to 52 M&M'S (radioactive nuclei). When we did it again it
dropped to 27, then 13, then 8, then 3 and then 0. This resulted in there needing to be 6
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Video Game Violence Essay
Video Game Violence
Violence in video games has been a hot topic ever since the beginnings of the industry. From
depictions of a polygonal frog being run over in Frogger, to stealing cars in a realistic environment a
la Grand Theft Auto, this topic has sparked serious debate. The traditional liberal stance is that the
government should forcefully regulate the video game industry. The conservative stance is that the
industry does a good job of rating itself, and that government should not get involved. The liberal
stance has its points, in the fact that video games are getting more realistic and more violent. With
increasing technology in computers, the video game industry also makes advances in graphics and
what they can display. The ... Show more content on Helpwriting.net ...
Most of the sources I found were psychology journals or publications dedicated to adolescent health.
These articles tended to lean both ways. Some articles claimed that there was a link between video
game violence and violence in real life. Others said that no such link existed. Neither side quoted
any solid sources, however. Many of the medical journals lumped together TV, movies, and video
games in their articles. Most of the psychology journals advocated more parent involvement and
more social interaction. Of the non–medical sources, most were news articles. A few used the
articles previously mentioned about how video games and violence were supposedly linked to prove
their point. Some were about courts who had thrown out cases that claimed that video games were
responsible for causing children to commit horrible acts like Columbine. Most of the major news
sources tended to stay neutral on this issue. They only reported games that had record–breaking
sales or the 'must have' games. What I was hoping to find, however, were articles that argued from
the government point of view. I was hoping to find articles for and against mandatory government–
enforced ratings of video games. However, none of those came up.
As a video gamer, I believe that video game companies should be allowed to freely develop games
as they please. I am personally aware of several cases of extreme censorship. For example, a World
War 2 based game was
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The Video Game Industry Is A Billion Dollar Industry With...
Research Paper Draft
Bhavan Vaidya
Full Sail University
Introduction The video game industry is a billion dollar industry with an ever–growing fan base.
Nowadays, video games production companies are investing high amount of money in this business
to develop games for fan. They also need people working and they are hiring employees that can
help a game to produce a batter example for future. Thus, management and leadership is an
important factor to lead a team. Lead a team of creative people in not an easy task. It contains lot of
intelligence and leadership qualities. In this conditions, several problems related to team and
leadership acquires. This research will elaborate some of the main problem, topic, theories and some
of solution towards video games production teams. In my view, most of the time, companies faces
the issue of conflict within their team to produce a game. I would like to explain the question of
conflict that how it took place within a creative team and how it could be resolve. Conflict is a major
impact on a team. It could lead a team to a batter solution or disordered team. Where it could also be
commendable with leadership. Conflict is co–related to team and leadership. It can be seen as an
issue where some of resolution could be used to make it right and lead a way to a creative idea and
immerge into a batter performance in team. Conflict take place into this field often because creative
minds always represents some sort of pure
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Toxic Level To Decay Lab Report
TIME FOR TOXIC LEVEL TO DECAY USING FIRST ORDER ELIMINATION RATE
CONSTANT IN RELATION TO HALF–LIFE A patient has a potentially toxic level of a drug that is
16.0 mg/L. Given that the half–life of this drug in this patient is 24 hours, and assuming that renal
function is stable and absorption is complete, it is important to figure out how long should drug
administration be stopped to allow the level to fall to the steady state of 1.0 mg/L. First the the
elimination rate constant (k) has to be calculated. t1/2=0.693k k = 0.693t1/2 k = 0.69324 k=0.0289
hr–1 And the time for decay (t) from drug in the initial plasma, Cp1,to the drug in the final plasma,
Cp2 is: t = lnCp1 – lnCp2k Cp1= 16.0 mg/L and Cp2 = 1.0 mg/L So the time for decay (t) from Cp1
to Cp2 is ... Show more content on Helpwriting.net ...
In other words, a medication with a half–life of 24 hours will indicate the rate of intake of the drug
will approximate equal the rate of elimination, after four days. Therefore, t = 95.8 hours to decay is
proven to be correct, since that is approximately equal to four days. HALF–LIFE IN RELATION
TO ELIMINATION CONSTANT A patient receives a 100 mg of a drug every 4 hours. At steady
state, two plasma concentrations, which are Cp1 and Cp2, are
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Video Games Should Be Considered A Form Of Art
Persuade Essay Imagine it is 1990 and you just heard one of your friends got the new Super Mario
World video game. It's after school and your friend invites you over to play this new game with him.
When you both sit down to play you become engulfed in the new colors, structures, and features of
this new game. The only thing you can think about is the graphics being far better than any
game you own at home. Nowadays, the graphics of video games are of much higher quality than in
the 1990's, with three–dimensional design, high color schemes, an endless amount of architecture,
and all kinds of features. These games were created by some of the finest technology teams out
there, giving them better quality engineering tools as the years go on. With this being said, video
games should be considered a form of art.
Video games are highly designed with artistic expression in the digital world. There is a lot of
controversy in the video game industry, but there are very few reasons to back up the disbelief about
video games not being considered art. In the article by Nick Gillespie, Are Video Games Art? movie
critic Roger Ebert has an opposing view on whether video games should be considered art. In 2010
Ebert stated, "Video games can never be art" (qdt. in Gillespie 46). It is obvious that he is not
intrigued with the idea of video games being considered a form of art. While Ebert states,
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Unit 25 Ccld
Unit 25: Modern Beliefs and Religions for
The Early Years Practitioner
Scheme of Work
–––––––––––––––––––––––––––––––––––––––––––––––––
Duration of Units:
Unit 25:60 Guided Learning Hours/5 Credits
–––––––––––––––––––––––––––––––––––––––––––––––––
Number of Sessions per week: 2
–––––––––––––––––––––––––––––––––––––––––––––––––
Duration of Sessions: 55 minutes per session
–––––––––––––––––––––––––––––––––––––––––––––––––
General Unit Objectives:
–––––––––––––––––––––––––––––––––––––––––––––––––
Unit 25 –
–––––––––––––––––––––––––––––––––––––––––––––––––
On completion of this unit a learner should:
–––––––––––––––––––––––––––––––––––––––––––––––––
explore the different beliefs and religions that are part of societies ... Show more content on
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This strategy will be implemented at the teachers' discretion, based upon the resources available and
also the students learning styles/ needs.
–––––––––––––––––––––––––––––––––––––––––––––––––
Unit 25: Modern Beliefs and Religions for
The Early Years Practitioner
Scheme of Work Week | Lesson Objective and Success Criteria | Content | Activities / Resources |
Assessment | Homework | 1 | Understand the importance of moral and spiritual development in the
early years setting. | Examples of spiritual and moral developmentSkills in RE | Department Power
Point | Self–Assessment Plenary | Students are to present a lesson on a chosen religion. | 2 |
Understand a different religious belief | Presentations | Pass/Merit/Distinction success criteria | Peer
assessment – Presentations | | 3 | Understand the role of the early years practitioner when supporting
moral and spiritual development (1) | supporting the moral and spiritual dimension in learning
environments; sensitivity; inclusive behaviour; setting clear boundaries; understanding that
spirituality does not need to be consistent with a structured belief system | Department Power Point |
| Suggested Reading Materials | 4 | Preparation for Assignment 1 (P1+M1)To plan a reflective piece
of writing | P1 – describe the role of the early years practitioner in
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Persuasive Speech On Video Games
Introduction 1.8 Billion, 1.8 Billion gamers in the world! That is more than the population of India
or China. The gaming industry has attracted over a billion customers and has made around hundreds
of billions dollars so far. So therefore i am going to persuade you that video games are incredibly
beneficial. Some of the most valuable and necessary skills, video games give us include: Social
advantages, Mental Advantages and Skills that will secure jobs. I am doing this because i am sick
and tired of the common stereotype that gamers and lazy, stupid, unemployed and a particular age. I
am here to give the drastic advantages and put a rest to this urban myth. Main Body 1 (Social
Advantages) Many people suffer from mental disorders that ... Show more content on
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Main Body 2 (Mental Advantages) Video games are "a waste of time" they don 't actually improve
anything, they are just entertainment. However there is drastic evidence to show that couldn't be
further from the truth. They actually have a huge mental benefit that can enhance memory, better
hand to eye coordination and enhanced reflexes along with other things aswell. Showing that they
are indeed not just a time killer and waster but are hugely benefiting the minds of the people that
play them. The first point I would like to bring up is enhanced memory, a study suggests that young
children can benefit from the memory aspects of video games. Several children had multiple
sessions of several video games with increases challenge and it had been noted that they did show
signs of progress in the difficulty but more importantly an increase in a strong memory showing that
the two indeed have a connection. Secondly hand to eye coordination, another study was conducted
and yet again the gamer who repeatedly played games was faster, sharper and overall better than the
non–gamer. The other main point is reflexes which sort of ties in with the other points but deserves
another mention, research indicates that fast–paced gameplay along the lines of Call of Duty and
other various games, does in fact increase reflexes. Skills You may think to yourself when is this
information relevant to anything, however it could or will
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Reality Bytes Henry Jenkins Analysis
Some people consider videogames a waste of time. They say they are bad for kids, not
educational, or socially isolating. Henry Jenkins, the director of the Comparative Media Studies
Program at Massachusetts Institute of Technology, has a broad experience and has done a lot of
research in the video game industry. In his article, "Reality Bytes", Henry Jenkins argues in
favor of video games by using the rhetorical strategies of appeal to the authority, appealing to
societal values and creating a credible ethos and appeal to the opposition.
Jenkins counters stereotypes or common assumptions of the public using one strategy,
appeal to authority. People believe that one of the causes youth aggression are because of video
games. Henry ... Show more content on Helpwriting.net ...
But young people in general are more likely to be
gamers" (Henry Jenkins, 449). Then he adds, "The overwhelming majority of kids who play
[video games] do NOT commit [such] antisocial acts" (Henry Jenkins, 449). Using the strategy
appealing to the opposition he agrees with it to a certain point, but then he states it is just a
minority of kids who commit such acts. This means that rate of youth aggression rate is very low
making it a logical reason to support this strategy. Another myth that Jenkins debunks is the
public's opinion on "almost no girls play computer games", he agrees that it is true until the past
decade. He says, "efforts were made in the mid–90s to build games that appealed to girls" (Henry
Jenkins, 450). As an example, he mentions the game "The Sims" a web–based game, that has
captured many women's interests who had never played a game before.
All in all, using some of the rhetorical strategies to write this article, Henry Jenkins tries
to change the people's perspective about video games. Even though he acknowledges some of
the public's opinion, he supports his explanations with appeal to the authority, appeal to the
opposition and appealing to societal values and creating a credible
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The Effects Of Violent Video Games
Research has been conducted to determine if violent video games cause increases in aggressive
behavior in children and adolescents. This issue relates to anyone that has children, as well as
anyone who plans to have children in the future. With the rate at which the video game industry is
growing, there is no doubt that current children, and future children, will eventually come into
contact with violent video games. It is important to be informed of the effects, if any, on exposure to
violence in video games.
There are some studies to suggest that playing violent video games may be harmful to children and
adolescents. These types of games may effect peoples' sensitivity to violent situations. This could be
due to the development of more realistic graphics in media, which leads to greater feelings of
presence within the games (Lull and Bushman, 2016). In addition, children and adolescents learn
primarily through observational learning. While playing violent video games, they are taking in a lot
of aggressive information, which may affect them over time.
There are studies that provide evidence that violent video games negatively affect children and
adolescents. However, there are also many studies that provide evidence that violent video games
have no effect and could potentially be beneficial to developing minds. It is hard to prove that
violent video games are the cause of excessive aggression in people. Which came first; the
aggressive quality, or the violent game?
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Is The Three To-One Blend Of Methylchloro Isothiazolinone
CMIT/MIT: The three–to–one blend of methylchloro–isothiazolinone (CMIT) and
methylisothiazolinone (MIT) is commonly used as a biocide in polymer dispersions. CMIT/MIT is a
broad–spectrum biocide that works between 3–9 pH. The mode of action for the CMIT/MIT is that
it reacts with the cell proteins causing the inhibition of respiration and ATP synthesis (PCIMAG).
Isothiazolones first mechanism which is performed in minutes is the swift inhibition of growth and
metabolism. This is then tailed by loss of viability due to irreversible cell damage which happens in
a matter of hours. Inhibition occurs by disrupting the metabolic pathways involving dehydrogenase
enzymes. Microbes are quickly inhibited due to the inhibition of critical physiological functions
including growth, respiration, and energy generation (adenosine triphosphate synthesis). Cell death
results in the destruction of protein thiols and production of free radicals. Compounds such as
surfactants can enhance and speed up the rate of inhibition and death. (Williams, 2007)
The interaction of isothiazolone biocides with microbial cells proceeds via several sequential
reactions. Initially, a biocide molecule reacts with a thiol group to form a disulphide linkage with the
biocide. This structure then interacts with a second thiol group to establish a new disulphide linkage.
Following this, the cell releases the biocide as a mercaptoacrylamide. The mercaptoacrylamide
derivative of CMIT tautomerizes to a thioacyl chloride under physiological conditions. The thioacyl
chloride is highly reactive and proceeds to interact with other cell macromolecules. The ability of
CMIT to degrade to a thioacyl chloride might account for it's much greater antimicrobial activity
when compared to BIT or MIT. (Daniel, 1997)
Barman did a study on the first–order rate constant and half–life values for the degradation of MIT
(Kathon 886 MW) and a MIT/CMIT (Kathon MWC) Mixture. These consist of 2–methyl–4–
isothiazolin–3–one and its chlorinated counterpart, 5–chloro–2–methyl–4–isothiazolin–3–one. At
100–fold more effective, the chlorinated counterpart is considered to be the active and require
concentrations 100–fold less than MIT. In fact, at very low concentrations of just 2–20 ppm
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Video Games And Responsibility :
Video Games and Responsibility: In discussions of video games, one controversial issue has been
whose responsibility it is to deal with the behavioral problems of children and teens who get
influenced by the content in games. On one hand, the game industry argues that the responsibility
should lie with whomever bought the game. On the other hand, others such as parents and Parental
guidance agencies contend that their children's bad behavior stems from games and that the video
game industry should regulate the content to protect children from negative influences within the
game. Others even maintain that video games promote violent crimes. My own view is that it
depends on the person playing the game because certain people can be more influential than others,
especially children. I also believe that it is the responsibility of the buyer to know the game that they
or their children are playing and to take responsibility for the things that happens within their own
household. I can agree that there are some games that are just horrifying, but I cannot agree that they
alone are responsible for child misbehavior. Children have broad imaginations that are influenced by
the world around them. Constantly learning what things are, what they do, and what they mean. For
instance, a child is watching TV and happens to turn to a channel where he sees men boxing. Now,
the child has never seen this before, his mind is incorporating. Now how that child processes that
information is out
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Is The Argument Of Academic Work Can Be Channeled Through...
The essays are related because Graff proposes the argument of academic work can be channeled
through personal interests. Peacocke 's essay provides an example of Graff 's argument because she
provides a remarkable piece of literature talking about the pros and cons of her favorite show
"Family Guy." I really enjoyed how Peacocke used examples from very comical moments in Family
Guy like the Business instructional video in the 1950s that had some sexism on how to treat women
in the workplace. She showed the negative impacts of the show like the protests of parents, but it
was brought back two times after fans pressured Fox into reopening the show. Video games are an
interest of mine, which can be intellectual because of how they are made, ... Show more content on
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Then the animation and motion stage begins. The programmers then used advanced coding
technology to make the exoskeleton move in the background and it begins to come to life. Next is
the environment the game takes place. Details like a shimmering reflection off a window, or how
realistic water in a lake looks often goes unnoticed by the players, but it makes the game
environment look that much more impressive. 3–D objects are created by using polygons, which are
just like blank sheets of paper that are used to make creative ideas that come together. Consoles and
computers use a special chip that allows images to be applied on to the polygon. Then this allows a
3–D environment to be created and interacted with the characters. The game is then coded and the
testing phase begins.
Coding is what puts all the gaming elements together to work as one. Games are written based on C
programming to generate the codes for the polygons to make the environment with the shadows and
textures. After the coding is complete, the testing phase begins by selecting a group of people
interested in the game to find bugs or problems in the games. The alpha version is the first version
released to fix the major flaws and the beta version is tested until the developers release the final
version. The marketing phase begins with the publisher spending money to advertise for games for
profit. Some methods include a
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Essay on Classification and Division
Jason Schaeffer
English Comp 1
Fridays 1230
11/03/06
Classification and Division
The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why
they go through great strides to protect their image. They provide entertainment to all ages, genders,
nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are
not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.
There are four main types of video games; RPG or role–playing game, RTS or real–time strategy,
FPS or first person shooter, and sports titles. Of these the FPS is probably the most popular,
allowing people to get together with their friends, or go ... Show more content on Helpwriting.net ...
They must learn economics, politics, diplomacy, construction, military tactics, naval power, and
siege tactics in order to survive for more than an hour of play. Rome: Total War has two different
screens that a player must learn to master, the campaign map, where armies, navies, and diplomats
are moved, and where cities are managed. Then there is the battle screen which changes every time a
player attacks or defends a different location. It is on this screen that the game is truly won or lost.
Gamers must fully understand the strengths and weaknesses of not only their units, but the units of
their enemy. This is but one challenge for gamers, they must also learn how to confront elephants,
chariots, siege weapons, and the naked fanatics of the Gauls. The next type of game is sports titles,
which are probably the most popular for a group of people, rather than the individual gamer. Sports
titles cover everything from football and baseball to golf and auto racing. These games are equally
enjoyed by both players who are or were jocks, and for those who wish they were. A person learns
the mechanics and intricacies, giving them a greater appreciation for the game overall. Sometimes
the video game can create a fan of a sport where none existed before. It is obvious that video games
are not all about sex, drugs and violence. While there are certain titles that are questionable, but
most games are quite harmless. With school becoming less
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Video Games And Its Effect On Society
As a growing medium, video games are often associated with various negative connotations that
have obfuscated its positive contributions made to society. As a result, the general public is unaware
of how video games have shaped modern–day, some even consider it a meaningless teenager
pastime, but this is distant from reality. Video games are important to society at large because they
do not serve for entertainment purposes only, they are a major force in the economy, scientific
research, and military training. The video game industry has come a long way since its birth in the
1970's, research from Jules Gray, a journalist for worldfinance.com, states the video game industry
is now worth around $80 billion US dollars, undoubtedly classifying it as a key player in the
economy. This is because creating a video game is a long a complicated process that requires people
with expertise in design, art, programming, project management and testing, as stated by Simon
Egenfeldt–Nielsen in Understanding Video Games: The Essential Introduction (Egenfeldt–Nielsen
23). Thanks to this, video games are extremely labor intensive, and as a result, according to
Entertainment Software Association, "The U.S. video game industry directly employs more than
42,000 people in 36 states, whom received a total compensation of over $4 billion" (Video Games
21st Century, 2014), this staggering number is most likely to rise due to "the video game industry
[being] one of the fastest growing sectors in
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Lab Analysis : Acoustic Mismatch
1. * Ultrasound techniques are used to detect structure inside the body. A gel is used when a 1MHz
transducer is placed on the skin to avoid acoustic mismatch at the skin–transducer interface. (a)
Define acoustic mismatch (in this particular case). Acoustic mismatch, by definition, is the
discrepancy between the acoustic impedances of two or more mediums (MacLennan, 2006). This
occurs when a propagated soundwave, passing through one medium, travels into another medium of
unequal impedance. In the context of ultrasounds, the soundwaves emitted by the transducer are
affected by changes in acoustic impedance, this is acoustic mismatch. Much like any other forms of
mechanical waves, a reflection of these waves occurs at interfaces and boundaries between mediums
(most likely skin/muscle or organ/fluid in this case). In cases of high acoustic mismatch, reflections
are so severe that a readable ultrasound is improbable. (b) Describe what would happen if air was
between the transducer and the skin. Acoustic impedance is the resistance a substance's molecules
have to a change in their state of mechanical vibration. A material with a high acoustic impedance,
such as bone, will be much more resistant to a change in vibration than a material with a low
acoustic impedance, such as air or water. Air, having an acoustic impedance much lower than an (c)
If the density of skin was 1010 kg/m3 and the velocity of sound through the skin was 1540 m/s,
calculate the optimum acoustic impedance
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Ap Biology Lab Report
Table of Contents
Aim 0
Hypothesis 0
Materials 0
Procedure 0
Results 1
Discussion 2
Conclusion 3
References 3
AIM
To model radioactive decay and half–life
HYPOTHESIS
The trend will mimic the pattern of the half–life of a radioactive material, with the same
approximate curve, because the M&Ms with m showing will be approximately half of the total
M&Ms at every half–life, which is the same as decaying radioisotopes, with half the atoms
disappearing every half–life.
MATERIALS
A packet of M&Ms
A clean sheet of paper (A4)
A clean jar/cupcake cup
PROCEDURE
1. Copy the table from the criteria sheet into your workbook
2. Count the total number of M&Ms in the container
3. Shake up the container to mix the M&Ms around
4. Pour the container onto the clean sheet of paper
5. Count how many M&Ms show the letter 'm' facing upwards
6. Record this number in the table
7. Place only the M&Ms showing the letter 'm' back into the jar and dispose of the other M&Ms
appropriately
8. Repeat steps 3–7 until there are no M&Ms left
DISCUSSION ... Show more content on Helpwriting.net ...
One of these is curium–243, with a half–life of 29.1 years, with a graph pattern almost identical to
this experiment's. This experiment models what happens inside a radioisotope when the atoms begin
to decay, whether that be alpha, beta or gamma, (alpha being a releasing of a helium atom, beta
being an electron and gamma being the release of energy at the speed of life known as gamma rays).
In this experiment, the M&Ms without m represent the decaying atoms, which are launching
themselves out to become more stable, and the repeats are the half–lives, the M&Ms showing m are
the atoms that are still in the element. Every period of time, 29.1 years, ½ the atoms decay, and so
on until the element is completely split
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Jean-Jacques Rousseau's Film Triumph Of The Will
In this day, an age that we call the 21st century, as of 2015 it is recorded that more than 150 million
people are playing video games around the country. Video creators are just like movie directors they
must get the plot for their story from somewhere. During the semester, we have examined many
directors around different culture and study their nation–state. Which is the point that they want to
come across in their movie. For example, Jean–Jacques Rousseau describes the concept of family as
the first society. The real reason you're here is to read about Leni Riefenstahl nation state of the way
the Nazi overtly uses cinematic spectacle for propagandistic purposes. My claim is that her nation
state is something that can be seen in a video ... Show more content on Helpwriting.net ...
You can feel like you are in the game, that your physically seeing Adolf Hitler giving one of his
propagandistic speeches even though it has been seventy–two years since he's been alive. Another
way that technology has made an impact on Leni Riefenstahl nation state of "Triumph of the Will"
through the invention of a video game series called Call of Duty. Is because the use of color, the film
was made back in 1935 so its low resolution, dark lighting, it's grainy and kind of hard to focus
sometimes so it's a turn off to the millennium group. The Call of Duty series is at the top of the
charts when it comes to graphics due to the console that you play them on. It's fully in color, its high
resolution that sits at 1080p currently, its rumor that the next game in the series will be able to adapt
to being played on a 4k television. The colors in the zombie mode that they take it back to the 1935
element to where it has moments of black and white and dark lighting. Besides that, they are very
vibrant, with little left to dull the mind. So, as you can see its eye catching which the millennium
group
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Violent Video Games And Gun Violence
Kain, Erik. "The Truth About Video Games and Gun Violence." Mother Jones, 11 June 2013,
www.motherjones.com/politics/2013/06/video–games–violence–guns–explainer/.
This source is written by Erik Kain, a well–known writer on all things video games. He talks about
the link between violent video games and gun violence and he compares the United States to other
countries in terms of gun violence caused by violent video games. Kain may be slightly biased as
video games are what his job revolves around, but he does use proven statistics and data to back up
his claims. The intended audience are those who believe that violent video games are a cause of gun
violence. I really like this source as it goes rather in–depth about the link between violent video
games and gun violence and it also provides sources that help to back up its claims. I found this
source by searching "violent video games +gun +violence" on Google.
Jaslow, Ryan. "Violent video games and mass violence: A complex link." CBS News, Feb. 2013,
www.cbsnews.com/news/violent–video–games–and–mass–violence–a–complex–link/.
This source is written by Ryan Jaslow who is a Psychobiology graduate from Binghamton
University. He talks about violent video games, their connection to gun violence, and how people
are reacting to the surge of gun violence in America. Jaslow is not biased one way or the other, he
provides information on the issue, talks about both sides, and he says that there is a complex link
between the two and that more research must be done before any conclusions are made. The
intended audience are those that are interested in the issue. I like this source as it provides the details
for each side of the argument and it lets the reader decide their stance instead of trying to decide it
for them. I found this source by searching "violent video games +gun +violence" on Google.
Rose, Mike. "Video games and gun violence: A year after Sandy Hook." Gamasutra, 10 Feb. 2014,
www.gamasutra.com/view/feature/210322/video_games_and_gun_violence_a.
This source is written by Mike Rose who is a video game journalist. He talks about how violent
video games are a scapegoat for the real issues and he talks about the CDC research into violent
video games that President
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Service For Sony Computer Entertainment
To begin this letter, I would first like to congratulate you on your impressive fifteen years of service
for Sony Computer Entertainment (SCE), and I have been affected by your wonderful service to
such a prosperous company. With an impressive background and dedication to a company whose
products many people of all ages have enjoyed, you have indirectly touched countless people
throughout time and have probably caused many youths to go into game design and development,
some of whom may even be your colleagues or co–workers. I wish you continued luck and success.
However, there is a point to this letter, and given you are an incredibly busy man, I shall get to the
point of my writing you, and perhaps give insight to the consumer side and help with continued
success. Since the PlayStation 3 was introduced into the market, as well as the competing consoles,
downloadable content has become commonplace among many games to this date and has been the
bane, or joy, of many consumers.
Now, as a businessman, your first responsibility to the company is to ensure success and to partner
with the companies and organize the content for the console. Which, is any sound business strategy,
to earn revenue and get a return on profit (or investment), on the product that has just been released
that took two or more years to produce. As the president of Sony America, you may not have direct
control over the content the actual gaming companies produce or their decisions for downloadable
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Calling All Gamers! Every Video Gamer Knows That When A
Calling all gamers! Every video gamer knows that when a new video game comes out everyone
wants to get their hands on it. The Call of Duty Games are played all over the world and the Black
Ops installment of the games took the world by storm. However, for Call of Duty Black Ops 3,
millions of gamers were still focused on Black Ops 2. With the new game not be anticipated by as
many players as Activision had hoped. The creator of Black Ops games Treyarch, Snapchat, and
Edelman work together in the first ever in–game integration to reveal the latest Call of Duty game
Black Ops 3. Taking the world by storm these two companies in just one week created the biggest
Call of Duty game announcement ever. Examining How Call of Duty Used ... Show more content on
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Snapchat is owned by Snap Inc., and their headquarters is located in Venice. Snapchat is primarily
used for creating multimedia messages referred to as "snaps"; snaps can consist of a photo or a short
video, and can be edited to include filters and effects, text captions, and drawings (Snap Inc.).
Snapchat was founded back in 2011 by guys named Evan, Bobby, and Reggie and was first launched
in September in the Appstore. The company is not able to see any of the Snaps sent through their
service, they use tweets, emails and Snapchat–tagged photos on Instagram to keep them tuned in to
what their creative users are doing (Evan 2). In October Snapchat started working with companies to
create sponsored Lens filters. The stakeholders in this company are the millennials who use
Snapchat the most. "From its earliest days, Snapchat 's main demographic has consisted of
millennials" (Snap Inc.). The campaign does talk about how the Snapchat producers work hand in
hand with Treyarch to launch this campaign. Edelman is a leading global communications marketing
firm that partners with many of the world's largest and emerging businesses and organizations,
helping them evolve, promote and protect their brands and reputations (Edelman). They have over
5,500 employees' that work in 65 cities across 31 countries on six continents. They work to bring a
true understanding to the complexities of the world, its culture, markets, and
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Negative Impact Of Video Games
Video games can sometimes get a bad reputation but due to contrary belief, video games have been
a positive impact on today's society. Both children and adults have benefitted from the use of video
games. Not to mention the ginormous community video games have brought with it. With things
like Esports, video game companies, and the cognitive benefits for adults and children video games
are here to stay. So how have they affected today's society in a positive way?
If you don't know, esports are multiplayer video games played competitively for spectators, typically
by professional gamers. It is broadcast worldwide similar to any major sports competition. The
esports industry has grown significantly in the past few years. In comparison, the national league of
legends competition has 27 million viewers. Based on an article by Ben Casselman on ESPN, in
2014 this was the second most watched event on ESPN in 2014. Video games are growing fast. Also
in 2014, the video game industry alone added $6.2 billion to the U.S. Economy, providing
approximately 146,000 jobs. The culture of eSports is like nothing else. eSports provides a
community for people who don't have one, or maybe sit on their computers and play video games all
day. eSports has turned a community of "nerds" into something people are actually taking seriously.
eSports and the video game industry are not just here for entertainment, but they are boosting the
U.S. Economy, creating jobs for individuals, and establishing a
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Radioactive Isotopes : What Is A Radioisotope?
Tatsuya Tsunemi
Radioactive Isotopes
What is a radioisotope?
An isotope means that same chemical elements but they are able to gain and lose some neutrons and
it means they have different mass numbers but that are all still the same element because they all
have same atomic number and same amount of electrons.
Some of them are stable and unstable and unstable ones start radioactive decay by time because of
some reasons which includes they cannot keep staying together, they have too many or too few
neutrons. This means they are a radioactive isotope and that is an isotope of any known element
with nucleus which is unstable and ends up scattering excess energy because of that nucle.
There are over 2000 of radioisotopes include man made ones. However, only 50 of them are found
in natural world today because they have half–life.
Technetium is the lowest atomic number in the periodic table which have no stable isotopes.
Natural technetium is very rare element on the earth and it often made by spontaneous fission from
Uranium–238 but amount of it is very tiny and all of isotopes from Technetium are radioactive
isotopes.
What is a half–life?
Radioactive half–life is the number of time to take for half of the original radionuclear to undergo
radioactive decay.
Technetium–99 which is the most common isotope of Technetium and it is the first chemical
element was made by people that has a half–life for 212,000 years to stable ruthenium–99 and
emitting beta particles.
Tc–99m, it is
... Get more on HelpWriting.net ...
Criminal Psychology
Argumentative Essay:
"Violent video games directly correlate to violence in schools"
Do violence video games actually affect children? What is the correlation between virtual games
and violence at school? Most of the nowadays teenage activities and spending free–time resolves
around technology. Not all the games are violent, but they all becoming more realistic. Some of the
games are designed to learn something, some games develop abilities of fast reading, fast typing,
driving a car, building from small farms to big civilizations, some promote to fight with enemies,
rob banks or even kill people. I have also played several video games, from collecting cure flowers
to driving crazy and killing people. Main consumers of video ... Show more content on
Helpwriting.net ...
Psychologists of Iowa State University have conducted a study, where the study shows that "brief
exposure to violent video games can cause a reduction in normal physiological reactivity to images
of real violence." One of the researches Dr. C. Anderson has said that children play very "playful,
fun, cartoonish forms of violence" and what is important to know is that, most of the violent games
do not show what consequences can it lead to when kids while playing kill an animal, beat and kill
people, use and abuse of alcohol or drugs, disrespect the law. Gentile & Anderson (2003) state that
playing video games may increase aggressive behavior because violent acts are continually repeated
throughout the video game. This process of repeating in huge amounts is considered as an effective
teaching method. (Add)
1)http://www.health.harvard.edu/newsletters/Harvard_Mental_Health_Letter/2010/October/violent–
video–games–and–young–people
2) http://www.apa.org/monitor/2010/12/virtual–violence.aspx
3) http://techliberation.com/2010/02/09/violent–video–games–youth–violence–what–does–real–
world–evidence–suggest/
4) http://blog.lib.umn.edu/hutch213/myblog/2012/02/grand–theft–childhood.html
5) http://videogames.procon.org/
6) http://www.pamf.org/preteen/parents/videogames.html
7)
http://www.aacap.org/cs/root/facts_for_families/children_and_video_games_playing_with_violence
8)
... Get more on HelpWriting.net ...
Synopsis Of ' Storytelling ' Games '
Alex Ingles
Dr. Liane Ritchey Sillet
AWR 201 – A
6/12/2016
Thesis: Storytelling in games gives the gamers the opportunity to be involved in the game,
experience the characters, stimulate feelings like fear and excitement and let the player know they
make situations happen and the choices they make affect the outcome as well as motivate them to
continue on.
Background:
After reading parts of The Storytelling Animal, it was clear that storytelling is in everything. As an
avid videogame player it was evident that many of the games that people play, like Battlefield, have
a storyline. After reading articles from the Proquest database like From Computer Games to
Interactive stories, a plan was developing about games and stories. Other thoughts on the thesis were
whether video games have stories and traits of their own and should these games have a storyline,
especially since it is a game. After researching and a discussion about this topic with the professor, it
was decided to do the first thesis idea. The topic is extensive in gaming articles and magazines.
Gamers on both sides have an opinion. It seemed that most of the articles read dealt with stories and
games rather than just gameplay. An article by Jan Simons in Game Studies discusses the narrative
theory extensively as well as the ludology and narratology side.
Theoretical Issues:
When studying video games one needs to know how human behavior works. Most theories
regarding video games deal with the violent actions
... Get more on HelpWriting.net ...
Persuasive Essay On Video Games
Growing up as a gamer, I have experienced many new things in the video game industry. I've been
playing video games since the Sega–genisis that I started playing when I was three years old. I've
been gaming almost my whole life, I have watched new console been introduced, seen video games
go from 1080p to now an amazing 4K which makes the graphics look amazing. Modern video
games even have virtual reality that you as a consumer can now play in your own living room. But,
even though we have amazing things in video games the modern gamer is being introducing to a
new problem. The problem I am addressing of coarse is micro transactions in video games. Modern
game companies are charging you $60.00 dollars for a video game. Once you purchase this said
video game you have to grind countless hours in order to obtain specific items that will enhance
your abilities in this virtue world, or you can turn your real life currency into this video game
currency in order to potentially get these items early on. This concept is called pay to win. The
definition of pay to win as stated in wikipedia "is In some multiplayer video games, players who are
willing to pay for special items or downloadable content may be able to gain a significant advantage
over those playing for free." Though I believe companies should be allowed to do this in free video
game, I think it is wrong to charge someone $60.00 and afterwords try to make them buy guns in
order to enhance their gameplay. What I propose
... Get more on HelpWriting.net ...

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Persuasive Essay On Video Games And Violence

  • 1. Persuasive Essay On Video Games And Violence Video Games and Violence In today's world, one of the big topics is whether video games cause violence. I strongly believe that it isn't the case. Having been an avid gamer for most of my life and knowing thousands more, I have seen first–hand video games do not cause violence. I know you don't want to just take my word for it, so I will show you through others as well. Video games in their entirety do not cause violence. When you look at the games that are out now, most depict events in life past or present. Others go on a fairy tale ride that most people can discern the difference. One of the biggest games of all time that go on the fairy tale ride is Grand Theft Auto. GTA has been one of the best–selling and most controversial games ever made Kids from all ages play it with many adults advocating for its ban. I have played and enjoyed this game myself over the years with friends and random people on the internet. Everyone that I have come across can always discern the difference between the game and real life. The game itself has a beginning, middle, and end. The main goal is to get to the end. Sure, you have to do some questionable things along the way but at the end of the day there has been no proof to link this game to the real–world violence and crimes. A study was preformed and written on called Grand Theft Childhood. In this study/book it states that "They found a correlation between boys playing Mature–rated games and certain aggressive acts and other ... Get more on HelpWriting.net ...
  • 2.
  • 3. Violent Video Games According to abcnews.go.com, "Ninety–seven percent of young respondents play video games. That's 99 percent of boys and 94 percent of girls, with little difference in the percentages among various racial and ethnic groups and incomes." The 7 percent who do not play video games have access to a gaming console either through friends or family. So is this making children more violent? Is there a difference in kids who are exposed to different game styles? A lot of parents believe that if they let their son play Call of Duty at a young age, he will grow up to be a terrorist. Video games are not that large of an influence on a child's mind, no matter how much they play. They can, however push them in that direction in life. If a child's surrounds himself with dark music, gory video games, and inappropriate TV shows and movies it will begin to affect his attitude and how he handles situations. He will resort the kinds of violence that he used to. The kinds he see's in the shows he watches and the games he plays. Forbes.com says that as of 2014, 49.9 percent of video games being played are of the action and shooter genre. The things kids are putting in their minds are affecting how they go about life. For example, one of the students responsible for the Columbine High School massacre referred to his gun as "Arlene." This is a reference to the extremely gory and violent game Doom. This student's actions were partially influenced by a video game. Though it is not to blame for 100 ... Get more on HelpWriting.net ...
  • 4.
  • 5. Competitive Gaming Should Be Consider A Sport Competitive Gaming Should Be Consider a Sport Video games have been around for many years and so has competitive gaming. The first video game was created around 1970 and was Pong. Pong required one or two players to play. The players would play next to each other and the game required both players to move the courser to the ball and knock in to the other player's side. Pong was the first competitive video game because you could play with another person. The video game industry now is a very big market and is suspected to be an 86 billion dollar industry in 2016 (A Classification Of Business Models In Video Game Industry). For the past couple of years video competitions have gotten really popular and now there is a franchise called eSports that hosts gaming competitions in big areas. "The past several year's eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone" (Hollist). Esports is made up of many different games and each game has different teams that specialize in the game that they are competing in. E–Sports 89 million viewers in 2014 and is suspected to grow to 145 million in 2017. ("Red Bull Media Readies ESports Studio for Prime Time."). Competitive gaming should be recognized as a sport because each team has a sponsor. The sponsors pay for all associated costs of the player's gaming including, but not limited to, plane tickets, hotel rooms, and food. In return the teams have to wear the ... Get more on HelpWriting.net ...
  • 6.
  • 7. Taking a Look at a Computer Games Engines A computer games engine is the building block of a video game. It provides a software framework which game developers use to create and edit content for video games. They can feature a large range of tools and elements to aid developers into creating a game, such as renderers, animation and scripting to name a few. The engines allow the process of video games to be economized. This is because you can use the same game engine to create different games. Computer game engines use a variety of programming languages, such as Java and C++. The purpose of a game engine is to provide a suite of visual development tools to a developer to aid them in the production process. They enable a rapid development by simply being able to re–use meshes, code and textures. Think of it as a big box and it contains a family of tools to help you with all aspects of creating a game such as audio, graphics and AI functions. Ever since video games existed, it took a while for game engines to be part of the industry. Games would have to be made completely from scratch to make the optimal use of the hardware. The first few games engines came around in 1983, in the form of 2D game creation systems for independent use. Pinball Construction Set and ACSII's War Game Construction Kit were the first 2 that came around with many more to follow. History of Game Engines The first game engine that existed as one was the Space Rogue game engine. Released in 1989, the engine had the same name as the game that ... Get more on HelpWriting.net ...
  • 8.
  • 9. Half Life Lab Report Abstract Radioactivity is the process that an atomic nucleus loses energy by emitting radiation to form a more stable atom, and time for radioactive material decay to half of the isotope is defined Half–life. Radon–220 observed in the experiment theoretically has a half–life with 54.5s. Two methods derived from the definition of Half–life and Radioactive Decay Law used to demonstrate half–life of Radon–220 under 400V and the closest result from the whole experiment is 55.90s with 2.57% error. The relationship of remaining atoms of Radon (1/∆T) and total elapsed time (t) is the main idea to find out Half–life in the experiment. Introduction Beginning in 1896, radioactivity was the first time that mentioned in new science, the discovery of ... Show more content on Helpwriting.net ... Radon gas injected into the chamber distributed over the volume of the chamber, and some of them would stay at the bottom all the time and do not take part in the experiment; but only the radon das ejected at the beginning of the each trial that is counted. A correction for the fraction of the radon volume at the beginning of each trial relative to the total system volume must be made in the experiment. The third factor must be taken into account is a small fraction of 220Rn escaped from the chamber during the experiment. The total number of atoms of radon and the remaining atoms of radon would have a huge difference at the end. The forth factor which would affect the result of the experiment is objective. The leaf observed from the electroscope is not clear, during the experiment, only the outline of the leaf can be seen, which means the interval time for leaf from Mark 4 to Mark 3 is not correct because the leaf is not exactly right on the positions of these two marks. So the results could be improved by observing the leaf through leaf electroscope within the minimum error possible and for the skills for colleting data using specific apparatus also need to be improved and to be more familiar with the process of the ... Get more on HelpWriting.net ...
  • 10.
  • 11. Essay on Persuasive Speech Against Video Games Thesis: The rise of the video game has had many negative effects on children. INTRODUCTION Attention–getter: Whenever I look out from my window at home, nothing but memories come back to me. The house three doors down was the unsuspecting target of the foul balls we would hit when we use to play home run derby. Or my basketball hoop which held many world championships between me being the bulls and my friends being that year's runner up. In the park across the street, I ended up blackmailing my neighbor, who was a few years older than me, into letting me play football with him and his friends. That's how much I loved to be outside and play with my friends. As I become aware that my street has become barren from children playing ... Show more content on Helpwriting.net ... In Grand Theft Auto, you run a round picking up jobs in an imaginary city. These jobs range from killing union workers to stealing pricy automobiles. In Conker's Bad Fur day, you play as a playful cartoon squirrel that drinks beer and urinates on the enemy to defeat him. In the Journal of the American Medical Association, 90% of the games played today actually reward the player to injure another person and these were the games rated Teen. These types of gratuitous violence portrayed in video games transfer over into the everyday lives of these children. Studies of children exposed to violence have shown that they can become: "immune" or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior the more they're exposed to violence. Some children accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. For instance, a child in Kentucky ended up bringing a revolver to school and shot 8 students. Police ended up pin– pointing the source to the video games the child had been playing. The child ended up raking in more than 10,000 hours of a shoot em' up style game that rewarded bonus points for headshots. Even if the games are not violent, another side effect that video games have on the health of children is with exercising. In a ... Get more on HelpWriting.net ...
  • 12.
  • 13. History of Valve Software Essay The History of Valve Software The story of Valve Software is a story of two men with a dream. Gabe Newell and Mike Harrington joined with Microsoft in the early days of the company designing the earliest Windows operating systems, and after thirteen years with them had become what were known as "Microsoft Millionaires." Both men enjoyed playing video games and inspired by a friend who left Microsoft to join game development studio ID Software, they decided to leave their lucrative positions at Microsoft to start their own dream company, the company they had always wanted to work for. The two men who had only had experience creating operating system software set out to create what would become one of the most successful and respected ... Show more content on Helpwriting.net ... The first game Valve began development of was called Half–Life, a first person action shooter with a science fiction theme. However, development did not go as well as was hoped. Valve had trouble finding a publisher to distribute their games. Considering they were just a couple of guys chasing a dream, publishers were not willing to take the risk on a fledgling developer. Fortunately for Valve, publisher Sierra Online was shopping around for a first person action game and was impressed with the team at Valve. They signed on with Valve to a one game deal. With a publisher willing to distribute their games, Valve was ready to reveal their game at the largest gaming convention in the world, The Electronic Entertainment Expo(E3) in 1997. The showing of Half–Life was a big success among gaming fans and critics alike. The buzz generated at the show almost guaranteed the success of the product. However, by November of 1997, the deadline was quickly approaching and the team at Valve was not satisfied with the product they had created. In their year of work on Half–Life they had learned so much that had not been implemented into the game. Newell and Harrington took a huge risk by deciding it would be best to scrap almost their entire year's worth of work to go back and implement many of the new things they had learned. Their publisher, Sierra, was furious and this nearly ended the partnership between them. Newell and Harrington dug deep into their own ... Get more on HelpWriting.net ...
  • 14.
  • 15. Pentermine Research Papers What is the best way to take Phentermine? No weight loss pill is a miracle substance and you need to follow a certain set of rules and regulations to get the best results. Phentermine too has its own way of use and if you violate those certain rules you might end up being a victim of side effects You should always keep in mind that Phentermine doesn't work like a miracle substance. It will not provide you best results if you do not put your own efforts. Well it might help you in burning those extra layers of fat from your body but if you want quick result then you must follow a certain things. The most important thing you should keep in your mind that the right diet plan will always give you the right result. You might think that Phentermine will anyways help you to suppress your appetite, true but if you yourself follow a proper diet plan then that will not only help you to lose weight properly but also will provide you precautions in terms of side effects. A good and healthy diet plan ... Show more content on Helpwriting.net ... Along with a good body, you'll also get those beautiful cuts on your body. Phentermine is best when you take one dosage in the morning in an empty stomach before breakfast and the other dose before your lunch. You need to drink a lot of water while you're on Phentermine. Otherwise you might face issues like dry mouth. How long does Phentermine stay in your system? This is a million dollar question to be asked. And the most common question asked is – "How long does Phentermine stay in the system? When will it stop showing up in a urine test?" A lot of people get confused with this particular part about Phentermine–why–because different people tend to say different theories about how long the drug stays in your system. The fact here is, any drug, be it is Phentermine or any other, when it wears off, it doesn't necessarily mean that it is completely out of your system or you cannot simply use the term "no longer in your ... Get more on HelpWriting.net ...
  • 16.
  • 17. Valve Corporation ot Valve Software Valve Corporation or former name called Valve Software is a video game development and it also a digital distribution private company in America. The founder of Valve Corporation was Gabe Newell and Mike Harrington, this company was found in Kirkland, Washington, U.S in 24th August 1996. Valve was found by these two person also formerly long–time employees in Microsoft, their debut game was Half Life and this game have been awarded more than 50 times the "Game of the Year" and even in this days this debut game still the one of the most influential FBS game ever. Other games that have develop by Valve Corporation also one of the most popular and well known games in universal such as Counter Strike, Dota 2, Left 4 Dead, Portal, Team Fortress, and Day of Defeat. The company not just sold games universal but also software distribution platform Steam that was released in 2002, and Source Engine in 2004 and other such as Valve–anti cheat and VOGL. This achievement their make them the most great and most influence gaming industry in its own. It took 17 years for develop to become one of the most important company and their also many competitors and case such as the Vivendi case, Activision Blizzard, and Blizzard Entertainment, these case has involved in simple legal. Steam one of the computer software by Valve Corporation social platform and management and also industry–leading online games distribution, steam can be available in most of the popular titles game like Life 4 Dead, ... Get more on HelpWriting.net ...
  • 18.
  • 19. Diabetes mellitus type 2 is an endocrine disorder that... Diabetes mellitus type 2 is an endocrine disorder that causes impaired use of carbohydrates while enhancing the use of proteins and lipids. This is called insulin resistance, in which the pancreas cannot make enough insulin to keep blood glucose levels normal, or the body is unable to use what is produced. The impairment causes blood glucose level to rise higher than normal. There is no cure for type 2 diabetes mellitus and it is life threatening when left untreated. Signs and symptoms of this disorder include vision changes, increased thirst, increased hunger, increased frequency of urination, stomach pain, nausea and vomiting, erectile dysfunction, and absences of mentruation. These can occur abruptly, or over a long period of time. ... Show more content on Helpwriting.net ... Iodine agents administered intravascularly may lead to renal failure. Ace inhibitors can decrease glucose levels and dose adjustments should be made during the administration of this medication. Adverse reactions include nutritional disorders, lactic acidosis, taste disorders, nausea, vomiting and diarrhea, and liver disorders. The implications metformin has on physical therapy treatment include the risk of lactic acidosis. Signs and symptoms that should be monitored for during physical therapy are muscular cramping along with gastrointestinal pain, shortness of breath, hypothermia, and coma. Glyburide is another generic medication used in the management of diabetes mellitus type 2. Two trade names of this drug are DiaBeta and Glynase. The chemical name is 1–[ [p–[2–(5–chloro–o– anisamido) ethyl]phenyl]–sulfonyl]–3–cyclohexylurea. Doses up to 0.75–12 mg/day can be given as a single dose or divided doses. The circulation of the glyburide is that protein binding is extensive and half–life is 10 hours. It is excreted through the renal and biliary system. Glyburide acts as an oral blood glucose lowering drug. The drugs uses include binding and activating the sulfonylurea receptor 1, which causes depolarization. This results in an increase in intracellular calcium in the cells and stimulation of insulin release. Major drug interactions are noted between glyburide and ... Get more on HelpWriting.net ...
  • 20.
  • 21. Honors Chem Directions: The following questions involve more practice with radioactive decay half–life. Complete the problems to the best of your ability. This assignment is due by next WEDNESDAY, November 16th. 1. If 100.0 g of carbon–14 decays until only 25.0 g of carbon is left after 11 460 y, what is the half–life of carbon–14? a. Calculate how many half–lives have passed during the decay of the 100.0 g sample. 100 grams/2 50 grams/2 25grams...2 half lives have passed b. Solve for the half–life. 11,460year/2 half lives = 5,730 years half–life of carbon – 14 2. What is the half–life of a 100.0 g sample of nitrogen–16 that decays to 12.5 g of nitrogen–16 in 21.6 s? 100g50g25g12.5g...3 half lives have passed 21.6s/3 half ... Show more content on Helpwriting.net ... 150days/30days = 5 half lives have passed 200mg/2 100mg/2 50mg/2 25mg/2 12.5mg/2 6.25mg of polonium – 210 remain 16. A 1000 gram sample of Titanium–50 decays to 62.5 grams in 2000 years. What is the half–life of Titanium–50? 1000g/2 500g/2 250g/2 125g/2 62.5g ... 4 half lives have passed 2000years/4 half lives = 500years half–life of Titanium – 50 17. The half–life of Potassium–44 is 10 days. If after 50 days you end up with 15 grams of Potassium–44, how many grams did you start with? 50days/10days = 5 half lives have passed WORKING BACKWARDS in time... 15g x 2 30g x 2 60g x 2 120g x 2 240g x 2 480g ...amount of potassium – 44 you started with 18. The half life of Carbon–14 is 5730 years. A scientist finds a 17190 year old fossil of a bumble bee. A live bumble bee of this kind has 600 million atoms of Carbon–14. How many atoms of Carbon–14 are in this fossil? 17,190years/5,730years = 3 half lives have passed 600 million atoms/2 300 million atoms/2 150 million atoms/2 75 million atoms of carbon – 14 are found in this fossil 19. The half life of Polonium–210 is 140 days. How many milligrams of polonium–210 remain after 420 days if you start with 20 milligrams? 420days/140days = 3 half lives 20mg/2 10mg/2 5mg/2 2.5 mg of polonium – 210 remain after 420 days 20. A 600 gram sample of Nitrogen–18 decays to 75 grams in 750 seconds. What is the half–life of ... Get more on HelpWriting.net ...
  • 22.
  • 23. The Skeleton Council Poem Stephanie Philpott Professor David Barrick Writing 1000G January 28 2015 Analytical Essay– The Skeleton Council by Katherine Leyton The Skelton Council by Katherine Leyton was published in Volume 36 No. 4 of Contemporary Verse 2 during the spring of 2014. The poem opens on a house inhabited by a woman and a group of skeletons that meet every evening for examination. One night, the woman blinks and sees a doppelganger of herself in an empty room. The Skeleton Council by Katherine Leyton uses symbolism, imagery, and style to express the oppressive nature of family secrets and their distortive and obsessive effects on the narrator. In The Skeleton Council, Leyton uses the skeletons as a symbol for the family secrets that plague the narrator. ... Show more content on Helpwriting.net ... The first half of the poem is comprised of a more complex syntax than the second half. The sentences in the first half are longer, averaging 3 lines each and use a more descriptive diction with words such as "anxious"(line 3), "encouraging"(line 5), and "sideboards"(line 2). This heavier style brings forward an oppressive element as the meaning is trapped behind dense language. In the second half, the style becomes more simplistic with sentences averaging 1–2 lines and word choice becoming more concise. This change in style clearly presents the meaning in the second half taking away the oppressive atmosphere and reinforcing the distortion of the narrators' feelings. In The Skeleton Council by Katherine Leyton, the symbolism of skeletons as well as the juxtaposition that imagery and style form with the narrator's feelings are utilized throughout the poem. These elements help to express the oppressive nature of un–earthed secrets in the narrator's life and the distortive and obsessive effects they have on ... Get more on HelpWriting.net ...
  • 24.
  • 25. Video Games : A Form Of Entertainment Video games have been known as a form of entertainment since its introduction in the 1980's. With an ever growing market driven by millions of people, video games have become one of the largest industries in the world. However as the video game industry has evolved, so has the content of the video games. What started out with family games like Super Mario and Donkey Kong that involved maneuvering over obstacles, evolved into violent games such as Call of Duty, and Grand Theft Auto which required the player to kill people within the game. With the market for video games increasing, there has been growing concern for the effects video games may have on the individual with numerous studies looking into this. Since video games have the ability to affect or influence a person, it is important to understand how they may influence a person. Specifically how video games influence an individual in the emerging adulthood period, defined as a developmental period between adolesance and young adulthood spanning the early to mid–20's.It is in this developmental period were individuals are not only prone to influence but also begin to develop a sense of what they want to become were they experiment a little with their identity. The question is not why, but how does video games influence an emerging adult positively and negatively. Since emerging adulthood is such an important developmental period, this paper will examine the effects of video games on the individual during the emerging ... Get more on HelpWriting.net ...
  • 26.
  • 27. Bear Foam Lab Title To determine the half–life of beer foam Purpose In this experiment, we will make the bear foam as much as possible by pouring fast and using warm beer and try to estimate the half–life of beer foam based on the changing of height while the foam is collapsing. Theory A quantity is said to be subject to exponential decay if it decreases at a rate proportional to its value. Symbolically, this process can be expressed by the following differential equation, where N is the quantity and λ (lambda) is a positive number called the decay constant. Figure 1 Figure 1 Exponential laws are common to many physical phenomena. Examples are the amplitude of an oscillator subject to linear friction, the discharge of a capacitor, cooling processes, or ... Show more content on Helpwriting.net ... 11769398832928 | 4.84890037 | 4.83310225 | 127.6 | 125.6 | 25.07 | 120.9 | 4.79496376 | 0.00117038928543778 | 4.80320104 | 4.78665806 | 121.9 | 119.9 | 30.20 | 117.2 | 4.76388188 | 0.00120733847059062 | 4.77237810 | 4.75531284 | 118.2 | 116.2 | 34.99 | 113.4 | 4.73092139 | 0.00124779606206582 | 4.73970108 | 4.72206394 | 114.4 | 112.4 | 39.89 | 103.6 | 4.64053733 | 0.00136583096514586 | 4.65014355 | 4.63083793 | 104.6 | 102.6 | 45.11 | 98.8 | 4.59309760 | 0.00143218721403215 | 4.60316818 | 4.58292458 | 99.8 | 97.8 | 50.12 | 94.9 | 4.55282371 | 0.00149104430834068 | 4.56330598 | 4.54223039 | 95.9 | 93.9 | 54.09 | 92.1 | 4.52287494 | 0.00153637471590029 | 4.53367418 | 4.51195780 | 93.1 | 91.1 | 60.01 | 89.3 | 4.49200149 | 0.00158454779871953 | 4.50313746 | 4.48074011 | 90.3 | 88.3 | 65.21 | 86.5 | 4.46014441 | 0.00163583960944047 | 4.47163879 | 4.44851638 | 87.5 | 85.5 | 69.99 | 83.7 | 4.42723898 | 0.00169056313981475 | 4.43911560 | 4.41521960 | 84.7 | 82.7 | 74.88 | 82.7 | 4.41521960 | 0.00171100529724599 | 4.42723898 | 4.40305400 | 83.7 | 81.7 | 80.02 | 80.8 | 4.39197697 | 0.00175123941401667 | 4.40427724 | 4.37952350 | 81.8 | 79.8 | 85.11 | 78.0 | 4.35670883 | 0.00181410455415731 | 4.36944785 | 4.34380542 | 79.0 | 77.0 | 90.12 | 76.1 | 4.33204826 | 0.00185939767506005 | 4.34510328 | 4.31882056 | 77.1 | 75.1 | 95.22 | 72.4 | 4.28220630 | 0.00195442237797838 | 4.29592394 | 4.26829787 | 73.4 | 71.4 | 99.87 | 69.6 | 4.24276457 | 0.00203304877806509 | 4.25703014 ... Get more on HelpWriting.net ...
  • 28.
  • 29. Half Life Lab Report In this experiment we will explore the meaning of half–life. We will accomplish this by getting a handful of un–popped popcorn and cooking them in a pan. We will count how long it takes for half of the popcorn to pop. In this experiment un–popped popcorn will resemble a radioactive nucleus whilst popped nuclei will resemble non–radioactive nuclei. When the popcorn is popped it means that the nucleus is stable. In this experiment, we discovered that we cannot predict when half of the radioactive nuclei when disappear the first time over although when the first half–life occurs we are able to calculate the half–life in the future. Half–life is the amount of time taken for half of the radioactive nuclei to disappear. In this experiment we decided to put 16 pieces of popcorn in a pot and then counted the seconds it took before they popped. The time it took for the number of un– popped popcorn to half from 16 to 8 was 19 seconds. It then went from 8 to 4 in 13 seconds, 4 to 2 in 12 seconds and lastly 2 to 1 in 10 seconds. This made us come to the conclusion that the average half–life of this experiment was 13.5 seconds. ... Show more content on Helpwriting.net ... If we picture that the side without the logo on the sweets is not a radioactive nucleus and the ones with a logo are radioactive. This experiment would be carried out by putting M&M's in a cup and letting them tip out. Statistically speaking there's a 50% chance that it will land up right rather than downwards. When they are put on the table, we remove the sweets without the logo to indicate that half of them have disappeared. When we conducted this experiment we started off with 100 M&M's. When we did it the first time it dropped to 52 M&M'S (radioactive nuclei). When we did it again it dropped to 27, then 13, then 8, then 3 and then 0. This resulted in there needing to be 6 ... Get more on HelpWriting.net ...
  • 30.
  • 31. Video Game Violence Essay Video Game Violence Violence in video games has been a hot topic ever since the beginnings of the industry. From depictions of a polygonal frog being run over in Frogger, to stealing cars in a realistic environment a la Grand Theft Auto, this topic has sparked serious debate. The traditional liberal stance is that the government should forcefully regulate the video game industry. The conservative stance is that the industry does a good job of rating itself, and that government should not get involved. The liberal stance has its points, in the fact that video games are getting more realistic and more violent. With increasing technology in computers, the video game industry also makes advances in graphics and what they can display. The ... Show more content on Helpwriting.net ... Most of the sources I found were psychology journals or publications dedicated to adolescent health. These articles tended to lean both ways. Some articles claimed that there was a link between video game violence and violence in real life. Others said that no such link existed. Neither side quoted any solid sources, however. Many of the medical journals lumped together TV, movies, and video games in their articles. Most of the psychology journals advocated more parent involvement and more social interaction. Of the non–medical sources, most were news articles. A few used the articles previously mentioned about how video games and violence were supposedly linked to prove their point. Some were about courts who had thrown out cases that claimed that video games were responsible for causing children to commit horrible acts like Columbine. Most of the major news sources tended to stay neutral on this issue. They only reported games that had record–breaking sales or the 'must have' games. What I was hoping to find, however, were articles that argued from the government point of view. I was hoping to find articles for and against mandatory government– enforced ratings of video games. However, none of those came up. As a video gamer, I believe that video game companies should be allowed to freely develop games as they please. I am personally aware of several cases of extreme censorship. For example, a World War 2 based game was ... Get more on HelpWriting.net ...
  • 32.
  • 33. The Video Game Industry Is A Billion Dollar Industry With... Research Paper Draft Bhavan Vaidya Full Sail University Introduction The video game industry is a billion dollar industry with an ever–growing fan base. Nowadays, video games production companies are investing high amount of money in this business to develop games for fan. They also need people working and they are hiring employees that can help a game to produce a batter example for future. Thus, management and leadership is an important factor to lead a team. Lead a team of creative people in not an easy task. It contains lot of intelligence and leadership qualities. In this conditions, several problems related to team and leadership acquires. This research will elaborate some of the main problem, topic, theories and some of solution towards video games production teams. In my view, most of the time, companies faces the issue of conflict within their team to produce a game. I would like to explain the question of conflict that how it took place within a creative team and how it could be resolve. Conflict is a major impact on a team. It could lead a team to a batter solution or disordered team. Where it could also be commendable with leadership. Conflict is co–related to team and leadership. It can be seen as an issue where some of resolution could be used to make it right and lead a way to a creative idea and immerge into a batter performance in team. Conflict take place into this field often because creative minds always represents some sort of pure ... Get more on HelpWriting.net ...
  • 34.
  • 35. Toxic Level To Decay Lab Report TIME FOR TOXIC LEVEL TO DECAY USING FIRST ORDER ELIMINATION RATE CONSTANT IN RELATION TO HALF–LIFE A patient has a potentially toxic level of a drug that is 16.0 mg/L. Given that the half–life of this drug in this patient is 24 hours, and assuming that renal function is stable and absorption is complete, it is important to figure out how long should drug administration be stopped to allow the level to fall to the steady state of 1.0 mg/L. First the the elimination rate constant (k) has to be calculated. t1/2=0.693k k = 0.693t1/2 k = 0.69324 k=0.0289 hr–1 And the time for decay (t) from drug in the initial plasma, Cp1,to the drug in the final plasma, Cp2 is: t = lnCp1 – lnCp2k Cp1= 16.0 mg/L and Cp2 = 1.0 mg/L So the time for decay (t) from Cp1 to Cp2 is ... Show more content on Helpwriting.net ... In other words, a medication with a half–life of 24 hours will indicate the rate of intake of the drug will approximate equal the rate of elimination, after four days. Therefore, t = 95.8 hours to decay is proven to be correct, since that is approximately equal to four days. HALF–LIFE IN RELATION TO ELIMINATION CONSTANT A patient receives a 100 mg of a drug every 4 hours. At steady state, two plasma concentrations, which are Cp1 and Cp2, are ... Get more on HelpWriting.net ...
  • 36.
  • 37. Video Games Should Be Considered A Form Of Art Persuade Essay Imagine it is 1990 and you just heard one of your friends got the new Super Mario World video game. It's after school and your friend invites you over to play this new game with him. When you both sit down to play you become engulfed in the new colors, structures, and features of this new game. The only thing you can think about is the graphics being far better than any game you own at home. Nowadays, the graphics of video games are of much higher quality than in the 1990's, with three–dimensional design, high color schemes, an endless amount of architecture, and all kinds of features. These games were created by some of the finest technology teams out there, giving them better quality engineering tools as the years go on. With this being said, video games should be considered a form of art. Video games are highly designed with artistic expression in the digital world. There is a lot of controversy in the video game industry, but there are very few reasons to back up the disbelief about video games not being considered art. In the article by Nick Gillespie, Are Video Games Art? movie critic Roger Ebert has an opposing view on whether video games should be considered art. In 2010 Ebert stated, "Video games can never be art" (qdt. in Gillespie 46). It is obvious that he is not intrigued with the idea of video games being considered a form of art. While Ebert states, ... Get more on HelpWriting.net ...
  • 38.
  • 39. Unit 25 Ccld Unit 25: Modern Beliefs and Religions for The Early Years Practitioner Scheme of Work ––––––––––––––––––––––––––––––––––––––––––––––––– Duration of Units: Unit 25:60 Guided Learning Hours/5 Credits ––––––––––––––––––––––––––––––––––––––––––––––––– Number of Sessions per week: 2 ––––––––––––––––––––––––––––––––––––––––––––––––– Duration of Sessions: 55 minutes per session ––––––––––––––––––––––––––––––––––––––––––––––––– General Unit Objectives: ––––––––––––––––––––––––––––––––––––––––––––––––– Unit 25 – ––––––––––––––––––––––––––––––––––––––––––––––––– On completion of this unit a learner should: ––––––––––––––––––––––––––––––––––––––––––––––––– explore the different beliefs and religions that are part of societies ... Show more content on Helpwriting.net ... This strategy will be implemented at the teachers' discretion, based upon the resources available and also the students learning styles/ needs. ––––––––––––––––––––––––––––––––––––––––––––––––– Unit 25: Modern Beliefs and Religions for The Early Years Practitioner Scheme of Work Week | Lesson Objective and Success Criteria | Content | Activities / Resources | Assessment | Homework | 1 | Understand the importance of moral and spiritual development in the early years setting. | Examples of spiritual and moral developmentSkills in RE | Department Power Point | Self–Assessment Plenary | Students are to present a lesson on a chosen religion. | 2 | Understand a different religious belief | Presentations | Pass/Merit/Distinction success criteria | Peer assessment – Presentations | | 3 | Understand the role of the early years practitioner when supporting moral and spiritual development (1) | supporting the moral and spiritual dimension in learning environments; sensitivity; inclusive behaviour; setting clear boundaries; understanding that spirituality does not need to be consistent with a structured belief system | Department Power Point |
  • 40. | Suggested Reading Materials | 4 | Preparation for Assignment 1 (P1+M1)To plan a reflective piece of writing | P1 – describe the role of the early years practitioner in ... Get more on HelpWriting.net ...
  • 41.
  • 42. Persuasive Speech On Video Games Introduction 1.8 Billion, 1.8 Billion gamers in the world! That is more than the population of India or China. The gaming industry has attracted over a billion customers and has made around hundreds of billions dollars so far. So therefore i am going to persuade you that video games are incredibly beneficial. Some of the most valuable and necessary skills, video games give us include: Social advantages, Mental Advantages and Skills that will secure jobs. I am doing this because i am sick and tired of the common stereotype that gamers and lazy, stupid, unemployed and a particular age. I am here to give the drastic advantages and put a rest to this urban myth. Main Body 1 (Social Advantages) Many people suffer from mental disorders that ... Show more content on Helpwriting.net ... Main Body 2 (Mental Advantages) Video games are "a waste of time" they don 't actually improve anything, they are just entertainment. However there is drastic evidence to show that couldn't be further from the truth. They actually have a huge mental benefit that can enhance memory, better hand to eye coordination and enhanced reflexes along with other things aswell. Showing that they are indeed not just a time killer and waster but are hugely benefiting the minds of the people that play them. The first point I would like to bring up is enhanced memory, a study suggests that young children can benefit from the memory aspects of video games. Several children had multiple sessions of several video games with increases challenge and it had been noted that they did show signs of progress in the difficulty but more importantly an increase in a strong memory showing that the two indeed have a connection. Secondly hand to eye coordination, another study was conducted and yet again the gamer who repeatedly played games was faster, sharper and overall better than the non–gamer. The other main point is reflexes which sort of ties in with the other points but deserves another mention, research indicates that fast–paced gameplay along the lines of Call of Duty and other various games, does in fact increase reflexes. Skills You may think to yourself when is this information relevant to anything, however it could or will ... Get more on HelpWriting.net ...
  • 43.
  • 44. Reality Bytes Henry Jenkins Analysis Some people consider videogames a waste of time. They say they are bad for kids, not educational, or socially isolating. Henry Jenkins, the director of the Comparative Media Studies Program at Massachusetts Institute of Technology, has a broad experience and has done a lot of research in the video game industry. In his article, "Reality Bytes", Henry Jenkins argues in favor of video games by using the rhetorical strategies of appeal to the authority, appealing to societal values and creating a credible ethos and appeal to the opposition. Jenkins counters stereotypes or common assumptions of the public using one strategy, appeal to authority. People believe that one of the causes youth aggression are because of video games. Henry ... Show more content on Helpwriting.net ... But young people in general are more likely to be gamers" (Henry Jenkins, 449). Then he adds, "The overwhelming majority of kids who play [video games] do NOT commit [such] antisocial acts" (Henry Jenkins, 449). Using the strategy appealing to the opposition he agrees with it to a certain point, but then he states it is just a minority of kids who commit such acts. This means that rate of youth aggression rate is very low making it a logical reason to support this strategy. Another myth that Jenkins debunks is the public's opinion on "almost no girls play computer games", he agrees that it is true until the past decade. He says, "efforts were made in the mid–90s to build games that appealed to girls" (Henry Jenkins, 450). As an example, he mentions the game "The Sims" a web–based game, that has
  • 45. captured many women's interests who had never played a game before. All in all, using some of the rhetorical strategies to write this article, Henry Jenkins tries to change the people's perspective about video games. Even though he acknowledges some of the public's opinion, he supports his explanations with appeal to the authority, appeal to the opposition and appealing to societal values and creating a credible ... Get more on HelpWriting.net ...
  • 46.
  • 47. The Effects Of Violent Video Games Research has been conducted to determine if violent video games cause increases in aggressive behavior in children and adolescents. This issue relates to anyone that has children, as well as anyone who plans to have children in the future. With the rate at which the video game industry is growing, there is no doubt that current children, and future children, will eventually come into contact with violent video games. It is important to be informed of the effects, if any, on exposure to violence in video games. There are some studies to suggest that playing violent video games may be harmful to children and adolescents. These types of games may effect peoples' sensitivity to violent situations. This could be due to the development of more realistic graphics in media, which leads to greater feelings of presence within the games (Lull and Bushman, 2016). In addition, children and adolescents learn primarily through observational learning. While playing violent video games, they are taking in a lot of aggressive information, which may affect them over time. There are studies that provide evidence that violent video games negatively affect children and adolescents. However, there are also many studies that provide evidence that violent video games have no effect and could potentially be beneficial to developing minds. It is hard to prove that violent video games are the cause of excessive aggression in people. Which came first; the aggressive quality, or the violent game? ... Get more on HelpWriting.net ...
  • 48.
  • 49. Is The Three To-One Blend Of Methylchloro Isothiazolinone CMIT/MIT: The three–to–one blend of methylchloro–isothiazolinone (CMIT) and methylisothiazolinone (MIT) is commonly used as a biocide in polymer dispersions. CMIT/MIT is a broad–spectrum biocide that works between 3–9 pH. The mode of action for the CMIT/MIT is that it reacts with the cell proteins causing the inhibition of respiration and ATP synthesis (PCIMAG). Isothiazolones first mechanism which is performed in minutes is the swift inhibition of growth and metabolism. This is then tailed by loss of viability due to irreversible cell damage which happens in a matter of hours. Inhibition occurs by disrupting the metabolic pathways involving dehydrogenase enzymes. Microbes are quickly inhibited due to the inhibition of critical physiological functions including growth, respiration, and energy generation (adenosine triphosphate synthesis). Cell death results in the destruction of protein thiols and production of free radicals. Compounds such as surfactants can enhance and speed up the rate of inhibition and death. (Williams, 2007) The interaction of isothiazolone biocides with microbial cells proceeds via several sequential reactions. Initially, a biocide molecule reacts with a thiol group to form a disulphide linkage with the biocide. This structure then interacts with a second thiol group to establish a new disulphide linkage. Following this, the cell releases the biocide as a mercaptoacrylamide. The mercaptoacrylamide derivative of CMIT tautomerizes to a thioacyl chloride under physiological conditions. The thioacyl chloride is highly reactive and proceeds to interact with other cell macromolecules. The ability of CMIT to degrade to a thioacyl chloride might account for it's much greater antimicrobial activity when compared to BIT or MIT. (Daniel, 1997) Barman did a study on the first–order rate constant and half–life values for the degradation of MIT (Kathon 886 MW) and a MIT/CMIT (Kathon MWC) Mixture. These consist of 2–methyl–4– isothiazolin–3–one and its chlorinated counterpart, 5–chloro–2–methyl–4–isothiazolin–3–one. At 100–fold more effective, the chlorinated counterpart is considered to be the active and require concentrations 100–fold less than MIT. In fact, at very low concentrations of just 2–20 ppm ... Get more on HelpWriting.net ...
  • 50.
  • 51. Video Games And Responsibility : Video Games and Responsibility: In discussions of video games, one controversial issue has been whose responsibility it is to deal with the behavioral problems of children and teens who get influenced by the content in games. On one hand, the game industry argues that the responsibility should lie with whomever bought the game. On the other hand, others such as parents and Parental guidance agencies contend that their children's bad behavior stems from games and that the video game industry should regulate the content to protect children from negative influences within the game. Others even maintain that video games promote violent crimes. My own view is that it depends on the person playing the game because certain people can be more influential than others, especially children. I also believe that it is the responsibility of the buyer to know the game that they or their children are playing and to take responsibility for the things that happens within their own household. I can agree that there are some games that are just horrifying, but I cannot agree that they alone are responsible for child misbehavior. Children have broad imaginations that are influenced by the world around them. Constantly learning what things are, what they do, and what they mean. For instance, a child is watching TV and happens to turn to a channel where he sees men boxing. Now, the child has never seen this before, his mind is incorporating. Now how that child processes that information is out ... Get more on HelpWriting.net ...
  • 52.
  • 53. Is The Argument Of Academic Work Can Be Channeled Through... The essays are related because Graff proposes the argument of academic work can be channeled through personal interests. Peacocke 's essay provides an example of Graff 's argument because she provides a remarkable piece of literature talking about the pros and cons of her favorite show "Family Guy." I really enjoyed how Peacocke used examples from very comical moments in Family Guy like the Business instructional video in the 1950s that had some sexism on how to treat women in the workplace. She showed the negative impacts of the show like the protests of parents, but it was brought back two times after fans pressured Fox into reopening the show. Video games are an interest of mine, which can be intellectual because of how they are made, ... Show more content on Helpwriting.net ... Then the animation and motion stage begins. The programmers then used advanced coding technology to make the exoskeleton move in the background and it begins to come to life. Next is the environment the game takes place. Details like a shimmering reflection off a window, or how realistic water in a lake looks often goes unnoticed by the players, but it makes the game environment look that much more impressive. 3–D objects are created by using polygons, which are just like blank sheets of paper that are used to make creative ideas that come together. Consoles and computers use a special chip that allows images to be applied on to the polygon. Then this allows a 3–D environment to be created and interacted with the characters. The game is then coded and the testing phase begins. Coding is what puts all the gaming elements together to work as one. Games are written based on C programming to generate the codes for the polygons to make the environment with the shadows and textures. After the coding is complete, the testing phase begins by selecting a group of people interested in the game to find bugs or problems in the games. The alpha version is the first version released to fix the major flaws and the beta version is tested until the developers release the final version. The marketing phase begins with the publisher spending money to advertise for games for profit. Some methods include a ... Get more on HelpWriting.net ...
  • 54.
  • 55. Essay on Classification and Division Jason Schaeffer English Comp 1 Fridays 1230 11/03/06 Classification and Division The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world. There are four main types of video games; RPG or role–playing game, RTS or real–time strategy, FPS or first person shooter, and sports titles. Of these the FPS is probably the most popular, allowing people to get together with their friends, or go ... Show more content on Helpwriting.net ... They must learn economics, politics, diplomacy, construction, military tactics, naval power, and siege tactics in order to survive for more than an hour of play. Rome: Total War has two different screens that a player must learn to master, the campaign map, where armies, navies, and diplomats are moved, and where cities are managed. Then there is the battle screen which changes every time a player attacks or defends a different location. It is on this screen that the game is truly won or lost. Gamers must fully understand the strengths and weaknesses of not only their units, but the units of their enemy. This is but one challenge for gamers, they must also learn how to confront elephants, chariots, siege weapons, and the naked fanatics of the Gauls. The next type of game is sports titles, which are probably the most popular for a group of people, rather than the individual gamer. Sports titles cover everything from football and baseball to golf and auto racing. These games are equally enjoyed by both players who are or were jocks, and for those who wish they were. A person learns the mechanics and intricacies, giving them a greater appreciation for the game overall. Sometimes the video game can create a fan of a sport where none existed before. It is obvious that video games are not all about sex, drugs and violence. While there are certain titles that are questionable, but most games are quite harmless. With school becoming less ... Get more on HelpWriting.net ...
  • 56.
  • 57. Video Games And Its Effect On Society As a growing medium, video games are often associated with various negative connotations that have obfuscated its positive contributions made to society. As a result, the general public is unaware of how video games have shaped modern–day, some even consider it a meaningless teenager pastime, but this is distant from reality. Video games are important to society at large because they do not serve for entertainment purposes only, they are a major force in the economy, scientific research, and military training. The video game industry has come a long way since its birth in the 1970's, research from Jules Gray, a journalist for worldfinance.com, states the video game industry is now worth around $80 billion US dollars, undoubtedly classifying it as a key player in the economy. This is because creating a video game is a long a complicated process that requires people with expertise in design, art, programming, project management and testing, as stated by Simon Egenfeldt–Nielsen in Understanding Video Games: The Essential Introduction (Egenfeldt–Nielsen 23). Thanks to this, video games are extremely labor intensive, and as a result, according to Entertainment Software Association, "The U.S. video game industry directly employs more than 42,000 people in 36 states, whom received a total compensation of over $4 billion" (Video Games 21st Century, 2014), this staggering number is most likely to rise due to "the video game industry [being] one of the fastest growing sectors in ... Get more on HelpWriting.net ...
  • 58.
  • 59. Lab Analysis : Acoustic Mismatch 1. * Ultrasound techniques are used to detect structure inside the body. A gel is used when a 1MHz transducer is placed on the skin to avoid acoustic mismatch at the skin–transducer interface. (a) Define acoustic mismatch (in this particular case). Acoustic mismatch, by definition, is the discrepancy between the acoustic impedances of two or more mediums (MacLennan, 2006). This occurs when a propagated soundwave, passing through one medium, travels into another medium of unequal impedance. In the context of ultrasounds, the soundwaves emitted by the transducer are affected by changes in acoustic impedance, this is acoustic mismatch. Much like any other forms of mechanical waves, a reflection of these waves occurs at interfaces and boundaries between mediums (most likely skin/muscle or organ/fluid in this case). In cases of high acoustic mismatch, reflections are so severe that a readable ultrasound is improbable. (b) Describe what would happen if air was between the transducer and the skin. Acoustic impedance is the resistance a substance's molecules have to a change in their state of mechanical vibration. A material with a high acoustic impedance, such as bone, will be much more resistant to a change in vibration than a material with a low acoustic impedance, such as air or water. Air, having an acoustic impedance much lower than an (c) If the density of skin was 1010 kg/m3 and the velocity of sound through the skin was 1540 m/s, calculate the optimum acoustic impedance ... Get more on HelpWriting.net ...
  • 60.
  • 61. Ap Biology Lab Report Table of Contents Aim 0 Hypothesis 0 Materials 0 Procedure 0 Results 1 Discussion 2 Conclusion 3 References 3 AIM To model radioactive decay and half–life HYPOTHESIS The trend will mimic the pattern of the half–life of a radioactive material, with the same approximate curve, because the M&Ms with m showing will be approximately half of the total M&Ms at every half–life, which is the same as decaying radioisotopes, with half the atoms disappearing every half–life. MATERIALS A packet of M&Ms A clean sheet of paper (A4) A clean jar/cupcake cup PROCEDURE 1. Copy the table from the criteria sheet into your workbook 2. Count the total number of M&Ms in the container 3. Shake up the container to mix the M&Ms around 4. Pour the container onto the clean sheet of paper 5. Count how many M&Ms show the letter 'm' facing upwards 6. Record this number in the table 7. Place only the M&Ms showing the letter 'm' back into the jar and dispose of the other M&Ms appropriately 8. Repeat steps 3–7 until there are no M&Ms left DISCUSSION ... Show more content on Helpwriting.net ... One of these is curium–243, with a half–life of 29.1 years, with a graph pattern almost identical to this experiment's. This experiment models what happens inside a radioisotope when the atoms begin to decay, whether that be alpha, beta or gamma, (alpha being a releasing of a helium atom, beta
  • 62. being an electron and gamma being the release of energy at the speed of life known as gamma rays). In this experiment, the M&Ms without m represent the decaying atoms, which are launching themselves out to become more stable, and the repeats are the half–lives, the M&Ms showing m are the atoms that are still in the element. Every period of time, 29.1 years, ½ the atoms decay, and so on until the element is completely split ... Get more on HelpWriting.net ...
  • 63.
  • 64. Jean-Jacques Rousseau's Film Triumph Of The Will In this day, an age that we call the 21st century, as of 2015 it is recorded that more than 150 million people are playing video games around the country. Video creators are just like movie directors they must get the plot for their story from somewhere. During the semester, we have examined many directors around different culture and study their nation–state. Which is the point that they want to come across in their movie. For example, Jean–Jacques Rousseau describes the concept of family as the first society. The real reason you're here is to read about Leni Riefenstahl nation state of the way the Nazi overtly uses cinematic spectacle for propagandistic purposes. My claim is that her nation state is something that can be seen in a video ... Show more content on Helpwriting.net ... You can feel like you are in the game, that your physically seeing Adolf Hitler giving one of his propagandistic speeches even though it has been seventy–two years since he's been alive. Another way that technology has made an impact on Leni Riefenstahl nation state of "Triumph of the Will" through the invention of a video game series called Call of Duty. Is because the use of color, the film was made back in 1935 so its low resolution, dark lighting, it's grainy and kind of hard to focus sometimes so it's a turn off to the millennium group. The Call of Duty series is at the top of the charts when it comes to graphics due to the console that you play them on. It's fully in color, its high resolution that sits at 1080p currently, its rumor that the next game in the series will be able to adapt to being played on a 4k television. The colors in the zombie mode that they take it back to the 1935 element to where it has moments of black and white and dark lighting. Besides that, they are very vibrant, with little left to dull the mind. So, as you can see its eye catching which the millennium group ... Get more on HelpWriting.net ...
  • 65.
  • 66. Violent Video Games And Gun Violence Kain, Erik. "The Truth About Video Games and Gun Violence." Mother Jones, 11 June 2013, www.motherjones.com/politics/2013/06/video–games–violence–guns–explainer/. This source is written by Erik Kain, a well–known writer on all things video games. He talks about the link between violent video games and gun violence and he compares the United States to other countries in terms of gun violence caused by violent video games. Kain may be slightly biased as video games are what his job revolves around, but he does use proven statistics and data to back up his claims. The intended audience are those who believe that violent video games are a cause of gun violence. I really like this source as it goes rather in–depth about the link between violent video games and gun violence and it also provides sources that help to back up its claims. I found this source by searching "violent video games +gun +violence" on Google. Jaslow, Ryan. "Violent video games and mass violence: A complex link." CBS News, Feb. 2013, www.cbsnews.com/news/violent–video–games–and–mass–violence–a–complex–link/. This source is written by Ryan Jaslow who is a Psychobiology graduate from Binghamton University. He talks about violent video games, their connection to gun violence, and how people are reacting to the surge of gun violence in America. Jaslow is not biased one way or the other, he provides information on the issue, talks about both sides, and he says that there is a complex link between the two and that more research must be done before any conclusions are made. The intended audience are those that are interested in the issue. I like this source as it provides the details for each side of the argument and it lets the reader decide their stance instead of trying to decide it for them. I found this source by searching "violent video games +gun +violence" on Google. Rose, Mike. "Video games and gun violence: A year after Sandy Hook." Gamasutra, 10 Feb. 2014, www.gamasutra.com/view/feature/210322/video_games_and_gun_violence_a. This source is written by Mike Rose who is a video game journalist. He talks about how violent video games are a scapegoat for the real issues and he talks about the CDC research into violent video games that President ... Get more on HelpWriting.net ...
  • 67.
  • 68. Service For Sony Computer Entertainment To begin this letter, I would first like to congratulate you on your impressive fifteen years of service for Sony Computer Entertainment (SCE), and I have been affected by your wonderful service to such a prosperous company. With an impressive background and dedication to a company whose products many people of all ages have enjoyed, you have indirectly touched countless people throughout time and have probably caused many youths to go into game design and development, some of whom may even be your colleagues or co–workers. I wish you continued luck and success. However, there is a point to this letter, and given you are an incredibly busy man, I shall get to the point of my writing you, and perhaps give insight to the consumer side and help with continued success. Since the PlayStation 3 was introduced into the market, as well as the competing consoles, downloadable content has become commonplace among many games to this date and has been the bane, or joy, of many consumers. Now, as a businessman, your first responsibility to the company is to ensure success and to partner with the companies and organize the content for the console. Which, is any sound business strategy, to earn revenue and get a return on profit (or investment), on the product that has just been released that took two or more years to produce. As the president of Sony America, you may not have direct control over the content the actual gaming companies produce or their decisions for downloadable ... Get more on HelpWriting.net ...
  • 69.
  • 70. Calling All Gamers! Every Video Gamer Knows That When A Calling all gamers! Every video gamer knows that when a new video game comes out everyone wants to get their hands on it. The Call of Duty Games are played all over the world and the Black Ops installment of the games took the world by storm. However, for Call of Duty Black Ops 3, millions of gamers were still focused on Black Ops 2. With the new game not be anticipated by as many players as Activision had hoped. The creator of Black Ops games Treyarch, Snapchat, and Edelman work together in the first ever in–game integration to reveal the latest Call of Duty game Black Ops 3. Taking the world by storm these two companies in just one week created the biggest Call of Duty game announcement ever. Examining How Call of Duty Used ... Show more content on Helpwriting.net ... Snapchat is owned by Snap Inc., and their headquarters is located in Venice. Snapchat is primarily used for creating multimedia messages referred to as "snaps"; snaps can consist of a photo or a short video, and can be edited to include filters and effects, text captions, and drawings (Snap Inc.). Snapchat was founded back in 2011 by guys named Evan, Bobby, and Reggie and was first launched in September in the Appstore. The company is not able to see any of the Snaps sent through their service, they use tweets, emails and Snapchat–tagged photos on Instagram to keep them tuned in to what their creative users are doing (Evan 2). In October Snapchat started working with companies to create sponsored Lens filters. The stakeholders in this company are the millennials who use Snapchat the most. "From its earliest days, Snapchat 's main demographic has consisted of millennials" (Snap Inc.). The campaign does talk about how the Snapchat producers work hand in hand with Treyarch to launch this campaign. Edelman is a leading global communications marketing firm that partners with many of the world's largest and emerging businesses and organizations, helping them evolve, promote and protect their brands and reputations (Edelman). They have over 5,500 employees' that work in 65 cities across 31 countries on six continents. They work to bring a true understanding to the complexities of the world, its culture, markets, and ... Get more on HelpWriting.net ...
  • 71.
  • 72. Negative Impact Of Video Games Video games can sometimes get a bad reputation but due to contrary belief, video games have been a positive impact on today's society. Both children and adults have benefitted from the use of video games. Not to mention the ginormous community video games have brought with it. With things like Esports, video game companies, and the cognitive benefits for adults and children video games are here to stay. So how have they affected today's society in a positive way? If you don't know, esports are multiplayer video games played competitively for spectators, typically by professional gamers. It is broadcast worldwide similar to any major sports competition. The esports industry has grown significantly in the past few years. In comparison, the national league of legends competition has 27 million viewers. Based on an article by Ben Casselman on ESPN, in 2014 this was the second most watched event on ESPN in 2014. Video games are growing fast. Also in 2014, the video game industry alone added $6.2 billion to the U.S. Economy, providing approximately 146,000 jobs. The culture of eSports is like nothing else. eSports provides a community for people who don't have one, or maybe sit on their computers and play video games all day. eSports has turned a community of "nerds" into something people are actually taking seriously. eSports and the video game industry are not just here for entertainment, but they are boosting the U.S. Economy, creating jobs for individuals, and establishing a ... Get more on HelpWriting.net ...
  • 73.
  • 74. Radioactive Isotopes : What Is A Radioisotope? Tatsuya Tsunemi Radioactive Isotopes What is a radioisotope? An isotope means that same chemical elements but they are able to gain and lose some neutrons and it means they have different mass numbers but that are all still the same element because they all have same atomic number and same amount of electrons. Some of them are stable and unstable and unstable ones start radioactive decay by time because of some reasons which includes they cannot keep staying together, they have too many or too few neutrons. This means they are a radioactive isotope and that is an isotope of any known element with nucleus which is unstable and ends up scattering excess energy because of that nucle. There are over 2000 of radioisotopes include man made ones. However, only 50 of them are found in natural world today because they have half–life. Technetium is the lowest atomic number in the periodic table which have no stable isotopes. Natural technetium is very rare element on the earth and it often made by spontaneous fission from Uranium–238 but amount of it is very tiny and all of isotopes from Technetium are radioactive isotopes. What is a half–life? Radioactive half–life is the number of time to take for half of the original radionuclear to undergo radioactive decay. Technetium–99 which is the most common isotope of Technetium and it is the first chemical element was made by people that has a half–life for 212,000 years to stable ruthenium–99 and emitting beta particles. Tc–99m, it is ... Get more on HelpWriting.net ...
  • 75.
  • 76. Criminal Psychology Argumentative Essay: "Violent video games directly correlate to violence in schools" Do violence video games actually affect children? What is the correlation between virtual games and violence at school? Most of the nowadays teenage activities and spending free–time resolves around technology. Not all the games are violent, but they all becoming more realistic. Some of the games are designed to learn something, some games develop abilities of fast reading, fast typing, driving a car, building from small farms to big civilizations, some promote to fight with enemies, rob banks or even kill people. I have also played several video games, from collecting cure flowers to driving crazy and killing people. Main consumers of video ... Show more content on Helpwriting.net ... Psychologists of Iowa State University have conducted a study, where the study shows that "brief exposure to violent video games can cause a reduction in normal physiological reactivity to images of real violence." One of the researches Dr. C. Anderson has said that children play very "playful, fun, cartoonish forms of violence" and what is important to know is that, most of the violent games do not show what consequences can it lead to when kids while playing kill an animal, beat and kill people, use and abuse of alcohol or drugs, disrespect the law. Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This process of repeating in huge amounts is considered as an effective teaching method. (Add) 1)http://www.health.harvard.edu/newsletters/Harvard_Mental_Health_Letter/2010/October/violent– video–games–and–young–people 2) http://www.apa.org/monitor/2010/12/virtual–violence.aspx 3) http://techliberation.com/2010/02/09/violent–video–games–youth–violence–what–does–real– world–evidence–suggest/ 4) http://blog.lib.umn.edu/hutch213/myblog/2012/02/grand–theft–childhood.html 5) http://videogames.procon.org/ 6) http://www.pamf.org/preteen/parents/videogames.html 7) http://www.aacap.org/cs/root/facts_for_families/children_and_video_games_playing_with_violence 8) ... Get more on HelpWriting.net ...
  • 77.
  • 78. Synopsis Of ' Storytelling ' Games ' Alex Ingles Dr. Liane Ritchey Sillet AWR 201 – A 6/12/2016 Thesis: Storytelling in games gives the gamers the opportunity to be involved in the game, experience the characters, stimulate feelings like fear and excitement and let the player know they make situations happen and the choices they make affect the outcome as well as motivate them to continue on. Background: After reading parts of The Storytelling Animal, it was clear that storytelling is in everything. As an avid videogame player it was evident that many of the games that people play, like Battlefield, have a storyline. After reading articles from the Proquest database like From Computer Games to Interactive stories, a plan was developing about games and stories. Other thoughts on the thesis were whether video games have stories and traits of their own and should these games have a storyline, especially since it is a game. After researching and a discussion about this topic with the professor, it was decided to do the first thesis idea. The topic is extensive in gaming articles and magazines. Gamers on both sides have an opinion. It seemed that most of the articles read dealt with stories and games rather than just gameplay. An article by Jan Simons in Game Studies discusses the narrative theory extensively as well as the ludology and narratology side. Theoretical Issues: When studying video games one needs to know how human behavior works. Most theories regarding video games deal with the violent actions ... Get more on HelpWriting.net ...
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  • 80. Persuasive Essay On Video Games Growing up as a gamer, I have experienced many new things in the video game industry. I've been playing video games since the Sega–genisis that I started playing when I was three years old. I've been gaming almost my whole life, I have watched new console been introduced, seen video games go from 1080p to now an amazing 4K which makes the graphics look amazing. Modern video games even have virtual reality that you as a consumer can now play in your own living room. But, even though we have amazing things in video games the modern gamer is being introducing to a new problem. The problem I am addressing of coarse is micro transactions in video games. Modern game companies are charging you $60.00 dollars for a video game. Once you purchase this said video game you have to grind countless hours in order to obtain specific items that will enhance your abilities in this virtue world, or you can turn your real life currency into this video game currency in order to potentially get these items early on. This concept is called pay to win. The definition of pay to win as stated in wikipedia "is In some multiplayer video games, players who are willing to pay for special items or downloadable content may be able to gain a significant advantage over those playing for free." Though I believe companies should be allowed to do this in free video game, I think it is wrong to charge someone $60.00 and afterwords try to make them buy guns in order to enhance their gameplay. What I propose ... Get more on HelpWriting.net ...