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The Effects Of Video Games On Violent Behavior, Ethos,...
The Inevitable Process
A portion of researchers believe that violent behavior is caused by many things such as:
neighborhoods, families, peers, and individual traits. (Violent behavior) Christopher Orafe, the
maker of this visual, effectively uses ethos, pathos, and logos, to establish his satirical opinion of the
effects of video games on gun violence. Christofer arranged this cartoon because he wanted to
address the misconception of how people view video games and how some overlook the other main
causes of gun violence. Such as, domestic violence, parental noninvolvement, or the community that
they were raised in. The cartoon is projected towards an audience of people who blame gun–
violence on video games.
When a person first looks at this cartoon, the eyes are directly drawn to the gun in the cartoon.
Because it human nature to look for danger in everything that we do. And then the eyes are drawn to
the numerous little arrows pointing towards the words "video games". These attract the eyes because
people look for directions or the easiest way to get the answer. Since the arrows point directly
towards the words "video games", the brain believe that video games are the answer to the problem.
In the cartoon, there are two frames. One shows a boy playing video games and there is an arrow
pointing towards the other frame which has a boy holding a gun. This in turn, tells us what
Christopher believes that society thinks the cause of gun violence is. The audience does not
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Simon Games Experiment Results
In this experiment I tested kids in grades k–8 to see who had a better memory girls or boys. My
Hypothesis would be that girls would have a better memory than boys. My result showed that the
boys had a better memory than the girls. This made My hypothesis incorrect. In this paper I will tell
you history on the simon game I used for my experiment. I will also tell you the differences between
girls and boys brains, and how memory works and why girls and boys are better at different tasks.
To perform my experiment I used a game called simon. This game was created in 1978 by inventor
Ralph Baer. The game has four different colored buttons red, blue, yellow, and green all in the shape
of a circle. As Baer was designing the game he chose simple ... Show more content on
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A study shows that girls are better at situational problems and memories from the past and that boys
are better at task that are repetitive and deal with metal rotation, also pattern predictions using
objects. Multi tasking can be a hard thing to do it is said that girls are better at multitasking than
boys. Boys need to take there time and do one thing at a time. Social context is another thing that
girls and boys do much differently girls tend to be better at social thinking and interactions. Will
men tend to rely on themselves for things. As humans we have a lot of different emotions. Women
and girls have better time showing and understanding emotions. Men and boys have a harder time
with this because they think logically. Pain is something that everyone experience in their lives. Pain
comes from the Amygdala which is part of our brain. The right part of the Amygdala is activated for
men which has more connections to external functions. The left side of the Amygdala is activated
for woman which has for connections to internal functions. Normally girls have a better memory
than boys they are better at recalling words, names, faces, pictures, and objects. Boys are better at
patterns and recalling memory from a short time period. I have learned a lot doing this science fair
project and I hope learn more about this topic in my life and have other people learn what the steps
are for a memory and what it takes to
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Describe Gender Roles
It appears that toys play a significant role in molding a child's identity. It seems that pretend play,
including social interaction with other children utilizing the pleasures of toys, can shape and
influence characteristics that lined up with what is considered gender appropriate in the Western
Culture today. The toy section at the local retail store is actually a reflection of narrative taking place
in today's society. It is a puzzle piece that completes an image involving a description of a script
with many characters, yet a limited amount of roles.
While wondering down the isles at my local retail stores, such as Target, I noticed that it was
effortless to differentiate between the products that were geared and intended for girls and what ...
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The average individual who has grown up in this society can agree that it is effortless to differentiate
boy items from the girls. While analyzing the boys toys and clothing, the most common color
associated with these materials is blue. The color blue is used to exhibit confidence and masculinity.
In general, an abundance of darker colors are used to produce a feeling of strength. During my
observation of these different toys, the most repetitive of them were super hero action figures,
construction toys (such as Legos), and violent video games. All of these pass times have a different
outcome on the development of a boys
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Equally Affected By Painful Tennis Shoes
If you are serious about tennis––you must focus on nothing but the game. You want to do your very
best, but even someone with the greatest talent and skill can be unfortunately effected by painful
tennis shoes. When your tennis apparel is not right, you are often distracted from your concentration
on the game. This takes away from your potential and can then lower your confidence.
Therefore, you want to be sure you have tennis shoes from the very best manufacturers, and in the
highest quality condition. This way you will not have to worry about your shoes getting in the way
of your success. Often, the most popular and most expensive merchandise is best––but sometimes
you can find higher quality tennis shoes from sources you never knew about
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Thermodynamics: The Role Of Gender Stereotypes In Children
A. In my opinion, gender typing is when a child becomes self–aware and thus assigns him or herself
to a gender. And once the child identifies itself as a certain gender, he or she begins to adopt the
characteristics of what they think it means to be that gender. Those characteristics might include
things such as, activities, objects, and personality traits. For example, young boys may try to be
strong and brave by playing sports and fighting one another to express traits of what they believe to
be masculinity. On the other hand, young girls may be more affectionate and play games such as
house to express traits of what they believe to be femininity. Gender typing begins early in age, and
is heavily influenced by our parents. My favorite example ... Show more content on Helpwriting.net
...
Children's cognitive limitations have a lot to do with the rigid gender stereotypes that occupy their
minds. For example, in a lot of families the father figure works, drives the car, fixes things when
they are broken, and the mother stays at homes, cooks, cleans, and nurtures the children. Parents
may by dolls and pink clothing for their daughters, and maybe trucks and action figures for boys.
Children's cognitive limitations make them think that these things happen this way because they are
supposed to happen this way, and that they will always be that way. There limited insight that they
don't have to do what their mother or father does when they grow up, or that they don't have to play
with the toys they are given, create very strong stereotypes that will grow stronger as they
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Nintendo Co. Ltd.
Nintendo Co. Ltd is an electronics company that manufactures and markets both hardware and
software for home game systems. Their corporate headquarters is located in Redmond, Washington
with manufacturing located in Kyoto, Japan. In June of 1998, Nintendo faced a major challenge
within the scope of their business, ensuring the success of the Game Boy Color launch in Canada.
Peter MacDougall, who was the president of Nintendo was responsible for ensuring just that. There
were many factors that led up to the reasons way this launch was so important.
In the years of 1992 through 1996, Nintendo was experiencing declines in sales. In order to recover
sales, they increased their marketing effort. Their most successful gaming system at the ... Show
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Developers soon felt reluctant to invest in the Game Boy because there were now other competitors
in the market. Nintendo soon realized that the most effective way to jump back into the competitive
market was to introduce a new product, which was the Game Boy Color.
When comparing the U.S consumer market to Canada's, there were many differences. These
differences ranged from the size of the market to cultural dissimilarities. This first Game Boy, which
had a standard black and white screen, was introduced in Canada in 1989. Soon after, Nintendo
continued adding new features, upgrades, and accessories to enhance their product. However, in the
mid to late 1990's Game Boy's position in the market began to deteriorate as sales velocity quickly
fell. The shift of the market gravitated toward Nintendo Consoles and competing platforms, which
led to reduced advertising a promotional support for Game Boy. Due to the pricing strategy being
the same for large direct accounts and distributors, many specialty stores had delisted Game Boy.
These retailers felt that they were not achieving competitive returns on their sales of Game Boy
hardware and software. Nintendo then encouraged large retailers to commit their "open to buy"
dollars to Game Boy. This provided a more efficient inventory management system that created
maximum and minimum inventory levels for each SKU number.
Many of the advertisements that were
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How Do We Watch Tv?
Every time we watch television we always see something advertised that promises to give you a
perfect pedicure, remove any kind of stain you throw at it, give you muscle strength and tone
muscles so you look like the Incredible Hulk, or put anything together that comes apart or breaks.
But do they really work. Our local Channel 6 News (www.wate.com) put some of these "As Seen
On T.V." items to the test and here is what they found out. One thing they tested was the Ped Egg.
This is a small egg shaped gadget that is supposed to smooth and remove calluses from feet. Well
Channel 6 News tested it with a professional in the Knoxville area. Kate used the Ped Egg on one of
her regular customers, Gina, and found that it is not what it says. The first thing they found was that
it is no where near as gentle as advertised. It actually left "dips" in the bottom of Gina 's feet. Kate
actually compared the Ped Egg to a "razor" and stated that "I think it is not safe to use at home." I
have to agree. After trying it myself, I really do not like it at all. It felt like I was scraping my foot
with a knife. Channel 6 News also tested out the Aqua Globes which are glass that is hand blown
and stained and supposed to keep plants watered for up to two weeks. 6 News took the Aqua Globes
to a University of Tennessee associate professor in Biosystems Engineering and Soil Science
Department. The professor put them to the test and after two weeks found out that they delivered on
their promises.
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Personal Experience And Gender Identity
There really haven't been many times in my life where there was a conflict between my personal
experience and the gender identity that I was expected to conform to. Although I am a bit of an
introvert. There have been less cases of these because with people that I choose to surround myself
with I make sure that they know that I don't care what anyone expects me to conform to.
"Individuality makes its appearance by being differentiated from other individualities" (Buber, pg.
162). In response, they question me about why their likes, dislikes, and choices are different from
mine, and not from society's. I would like to reflect on a time back in middle school. One day we
had a P.E. class where we were doing some sort of fun exercise game or another.
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Mickshi Tajiri Personality
Mr. Satoshi Tajiri is a Japanese video game designer well–known as the creator of the multibillion
dollar franchise, Pokémon, as well as the founder of video game developer, Gamefreak. In addition,
Tajiri worked on several other video game projects that include Mario spin–offs and The Legend of
Zelda. In this paper, I will describe Satoshi's personality based on Henry Murray's system of needs
involving achievement motivation. First, I will describe Murray's system of needs and emphasize
the importance of achievement motivation in detail. Next, I will explain the level that Satoshi's
personality traits align with a need for achievement using his history and his general nature as
examples. Then, I will interpret how Tajiri has demonstrated achievement motivation through the
success of his work. Finally, I will conclude how Satoshi Tajiri's high level of achievement
motivation affects every aspect of his day–to–day life and how it influences his fans to achieve as
well.
Influenced by both psychoanalytic and trait concepts of personality, Henry Murray believed that
human needs are the basic elements of personality. Murray categorized human needs into two
groups: viscerogenic needs and psychogenic needs. Psychogenic needs are what Murray mostly
focused his work on and describe, a "readiness to respond in a certain way under certain given
conditions" (1938, pg. 124). He listed 27 psychogenic needs, including the need for achievement,
and created his system of needs theory. In
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Nintendo Case Analysis
Nintendo Case Analysis
Case Analysis
The Nintendo Case Analysis revolves around Nintendo Canada's President Peter
MacDougall anticipating the launch of the Game Boy Color which would become effective on
November 23, 1998. Essentially, the Game Boy Color was viewed as one of the most important
launches in the history of Nintendo's gaming industry since the product was also introduced in
North America and Europe respectively. According to the article, "Game Boy was arguably the most
successful gaming platform in history, boasting sales of more than 70 million units during its almost
10–year life in a highly fickle and competitive market." Hence, Nintendo gained significant access
in the marketplace regarding the handheld games ... Show more content on Helpwriting.net ...
The following table illustrates, strengths, weaknesses, threats, and opportunities for Nintendo based
upon a volatile marketplace in relation to competition.
Opportunities
Opportunities
Weaknesses
Weaknesses 1) Third party developers spent fewer marketing dollars in the Canadian market due to
its diminutive size. 2) Competitor Sony PlayStation appeared to gain a competitive advantage in the
marketplace when third party developers perceived them as profitable in the market. 3) Other
opportunities for competitors were available in a larger console market.
4) Third party developers spent fewer marketing dollars in the Canadian market due to its
diminutive size. 5) Competitor Sony PlayStation appeared to gain a competitive advantage in the
marketplace when third party developers perceived them as profitable in the market. 6) Other
opportunities for competitors were available in a larger console market.
1) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy
games to be played on this system. 2) Point–of–purchase materials were promoted to retailers
making Nintendo's product more accessible.
3) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy
games to be played on this system. 4) Point–of–purchase materials were promoted to retailers
making Nintendo's
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Nintendo Switch Essay
7 Games that Should Be on Nintendo Switch
While the initial hype around the Nintendo Switch has fallen away, there are still many of us who
enjoy this neat little console. It is actually a rather portable device and it does make hanging out
with friends while playing games an enjoyable experience – well, as long as you keep winning!
Now, while there are some great games you can play on the console – yes, we're talking about Zelda
– you still have plenty of titles out there that are not on it. A number of these gaming titles would
also make great Switch games.
Here are the seven games that should be on Nintendo Switch.
Pokemon Red/Blue
What better game to come out on Nintendo Switch then its best selling titles? Both the Pokemon
Red and ... Show more content on Helpwriting.net ...
Now, unlike some of the other titles on the list this one might be a rather hopeful edition – rumours
suggest the trilogy might be coming out on Nintendo Switch.
Star Fox Adventures 2
Another extremely fun game to play on the Nintendo Switch console would be Star Fox. The ability
to move around with your console – and to do it more than with the Wii U – would make flying
rocket powered mopeds a lot of fun. Not to mention that we've not been treated with a proper Star
Fox game for years, even though the last game was highly acclaimed. The problem with seeing Star
Fox pop up on Switch might be the fact that the gaming company behind it, Rare, has been bought
by Xbox. But w can still hope.
South Park: The Stick of Truth
The Nintendo Switch also requires quite a bit of fun action. We don't want gaming to just be serious
business and to give us some laughter, we all rely on South Park. As the new game in the franchise
is coming out – hopefully sooner rather than later – the franchise could also announce it will find it's
way on Twitch. If we had to pick an old South Park game, the Stick of Truth would certainly be on
the cards.
Metroid Prime 4
This anticipated title is coming to Nintendo but there has been no official announcement that it
would be making its way on Switch. But it really should, as it is one of the best sci–fi serious out
there – and that's saying a lot. The previous versions have had great mechanics in
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Negative Effects Of Gender Socialization
Gender Socialization is often very impactful on adult outcomes. Gender norms often place
restrictions of the way individuals think, act and express themselves, as people are often afraid of
punishment or ostracization from society if they stray from the expected gender norms. While I
believe that gender socialization can frequently be very restricting to individuals, and
psychologically and emotionally harmful, I think people often end up conforming to gender norms
in fear of what will happen if they defect. As discussed in class, it is often evident that gender norms
are enforced before birth. Recently there has a surge in popularity in "gender reveal parties", in
which the expecting couple reveals their child's gender. These gender reveal parties are becoming
increasingly creative, from cutting open a cake, exploding a cannon, and other increasingly
outlandish activities that reveal the gender. These gender reveals often use colors to indicate the
gender of the baby, with pink representing a girl, and blue representing a boy. Additionally, my
cousin is announcing the gender of her baby on Facebook tonight, in which my Aunt will either be
wearing a bib saying "Little Black Bib" (a play on little black dress that symbolizes a girl) or
"perfect gentleman" to represent a boy. This shows that society has not only already decided that
girls must like pink and boys must like blue, but has already decided how my cousin's unborn baby
must act. The "Little Black Bib" suggests that
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Gender Stereotypes
Short Paper Toy stores and Gender
I was invited to go to a one–year–old little boy's birthday party, which I was excited about. I like
birthday parties in general always a good time to celebrate with family and friends. The best part of
course is presents and eating cake of course. I didn't have enough time to go to the toy store
especially with my busy schedule with school and work. So I decided to shop online. I went online
to visit Toys "R" Us online. As a child I remember going there with my parents not always for toys,
but for the educational supplies for learning.
When I enter the Toys"R" Us online site I noticed four advertisements from the beginning. The first
advertisement was promoting the New Disney Infinity 3.0 editions ... Show more content on
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For the boys blue, green, yellow, and black. For the girls pink, purple, turquois and silver. According
to Burack, "it is no accident that girls often come to prefer, and boys to vigorously reject, the color
pink in that elementary years since the color pink is identified with femininity on products that range
from girls 'clothing to diapers to toys." The messages on the packaging are about gender related.
Which is what a boy wants to play with and what a girl wants to play with. "Most important
however are the ways in which girls and boys in the US society tend to be subtly discouraged from
playing with toys that are designed as belonging to other sex." (Burack 2011). The masculine toys
present strong, exciting, dangerous, and violent. The toys I noticed were more likely to move on
their own compared to girl toys. The feminine toys present appearance and attractiveness. Also teach
nurturing and domestic skill. I believe there has been more progression now than ever before with
and ethnicity relating to toys hoping illustrated for children for all
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The Very First Video Game
Tommy Heartquist/Cade Conner Think Fast
Introduction The very first 'Video Game' was invented by Edward U. Condon in 1940, At first it was
a simple game called 'Nim'. In nim players try to avoid picking up the last match. Thousands of
people played it, although the computer won at least 90% of the games. Around ten years later in
1950, a new computer program was created by Claude Shannon for the game of chess. In autumn of
1972 the first gaming console was released by 'Magnavox' and they called it the Odyssey. Three
years later, the next big gaming console arrived when Sears sold the first 'Atari Pong.' This was the
beginning of a long partnership between Atari and Sears. This relationship lasted multiple years, and
Sears sold several successful games. Multiple years later in 1985, Nintendo released the Nintendo
Entertainment System. This new gaming console dominated the Gaming Industry and grew
Nintendo's Company. Nintendo created several gaming console legends, such as the Game Boy,
Nintendo 64, Game Boy Advanced, Nintendo Gamecube, Gameboy Advanced SD, and Nintendo
DS, all of which made a huge impact on everybody's childhood from 1985 to 2005. In the late
twentieth century and early twenty–first century Playstation and Xbox also started releasing
consoles. They are still to this day making successful Gaming Consoles, and individual games, as
well as Xbox and Playstation.
Today the three biggest game companies are Xbox, Playstation and Nintendo. The reason they are
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Nintendo The Survivor Essay
Nintendo the Survivor
"Work hard, but in the end it's in heaven's hands." This is a quote from Game Over about the
meaning of the word "Nintendo." In the video–gaming market, though, it was really in consumers'
hands. Nintendo has always needed to adapt to survive in the market. Nintendo always needed to be
on top; it was a company that needed to be ahead of the rest. Nintendo had to set new standards, or
improve on an existing product or idea.
The Dutch and Portuguese first brought their card games over to Japan 355 years ago. For the
longest time, the kuruta (playing cards) in Japan were Dutch and Portuguese. Fusajiro Yamauchi
came along and integrated the cards into existing Japanese games that originally used clams and ...
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The license was with an American company, Walt Disney, to make playing cards with Disney
characters on them. It turned out to be a good move for Nintendo, as Nintendo's market now
included young people and families; soon their playing card profits sky–rocketed (Company
History).
Nintendo's president, Hiroshi Yamauchi, wanted the company to expand faster; he wanted to be able
to compete in a bigger portion of the market. Hiroshi came up with his own ideas to do so:
individually portioned instant rice, a taxi service, and a "love hotel" that charged rooms by the hour
(Game Over). Hiroshi later trashed these services and products to focus back on the part of the
company that succeeded all the rest, the playing cards. Later on he sprouted another idea; and in
1969, Hiroshi set up a Games department for Nintendo (Company History). In order to compete
with the toy industries: Hiroshi Yamauchi hired many people to the new department. Yamauchi had
told them that they needed to come up with something that will be sold for the coming Christmas.
Yamauchi only told them that it needed to be "something good" (Game Over).
The first few toys that came from Nintendo were simply novelty toys; such toys were the Ultra
Hand (used for snatching far away objects), and the Ultra Scope (used for seeing around corners and
spying). Later on, the toys became more electronic. In 1973, Nintendo developed Laser Clay
Shooting. This new game that was much like Clay Pigeon Shooting,
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Simon Research Paper
First Assignment For Entrepreneurship
(MRKT310)
Prepared by:
Sultanaa Saad Al–Sulaiteen
ID:
2140005367
Section:
34
Prepared for:
Nouf Al–Othman
October 15, 2016
The Beginning
"Pokémon, got to catch them all, it 's you and me, I know it 's my destiny, Pokémon, oh, you 're my
best friend in a world we must defend"
This part of Pokémon theme song is clarifying the real cause of the existence of Pokémon go idea,
let 's back to the last seventeen 's century when the idea of Pokémon go is beginning.
In Japan specific Tokyo there is a young boy which called Satoshi Tajiri, even when he was a child
and autistic he interested in collecting insects presents in the forests, at the last of seventeen 's the
forests destroyed to build apartments instead, which this made Satoshi sad because he hasn 't the
ability to defend about the insects and the children will not be able to collect insects as he did.
After that he change his hobby of games and began writing a magazine with his friends, but the
writing did not satisfy his curiosity and he started thinking of the idea "Pokémon" and decided to
devote himself to this project, the basic dilemma he faced is how to create a small creatures that can
be collected and controlled.
In 1996, the idea of Pokémon finished and completed after 6 years of attempts, he was ready to
presenting the idea to the television networks, toy stores and dolls but unfortunately there is no one
of them enthusiastic about the idea. In that time
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Should Toys Be More Gender-Neutral?
Should toys be more gender–neutral? Would more gender–neutral toys help boys and girls discover
their own interests, rather than be boxed into gender–specific expectations? Or does having blue and
pink toys give interest to both boys and girls?
Walk into a toy store, and you are likely to see toys specifically designed and marketed for boys or
girls. With pink and blue color coding, and princess and superhero designs, marketers seem to be
using more gender messaging to sell their toys than in earlier times they would have gender neutral
toys like science kits and kitchen sets showing boys and girls playing together.
When kids at a young age play with toys it doesn't go through their mind that if a girl is playing with
superheroes it's wrong,
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Video Games And Virtual Reality
Imagine if there was a way to immerse someone to another world that was once thought it was
impossible to do due to limitations. A world where can play extracurricular activities such as tennis
indoors without having the need to go outside and enjoy it. That is how virtual reality came to be. It
is a computer–generated simulator that would show three–dimensional images or environments that
can be interacted or be felt in some way for the individual. Back around the days during the time
where video games were starting to become a dominant presence in the societal aspects of the
world. It has brought a new age of entertainment that was never thought of and improvements have
been done over time in how to get children more immersed in these games. This is where the idea of
using virtual reality came to be as a way of using this for video games. The video games company
Nintendo, then decided to make a new console that would bring in something that has never been
combined before. Video games and virtual reality were starting to be brought into something that
will bring children into a new experience. Nintendo created their first product that would bring
virtual reality as a means of entertainment. This would be called the Virtual Boy. Little did Nintendo
know that it would end up unquestionable be their "dirty little secret". The Virtual Boy was released
on July 21, 1995 in Japan and August 16, 1995 in North America. There was a commercial that
included what the Virtual Boy could
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Nintendo DS Analysis Essay
Introduction
The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most
recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games
console that consists of a book like structure. It has a small LCD screen on each side. One is a touch
screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi
capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it
can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature.
Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in
1889. What it developed in those ... Show more content on Helpwriting.net ...
It is how the product is introduced and represented to the potential customer which makes the
product desirable.
The marketing environment consists of three key sections.
1: The micro–environment: This environment holds the forces close to the company that affect its
ability to serve its customers. These are the employees, suppliers, stakeholders and customers.
Relationships in the micro environment can change over time. It influences the company directly
and is the environment where the company can enforce some control or influence.
2: The macro– environment: This environment holds all the forces that are out of the direct control
of the company. Such forces are described as follows.
Political Environment
Economic Environment
Social and cultural Environment
Technological Environment
Any organisations or companies that do not allow themselves to adapt to these environmental
changes may suffer in the long term.
3: The internal – environment: This is where all factors that affect the company are internal. Internal
functions such as finance operations etc, they impinge on the marketing function. This is affected by
the organisational processes and the allocation of responsibilities within the company.
Strengths
Weaknesses
Opportunities
Threats
Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company
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Essay about Agents of Socialization
Agents of socialization in short are the people, groups, and social institutions, as well as the
interactions within these groups that influence a person's social and self–development. Agents of
socialization are believed to provide the critical information needed for children to function
successfully as a member of society. Some examples of such agents are family, neighborhood,
schools, peers, religion, sports, the workplace, and especially the mass media. Each agent of
socialization is linked to another. For example, in the media, symbolic images affect both the
individual and the society, making the mass media the most controversial socialization agent. One of
the most obvious places agents of socialization lay is in the malls of ... Show more content on
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The men in these posters on the other hand are depicted as muscular, tan, strong, wealthy, and
powerful, they too try to fit their "role" of manhood; hence the reasons there are so many violent
teenage boys. They all think that being tough and strong is how they are supposed to be, and girls
are depicted to be weak, dainty, and depended on males.
Going into different stores, one can easily pick up on the major gender roles each store supports.
Even the morals of an innocent toy store, such as KB Toys, is tainted by the gender–differentiating
dolls for girls, and trucks for boys. Upon entering the store you can tell right away which aisles
attract which kids. To the left there is pink fluffy bears, pink Barbie and friends toys, white teddy
bears etc. To the right there is a less vibrant color setting, coordinating army green, black, and gray
color schemes. I think it is apparent to anyone who enters these stores that the pink pretty isles are
meant to attract little girls, and the dark green and gray isles are meant to attract boys. Upon the
packages of toy trucks and guns, there are pictures of young boys playing with them and/or cartoon
male figures controlling them. On the packaging of Barbie and her friends there are also other girls
on the packaging. I was unable to pick up on a single female on the package of any toy truck or gun
throughout the entire store. The
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The Magical Quest Featuring Mickey Mouse
The Magical Quest Starring Mickey Mouse
The Magical Quest Starring Mickey Mouse
Magical Quest Front Cover
Front cover of North American SNES version.
Developer(s) Capcom[1]
Publisher(s) Capcom[1]
Nintendo
Disney Interactive
Producer(s) Noah Dudley[2]
Composer(s) Mari Yamaguchi (Credited as Mari)[2]
Platform(s) SNES
Game Boy Advance
Release date(s)
November 20, 1992[show]
Genre(s) Platformer
Mode(s) Single–player
SNES
Two players (Alternating turns)[6]
GBA
Two–player competitive
The Magical Quest Starring Mickey Mouse, the first game in the series, was released for the Super
Nintendo Entertainment System during 1992 and 1993 and later re–released for the Game Boy
Advance in 2002. In six different levels and with four different special power outfits it features
Mickey Mouse on his journey to find his dog Pluto.[7] The game, and especially its outfit system
and graphics, received mostly positive reviews. It was criticized, however, for being relatively short.
A port for Sega Mega Drive was originally planned, but was abandoned.[8]
Story
Mickey Mouse, Pluto, Goofy and Donald Duck are playing catch in the park. When it is Goofy 's
turn to throw the ball, he accidentally throws it too far. Pluto runs off chasing the ball and Goofy
runs after Pluto, leaving Mickey alone.[9] Mickey goes searching for his friends after a while, but
falls down a cliff into a strange magical land. Later, Mickey meets an old wizard who tells Mickey
that Pluto was taken by the evil king Pete.
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Katniss Everdeen: Movie Analysis
Most of us would go to hell and back to protect our loved ones. In the Hunger Games, released in
2012 directed by Gary Ross working with cinematographer Tom Stern ,Katniss Everdeen does just
that. Katniss Everdeen along with her mother and sister lived in Districts 12 that is controlled by a
more powerful city called Panem. Each year for the entertainment of those who live in Panem, one
boy and one girl are chosen from each district for a televised fight to the death called the hunger
games, with only one survivor. The lucky boy and girl are chosen through what is called a reaping.
Each boy and girls name if put into a drawing and pulled out for the results of who is going to be
participating in the Hunger games. When Katniss Everdeen's
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Comparison Of Gamefly Vs. Gamestop
GameFly vs GameStop, which is better?
I have received a lot of questions asking which of these companies is better.
Well the answer is really tough.
You have to decide which of these is going to actually save you money. I have provided a
comparison of each and then you can decide, which will save you the most.
Let's start with GameStop; it is a heavy hitter in the gaming consumer world. With presence online
and at retail store you can find one, even in the smallest of cities. It's main selling point is that it
takes trade–in games and sells them a cheaper price then new games. The prices of trade–in values
for games, consoles, and even smart phones and tablets are all listed on the website. That way you
know exactly what you'll be getting if you choose to trade with them. You can choose to take cash,
which you'll receive a smaller amount of return or store credit, which is slightly higher.
GameStop also offered a return program, where you if you purchase a Pre–Owned game and you do
not like it, beat it too quickly whatever the case may be, you can return it within 7 days of purchase
date and receive a full refund. Unfortunately, that is not the case for new games, they must be
unopened and in the original condition unless there is some kind of defect with the game, however
there is a 30–day window in which to return.
Currently, GameStop is trying to sell a rewards program, the GameStop PowerUp Rewards. There is
a free program offering significantly less
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Target Women Observation
The store in which I completed my observation was Target. Target's general layout made it easy to
decipher the section designated for boys and the section designated for girls. While Target did not
specifically label the aisles by gender, it was not difficult to decipher where the toys for each gender
were located. The section designated for boys encompassed about three aisles consisting of various
toys that would interest boys, while the section designated for girls encompassed three aisles as
well. Target also consisted of about two aisles of gender–neutral toys. The kinds of toys offered for
boys included guns, action figures, building sets, and cars. Types of toys offered for girls included
dolls, stuffed animals, play kitchen sets, and
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Movie Analysis : Candy Land
Candy Land is a fun imaginative game in which friend's journey across a magical land out of candy
in search of the missing king. Anyone, ages 3 and up, can join in the game and feel how it is to be a
kid again. The rules are simple. Draw a card, move to the corresponding space, and hope you're
lucky enough to be the one to reach the end of the board and find the location of the candy king.
There are many special cards included in the drawing pile that influence how far forward or
backwards a players character is allowed to move. There are three types of cards involved in the
game. The first card has a single square on it that is a single color. The color on the cards correspond
with the layout of the playing board. This specific card lets the player move forward to the space
that is the same color as the square on the card. The player can only move to the first space that is
the same color. The second card contains two of the same colored squares. This card allows the
player to move their character forward two spaces that correspond with the color squares on the
card.
The third type of card is a type of transportation card. When drawn it shows a location that is on the
board, or a person that is on the board. When the card is drawn the player moves there character to
the corresponding location. This card is special in that it can help a player get ahead of others, catch
up to the others, or be moved backwards and behind all of the other players. This is the only way a
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Toy Store And Gender Project
Toy Store and Gender Project On Saturday, the tenth of September 2016 I went to Target at 5pm
with my roommates. As I walk to the toy aisle I saw parent with their young children. The store was
busy but not crowded their where about five to ten families at the toy section. The adults in the toy
section with children or without where mostly female. Target had multiple aisles for children's toys
it was divided pretty evenly between girls and boy's toys with one or two aisles for newborns.
The newborn section uses primary colors in its designs of toys and is not as gender specific than the
other aisles. This idea stops as soon as the toys age range increases. The aisles amid toward the girls
filled with pinks and purple colors. The toys geared toward girls are generally dolls, princess, fairies
and animals. Then boy aisles are next and are geared to super heroes, rescue squads, trucks, and first
responders like policemen. The constant colors seen are reds, blues and greens. The colors in the
aisle reflect the socially constructed idea that colors go with genders. The order of the aisles is as
following infants, girls, and boys then comes sports equipment. The social construct of sports is
more geared towards boys and girls should stay home and care for homely topics. Target ordered
their aisles is a way that expresses societies ideas of gender; in that girls should be closer to the
home maker thing like learning to car for babies with baby dolls and that boys should
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Response To Jonas's Death In 'The Giver'
Death and sadness are the worst thngs in life, but life cannot be full if people don't go through
suffering. Jonas went through his life with a much suffrage and pain. When Jonas received the
memory of death he finally realised the importance of life. The fact that no one in the community
can understand death means they cant respect life. On page 113 Jonas sees a young soldier boy die,
"The boy sighed. His head fell back. his lower jaw droping... A dull blankness slid slowly across his
eyes. He was silent." After this memorie he knows how horrible death and war is. Later on he sees
his friends play a game of war. They didnt know how grousome a game they were playing. Without
memories thyedidnt undertant why Jonas was acting strange when he was
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The Father Of The Nintendo Game Boy : Gunpei Yokoi
The Father of the Nintendo Game Boy: Gunpei Yokoi
By: James Benson There have been numerous inventors that have had their names stand the test of
time. Achievements in technology that have benefited humanities health, knowledge, and even
education. Not only were there inventors in those fields of technology, there are also those inventors
whose inventions innovated entertainment and play, and video games are one of those inventions.
We play them on our TVs, computers, portable gaming devices, and on our phones and have made
video games a huge part of our culture. However, there is one invention that is so recognizable by
practically everyone because of how dominant in the handheld games market it had been for almost
two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and
the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a
gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements
in the video game industry.
Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September
10th, 1941. He also grew up in the same town where he would attend Doshinsha University and
graduate with a degree in electronics. Like any other college graduate, he applied for multiple
different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi
was hired by Yamauchi in 1965, where he started as the maintenance man of the
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Movie Analysis : ' Midnight, My Brother Randy Hunches '
At midnight, my brother Randy hunches over in a metal chair and taps his keyboard repetitively. He
wraps a blanket around himself, inserts his earphones, and sits mostly in the darkness. Only a
computer screen shines a light on his face. He usually has none of his homework finished when that
light is on, but perhaps he plays for that reason – to distract, to hide, to avoid.
Peeking over his shoulder, I sometimes try to join him, not in the hiding, just in the disappearing.
But he no longer needs – or wants – me to play with him as we did years ago on a silver Game Boy
Advance. On it, I would be his eyes and his fingers. I read the words he did not know and used my
more nimble, less chubby fingers to control our avatar's movements. ... Show more content on
Helpwriting.net ...
As I gazed at the display case, I knew Randy had found me in the video game aisle, and his eyes had
already veered to that same box on the bottom shelf. And I knew he would have the blue Game Boy,
and I would have to get one from the heaps of silver Game Boys. Blue, my parents said, was for
boys, and I needed to stop making Randy upset. A part of me felt resentful, angered, frustrated for
this parrot who mimicked my words but barely squawked on his own.
At "my" party the next week, I knowingly turned over the silver Game Boy in my hands. The five
buttons just seemed a little more awkward, the surface a little more dull, and the flipped up screen a
little more stiff when I saw my brother's gleaming, slick device. Envy boiled inside. What did he do
differently? What did he do better than I? Although I had known for years already, the reminder that
my birthday was also Randy's – when his actual day of birth was four months away – made me
seethe in anger.
My reaction to his Game Boy may seem irrational – fussing over some silly color and blaming a
child for it all. But I was a child, too. And my parents had forgotten that. From the time I was six, I
was writing out their checks, filling out their paperwork before doctor appointments, and reading the
manual to set up the Game Boy and every other device in our house. My childhood had disappeared.
Being an older sister, I told myself, meant consistently compromising for my little brother. It meant
... Get more on HelpWriting.net ...
Video Games : A World Full Of Realistic 3d Environments
Through the years, the technology involved in creating and playing video games has continued to
evolve in ways that its founder might never have dreamed possible. Starting with tabletop
roleplaying and card games and monochrome arrangements of lines, it has since traversed through
8–bit landscapes to become a world full of realistic 3D environments and characters. Currently, it is
even venturing into virtual–reality with life–like graphics so the players can genuinely put
themselves inside of the game. The industry has taken leaps and bounds in just the last half of a
century to reach its current point, and it is only showing the promise to continue to progress further
from here.
The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games
and trading card games. For example, Nintendo, one of the largest video game companies in the
world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland,
2014). In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father
of Video Games." This Brown Box was a large, rectangular wooden box with two controllers
attached. He created it to work with ordinary TV sets at the time, and it came with six simple games
installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011).
The user could switch between the games using various combinations of the switches located on the
front of the console. Baer licensed his
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Reflection Paper About Technology
Reflection Paper #1
It is 2017 and it is safe to say that technology has integrated into daily routines. I for one will admit
it, when I wake up the first thing I do is reach for my smartphone. I immediately check on people; I
barely even talk to. Sad to admit but it might be to stay relevant to those weak ties for potential
social gain. Nevertheless, that has been my daily routine for the last 6 years. Thinking back even
further I remember my first interaction with technology and being formally introduced to a desktop
computer. My uncle Felix introduced me to technology when I was 6 years old and as a child, I was
fascinated by computer gaming. Computers opened my eyes to a whole new world and it continued
to do so as I grew up. My uncle Felix at the time was in school studying to become a computer
programmer. I remember uncle Felix building system units and once they were ready he would buy
my games to play on his desktop. That was my favorite part of my day, coming home and playing a
new game. He also introduced me to my first Game Boy Advance which was an upgrade from the
original Game Boy Color. My parents couldn't afford to get me technology, luckily I still had the
opportunity to have what I did. He spoiled me with technology, he was the one person in my life that
has always trusted and believed the technology was a utopian instrument. Looking back upon
receiving the latest (to its time) technology, I now realize and understand why uncle Felix was
drawn to
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How Gender Inequality Is Defined As The Unequal Treatment...
Introduction:
Gender inequality is defined as the unequal treatment of individuals on the ground of gender.
Gender inequality is the result from the different social construction as well as biological difference.
It is the treatment of boys and girls differently at home, school, work, and other situations. From
childhood, society develops norms that are expressing a gender role that what type of behavior is
acceptable for boys and girls in the society. As, boys are expected to act with those toys that assist
them in decision making roles, whereas girls usually play with those toys that teach them an
expressive role like caring and nourishing. Gender role creates the masculinity and femininity
identity that describe the masculine and feminine behavior for men and women in society.
"Toys R Us":
For this observational data research, I chose to collect data from the largest children play store called
"Toys R Us". The store is very popular among the children's for the largest collection of toys, games,
and others play stuff. The store carries different characters of brand like Disney, Nickelodeon,
Barbie, LEGO, Monster High, Hot wheels, Nerf, Star trek and others which identify the gender
inequality in the store.
In order to collect data, my main focus is to find the comparison among masculinity and femininity.
This observational research also demonstrates the convergence of race or ethnicity among genders.
Besides, the data from store describes the inequality between boys and
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Essay The history of video games
In the beginning........
The first real "video game" was made in 1958, by a physicist named William Higginbotham. It is a
table tennis like game and is played on an oscilloscope, a device used for visual displays. While
some big name games, company's, and events have yet to happen, this is what sparked the video
game interest. These paragraphs will guide you through the many years of games. Lets'a go!!
Early years (1961–1972)
Things start off when the first interactive computer game–––– SpaceWars (made in 1961) –––– is
visited by the eventual founders of Atari––––––––– Nolan Bushnell & Ted Dabney–––––– attempt
to make an arcade version of the game in 1970. In 1971 they succeed, but the public finds it too hard
to play. In 1972, a console ... Show more content on Helpwriting.net ...
It was superior in graphics, but was considerably more expensive ($299). This is just the first of
many companies Atari will have to compete with. Let's see how long Atari will last.
Hits and misses, plus a crash. (1981– 1984)
To start off, we go 1981, the beginning of the first video game magazine, Electronic games, made by
Arnie Katz and Bill Kunkle. 1982 introduces the Atari 5200. The next year is much more eventful. It
starts off with a video game market crash, and several companies go bankrupt. However, there is
good news––– and its name is Nintendo. The Japanese company is not willing to release the
Nintendo Entertainment System (NES) in America because Atari rules a large part of the market.
Instead, they decide to offer Atari the rights to release the product in the U.S. The plans fall through
and we do not see Nintendo until 1985.
Consoles galore!!! (1985–89)
If the title didn't give it away, there will be a lot of new devices to play on, plus a now –game–only
company that made a lot of consoles before it went game–only will be introduced. So back on the
timeline........... We start off at 1985 where a Russian programmer named Alex Pajitnov makes the
popular game, Tetris. As said above, the NES is released. If you want to play some of its games now,
try this link: www.nescafeplay.com/main/
Now, on to '86. In order to rival the NES, Sega (now stuck with making games) releases the Sega
Master System
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History of Video Games Essay
Did you know that Pong; the first game made by Atari, wasn't originally meant to be released to the
public? A new Atari employee was given the assignment of making it simply as a test of his game
design skills. Since Pong became a hit, video games have been a large part of the entertainment
business. They have found their way into homes all over the world.
"You can't say that video games grew out of pinball, but you can assume that video games wouldn't
have happened without it. It's like bicycles and cars. One industry leads to the other and then they
exist side by side. But you had to have bicycles to one day have motor cars" (Steven Baxter). In
1931 David Gottlieb invented the first pinball machine. Gottlieb was a short, stocky ... Show more
content on Helpwriting.net ...
It came in the form of a ball on a pedestal; from which came the name "Stool Pigeon." If the ball fell
off, that was the end of the game. It allowed the cabinet to move only within a reasonable boundary.
The pedestal was later replaced by a pendulum. The tilt mechanism has been present in all pinball
machines since.
In 1933 Williams designed the first electric pinball machine. It was called "Contact." It utilized
electrified scoring pockets called "Contact Holes." They knocked the ball back into play which
allowed scoring to continue.
One of the most significant innovations in the history of pinball is arguably the flipper bat, invented
by Harry Mabs. For a while pinball was considered gambling because it had payouts. The flipper bat
redeemed pinball because the flipper made it a game of skill. The invention of the flipper was so
significant that in France pinball is simply referred to as "Le Flipper."
The first video game was created by a man named Steve Rusell. He was short, wore glasses, and had
curly hair. He made the game in 1962. It took him six months. His game was called "Spacewar." It
was a simple duel between spaceships. The controls were toggle switches. It was a two player game
because the computers at that time were too slow to have artificial intelligence, which would've
allowed the computer to act as a second player. In a later version of the game there was a
background of stars. There was also a hyperspace button; a button which made
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Homer's Unique Process of Making Art
While a distinction between fine art and illustration is often made, the work of Winslow Homer
certainly appears to bridge the two. When comparing Homer's engravings to his paintings the artistic
intent of his work is evident. Often Homer would take an engraving and develop it further as an oil
painting. However, Homer occasionally would reverse this process. This interchangeability between
a wood engraving, intended for mass reproduction, and oil painting reveals that regardless of
medium Homer's artwork had substance. As an artist Homer had a clear message that he wanted
expressed through each of his creations. This intention is what makes his images more than simply
illustrations. As Albert Dorne stated "The form in which an artist ... Show more content on
Helpwriting.net ...
"These images of boys at play, exuberant celebrations of childhood to be sure, also embody Homer's
own observations on problems of social dynamics."(Wierich 40). The point of the game is not
simply remaining part of the whip. The possibility of breaking away and becoming independent
from the chain is what add the excitement. "The boys learn through experience, and symbolically, in
the game, those snapped from the whip are flung out of community, a playful "dry run" at growing
up and going off on their own." (Prown #). Homer's criticism of these dynamics would be especially
relevant the years following the Civil War. Previous to this painting and engraving the Confederate
states declared secession during the Civil War. A correlation between the confederate states and the
boys being thrown off of the human whip can certainly be made. The use of children to allude to the
war also emphasizes the stark contrast of what the previous generation of children had to endure.
The detachment of the two boys from the rest of the group is accentuated through multiple formal
elements in both iterations. The most obvious difference between the oil painting and woodblock
engraving is the color. The sentimentality that is contained the original oil painting is partially
conveyed through its use of color. The warm color palette that Homer chose to use contrasts the
social criticism
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Examples Of Autoethnography
The second part of my autoethnography consists of two of the biggest events in my life that shaped
me into who I am today. I believe that the ages from 9 to 14 are also the times that I started to
develop my personality and started to have a sense of who I was, and in the ages from 15 to 18 those
personality traits started to settle down. I learned about Pokémon, which is one of the most
influential things in my life, when I was around 9 years old. I learned about Pokémon firstly from its
anime on TV. For some reason, watching it made me feel really happy. I remember some days when
I woke up at 6am just to watch Pokémon. My interest in the Pokémon franchise grew stronger with
their video games.
My mom knew how much I loved Pokémon, so she entered a raffle made by a soda company in
Turkey, which rewarded 50 people a Nintendo Game Boy system and a game of Pokémon Red to
play with that system. Thanks to her luck, she managed to be one of the winners of that raffle. After
she got the gaming system she gave it to me as a new ... Show more content on Helpwriting.net ...
My grandmother, who is the mother of my mom, passed away due to heart failure at the age of 87.
Since I was 6 or 7 she had been living in our house. The reason for that was, my grandfather, that I
was named after passed away a year before I was born, so she was alone, and she was starting to get
old. Since she lived with us for so many years, she had been a very important figure in my life. I can
honestly say that she was like a 3rd parent for me, and losing her, made me fell horrible and
helpless. I witnessed how real death is because of her passing. Combined with puberty, my grief
caused me to become depressed for a long time. As I'm looking back it sounds really extreme, but
there were some days that I did not even leave the bed thinking that there was no point to our
existence. Thanks to some psychological counselling however, I was able to overcome that mental
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My Family At Toys R ' Us For Her Daughter 's 8th Birthday
When I visited my Aunt in Concord not too far outside of the San Francisco, I accompanied her in
buying a present at Toys R ' Us for her daughter 's 8th birthday. When entering the store it gave a
very exciting and bright atmosphere. The colors were very vibrant with shelves upon shelves of
different types of toys. The colors at the front seemed to have a combination of all the different
colors and seemed to keep a neutral environment. The store had many places for kids to wonder
such as a video game section, different toy sections that were separated into types of toys, and the
older kid sections which included bikes, scooters, tri–wheelers, and push carts which were just for
the parents to use to push their toddlers around.
The entire ... Show more content on Helpwriting.net ...
This obviously is to intrigue the boy who shows interest in explosions and people fighting off
monsters to save the Earth. For the bigger toys in these sections, I noticed that the toys meant for
boys had many toys that suggested they should pretend to be different super heroes. In this section
even though many heroins had similar colors to the men, there were no girl super heroes in this
section despite having many batman and superman toys.
When walking into the girl isles of the toy store, the type of toys completely changed. When
walking in the isles I noticed that the colors obviously changed to pink and purple. The type of toys
in these isles completely contrasted the toys meant for the boys. Toys meant for girls usually
comprised of barbie dolls, flowers, and many color books of princesses. Most toys in this section
suggested tea parties and playing house. Many of the toys also promoted little girls to wear aprons
and to bake cookies and other meals for fun. One of the interesting things about this isle however
were how they had more "Life size" toys than the boys. The life size toys were usually barbie dolls
where they could dress up the toy in the girls actual clothing to see what the barbie doll would look
like. Another thing that I noticed was that most of the toys were very similar to one another because
the girl isles comprised of different types of dolls rather than
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Essay On Evaluating Commercial Toys
Evaluating Commercial Toys I cannot remember the last time I woke up early on a Saturday
morning with a big bowl of cereal to watch cartoons? I usually just turn on Hulu to watch some of
my old time favorite cartoons such as Hey Arnold, Jimmy Neutron and X–Men. I have even
watched Power Puff Girls sometimes. Last Saturday I watched cartoons on ABC, CBS and NBC and
thought it would be an excellent way to see how toys are being marketed to children these days.
Honestly it doesn't have to be a Saturday morning to witness some of the ridiculously gendered ads.
It is the best way to educate yourself and your children about the blatant use of stereotypes that not
only allure your child as a consumer, but also burn those stereotypes into their ... Show more content
on Helpwriting.net ...
There was plenty of other fluffy accessories and jewelry for the girls to be tempted with. Boys can
be more violent with the Scary Movie masks, Zombie stuff and weapons. When it came to
superheroes, the costumes shared the same space. Superman and Batman could be next to Wonder
Woman. I guess they are considered to be part of the Justice League so it is alright? The next section
in the very front of the store was for summer stuff on sale. Everything was together because beach
and pool stuff is pretty generic. I only saw a difference in the color of the pale and shovels and
noodles for the pool. Once I got past all of the sale items I arrived into Lego land featuring Lego
Ninjago which is based on the new movie. It is definitely geared towards the boys. With all of the
ninja stuff it didn't stop there. I saw aisles filled with boys Lego kits for Stars Wars, superheroes and
pirates. There were all kinds of huge displays showing action and movement. This was eventually
broken up with aisles of board games that are for children of all ages and geared towards families
playing together. Preschoolers had some similar learning toys for boys and girls. Leap frog had
colors for girls and boys. Stuff animals were in the same aisle which can be generic except for
maybe the unicorns, care bears and panda bears. There was a huge Barbie section oozing in pink
with a tremendous assortment of dolls, dolls houses and
... Get more on HelpWriting.net ...
Agents of Socialization Essay 6
Agents of socialization in short are the people, groups, and social institutions, as well as the
interactions within these groups that influence a person's social and self–development. Agents of
socialization are believed to provide the critical information needed for children to function
successfully as a member of society. Some examples of such agents are family, neighborhood,
schools, peers, religion, sports, the workplace, and especially the mass media. Each agent of
socialization is linked to another. For example, in the media, symbolic images affect both the
individual and the society, making the mass media the most controversial socialization agent. One of
the most obvious places agents of socialization lay is in the malls of ... Show more content on
Helpwriting.net ...
Again, there wasn't a single gun in the girl isle. For the girl toys, they have lifelike babies, which
encourages them to practice or prepare to fill the role of motherhood someday, and kitchen play sets,
which encourages and teaches girls that cooking, and making play food is part of their "role" in
society. You won't find the face of a single boy on any of the Easy Bake Ovens.
Arcades filled with video games are also agents of socialization. Tilt, a well known arcade, is filled
with different kinds of video games. It is evident by mere observation that the majority of the crowd
attracted to this particular entertainment scene would be boys. The arcade is filled with race car, and
shooting games, neither of which positively portray female characters, if at all. The vast majority of
characters in the games are men. In Mortal Kombat II, the women are dressed in skimpy revealing
leotards, and hide behind "harem masks". The portrayal of both male and female characters
inevitably has an affect on the expectations of gender roles for both boys and girls. The object of the
game is to kill. There are very few instances in which a female is depicted as the active character or
hero in any of the games, and when there was, she still portrayed stereotypical female persona. In
Super Mario for example, the princess is wearing a pink dress and tiara. The majority of kids
playing the games are males. Theory has it that because boys spend so much time
... Get more on HelpWriting.net ...

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The Effects Of Video Games On Violent Behavior, Ethos,...

  • 1. The Effects Of Video Games On Violent Behavior, Ethos,... The Inevitable Process A portion of researchers believe that violent behavior is caused by many things such as: neighborhoods, families, peers, and individual traits. (Violent behavior) Christopher Orafe, the maker of this visual, effectively uses ethos, pathos, and logos, to establish his satirical opinion of the effects of video games on gun violence. Christofer arranged this cartoon because he wanted to address the misconception of how people view video games and how some overlook the other main causes of gun violence. Such as, domestic violence, parental noninvolvement, or the community that they were raised in. The cartoon is projected towards an audience of people who blame gun– violence on video games. When a person first looks at this cartoon, the eyes are directly drawn to the gun in the cartoon. Because it human nature to look for danger in everything that we do. And then the eyes are drawn to the numerous little arrows pointing towards the words "video games". These attract the eyes because people look for directions or the easiest way to get the answer. Since the arrows point directly towards the words "video games", the brain believe that video games are the answer to the problem. In the cartoon, there are two frames. One shows a boy playing video games and there is an arrow pointing towards the other frame which has a boy holding a gun. This in turn, tells us what Christopher believes that society thinks the cause of gun violence is. The audience does not ... Get more on HelpWriting.net ...
  • 2.
  • 3. Simon Games Experiment Results In this experiment I tested kids in grades k–8 to see who had a better memory girls or boys. My Hypothesis would be that girls would have a better memory than boys. My result showed that the boys had a better memory than the girls. This made My hypothesis incorrect. In this paper I will tell you history on the simon game I used for my experiment. I will also tell you the differences between girls and boys brains, and how memory works and why girls and boys are better at different tasks. To perform my experiment I used a game called simon. This game was created in 1978 by inventor Ralph Baer. The game has four different colored buttons red, blue, yellow, and green all in the shape of a circle. As Baer was designing the game he chose simple ... Show more content on Helpwriting.net ... A study shows that girls are better at situational problems and memories from the past and that boys are better at task that are repetitive and deal with metal rotation, also pattern predictions using objects. Multi tasking can be a hard thing to do it is said that girls are better at multitasking than boys. Boys need to take there time and do one thing at a time. Social context is another thing that girls and boys do much differently girls tend to be better at social thinking and interactions. Will men tend to rely on themselves for things. As humans we have a lot of different emotions. Women and girls have better time showing and understanding emotions. Men and boys have a harder time with this because they think logically. Pain is something that everyone experience in their lives. Pain comes from the Amygdala which is part of our brain. The right part of the Amygdala is activated for men which has more connections to external functions. The left side of the Amygdala is activated for woman which has for connections to internal functions. Normally girls have a better memory than boys they are better at recalling words, names, faces, pictures, and objects. Boys are better at patterns and recalling memory from a short time period. I have learned a lot doing this science fair project and I hope learn more about this topic in my life and have other people learn what the steps are for a memory and what it takes to ... Get more on HelpWriting.net ...
  • 4.
  • 5. Describe Gender Roles It appears that toys play a significant role in molding a child's identity. It seems that pretend play, including social interaction with other children utilizing the pleasures of toys, can shape and influence characteristics that lined up with what is considered gender appropriate in the Western Culture today. The toy section at the local retail store is actually a reflection of narrative taking place in today's society. It is a puzzle piece that completes an image involving a description of a script with many characters, yet a limited amount of roles. While wondering down the isles at my local retail stores, such as Target, I noticed that it was effortless to differentiate between the products that were geared and intended for girls and what ... Show more content on Helpwriting.net ... The average individual who has grown up in this society can agree that it is effortless to differentiate boy items from the girls. While analyzing the boys toys and clothing, the most common color associated with these materials is blue. The color blue is used to exhibit confidence and masculinity. In general, an abundance of darker colors are used to produce a feeling of strength. During my observation of these different toys, the most repetitive of them were super hero action figures, construction toys (such as Legos), and violent video games. All of these pass times have a different outcome on the development of a boys ... Get more on HelpWriting.net ...
  • 6.
  • 7. Equally Affected By Painful Tennis Shoes If you are serious about tennis––you must focus on nothing but the game. You want to do your very best, but even someone with the greatest talent and skill can be unfortunately effected by painful tennis shoes. When your tennis apparel is not right, you are often distracted from your concentration on the game. This takes away from your potential and can then lower your confidence. Therefore, you want to be sure you have tennis shoes from the very best manufacturers, and in the highest quality condition. This way you will not have to worry about your shoes getting in the way of your success. Often, the most popular and most expensive merchandise is best––but sometimes you can find higher quality tennis shoes from sources you never knew about ... Get more on HelpWriting.net ...
  • 8.
  • 9. Thermodynamics: The Role Of Gender Stereotypes In Children A. In my opinion, gender typing is when a child becomes self–aware and thus assigns him or herself to a gender. And once the child identifies itself as a certain gender, he or she begins to adopt the characteristics of what they think it means to be that gender. Those characteristics might include things such as, activities, objects, and personality traits. For example, young boys may try to be strong and brave by playing sports and fighting one another to express traits of what they believe to be masculinity. On the other hand, young girls may be more affectionate and play games such as house to express traits of what they believe to be femininity. Gender typing begins early in age, and is heavily influenced by our parents. My favorite example ... Show more content on Helpwriting.net ... Children's cognitive limitations have a lot to do with the rigid gender stereotypes that occupy their minds. For example, in a lot of families the father figure works, drives the car, fixes things when they are broken, and the mother stays at homes, cooks, cleans, and nurtures the children. Parents may by dolls and pink clothing for their daughters, and maybe trucks and action figures for boys. Children's cognitive limitations make them think that these things happen this way because they are supposed to happen this way, and that they will always be that way. There limited insight that they don't have to do what their mother or father does when they grow up, or that they don't have to play with the toys they are given, create very strong stereotypes that will grow stronger as they ... Get more on HelpWriting.net ...
  • 10.
  • 11. Nintendo Co. Ltd. Nintendo Co. Ltd is an electronics company that manufactures and markets both hardware and software for home game systems. Their corporate headquarters is located in Redmond, Washington with manufacturing located in Kyoto, Japan. In June of 1998, Nintendo faced a major challenge within the scope of their business, ensuring the success of the Game Boy Color launch in Canada. Peter MacDougall, who was the president of Nintendo was responsible for ensuring just that. There were many factors that led up to the reasons way this launch was so important. In the years of 1992 through 1996, Nintendo was experiencing declines in sales. In order to recover sales, they increased their marketing effort. Their most successful gaming system at the ... Show more content on Helpwriting.net ... Developers soon felt reluctant to invest in the Game Boy because there were now other competitors in the market. Nintendo soon realized that the most effective way to jump back into the competitive market was to introduce a new product, which was the Game Boy Color. When comparing the U.S consumer market to Canada's, there were many differences. These differences ranged from the size of the market to cultural dissimilarities. This first Game Boy, which had a standard black and white screen, was introduced in Canada in 1989. Soon after, Nintendo continued adding new features, upgrades, and accessories to enhance their product. However, in the mid to late 1990's Game Boy's position in the market began to deteriorate as sales velocity quickly fell. The shift of the market gravitated toward Nintendo Consoles and competing platforms, which led to reduced advertising a promotional support for Game Boy. Due to the pricing strategy being the same for large direct accounts and distributors, many specialty stores had delisted Game Boy. These retailers felt that they were not achieving competitive returns on their sales of Game Boy hardware and software. Nintendo then encouraged large retailers to commit their "open to buy" dollars to Game Boy. This provided a more efficient inventory management system that created maximum and minimum inventory levels for each SKU number. Many of the advertisements that were ... Get more on HelpWriting.net ...
  • 12.
  • 13. How Do We Watch Tv? Every time we watch television we always see something advertised that promises to give you a perfect pedicure, remove any kind of stain you throw at it, give you muscle strength and tone muscles so you look like the Incredible Hulk, or put anything together that comes apart or breaks. But do they really work. Our local Channel 6 News (www.wate.com) put some of these "As Seen On T.V." items to the test and here is what they found out. One thing they tested was the Ped Egg. This is a small egg shaped gadget that is supposed to smooth and remove calluses from feet. Well Channel 6 News tested it with a professional in the Knoxville area. Kate used the Ped Egg on one of her regular customers, Gina, and found that it is not what it says. The first thing they found was that it is no where near as gentle as advertised. It actually left "dips" in the bottom of Gina 's feet. Kate actually compared the Ped Egg to a "razor" and stated that "I think it is not safe to use at home." I have to agree. After trying it myself, I really do not like it at all. It felt like I was scraping my foot with a knife. Channel 6 News also tested out the Aqua Globes which are glass that is hand blown and stained and supposed to keep plants watered for up to two weeks. 6 News took the Aqua Globes to a University of Tennessee associate professor in Biosystems Engineering and Soil Science Department. The professor put them to the test and after two weeks found out that they delivered on their promises. ... Get more on HelpWriting.net ...
  • 14.
  • 15. Personal Experience And Gender Identity There really haven't been many times in my life where there was a conflict between my personal experience and the gender identity that I was expected to conform to. Although I am a bit of an introvert. There have been less cases of these because with people that I choose to surround myself with I make sure that they know that I don't care what anyone expects me to conform to. "Individuality makes its appearance by being differentiated from other individualities" (Buber, pg. 162). In response, they question me about why their likes, dislikes, and choices are different from mine, and not from society's. I would like to reflect on a time back in middle school. One day we had a P.E. class where we were doing some sort of fun exercise game or another. ... Get more on HelpWriting.net ...
  • 16.
  • 17. Mickshi Tajiri Personality Mr. Satoshi Tajiri is a Japanese video game designer well–known as the creator of the multibillion dollar franchise, Pokémon, as well as the founder of video game developer, Gamefreak. In addition, Tajiri worked on several other video game projects that include Mario spin–offs and The Legend of Zelda. In this paper, I will describe Satoshi's personality based on Henry Murray's system of needs involving achievement motivation. First, I will describe Murray's system of needs and emphasize the importance of achievement motivation in detail. Next, I will explain the level that Satoshi's personality traits align with a need for achievement using his history and his general nature as examples. Then, I will interpret how Tajiri has demonstrated achievement motivation through the success of his work. Finally, I will conclude how Satoshi Tajiri's high level of achievement motivation affects every aspect of his day–to–day life and how it influences his fans to achieve as well. Influenced by both psychoanalytic and trait concepts of personality, Henry Murray believed that human needs are the basic elements of personality. Murray categorized human needs into two groups: viscerogenic needs and psychogenic needs. Psychogenic needs are what Murray mostly focused his work on and describe, a "readiness to respond in a certain way under certain given conditions" (1938, pg. 124). He listed 27 psychogenic needs, including the need for achievement, and created his system of needs theory. In ... Get more on HelpWriting.net ...
  • 18.
  • 19. Nintendo Case Analysis Nintendo Case Analysis Case Analysis The Nintendo Case Analysis revolves around Nintendo Canada's President Peter MacDougall anticipating the launch of the Game Boy Color which would become effective on November 23, 1998. Essentially, the Game Boy Color was viewed as one of the most important launches in the history of Nintendo's gaming industry since the product was also introduced in North America and Europe respectively. According to the article, "Game Boy was arguably the most successful gaming platform in history, boasting sales of more than 70 million units during its almost 10–year life in a highly fickle and competitive market." Hence, Nintendo gained significant access in the marketplace regarding the handheld games ... Show more content on Helpwriting.net ... The following table illustrates, strengths, weaknesses, threats, and opportunities for Nintendo based upon a volatile marketplace in relation to competition. Opportunities Opportunities Weaknesses Weaknesses 1) Third party developers spent fewer marketing dollars in the Canadian market due to its diminutive size. 2) Competitor Sony PlayStation appeared to gain a competitive advantage in the marketplace when third party developers perceived them as profitable in the market. 3) Other opportunities for competitors were available in a larger console market. 4) Third party developers spent fewer marketing dollars in the Canadian market due to its diminutive size. 5) Competitor Sony PlayStation appeared to gain a competitive advantage in the marketplace when third party developers perceived them as profitable in the market. 6) Other opportunities for competitors were available in a larger console market. 1) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy games to be played on this system. 2) Point–of–purchase materials were promoted to retailers making Nintendo's product more accessible. 3) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy games to be played on this system. 4) Point–of–purchase materials were promoted to retailers making Nintendo's ... Get more on HelpWriting.net ...
  • 20.
  • 21. Nintendo Switch Essay 7 Games that Should Be on Nintendo Switch While the initial hype around the Nintendo Switch has fallen away, there are still many of us who enjoy this neat little console. It is actually a rather portable device and it does make hanging out with friends while playing games an enjoyable experience – well, as long as you keep winning! Now, while there are some great games you can play on the console – yes, we're talking about Zelda – you still have plenty of titles out there that are not on it. A number of these gaming titles would also make great Switch games. Here are the seven games that should be on Nintendo Switch. Pokemon Red/Blue What better game to come out on Nintendo Switch then its best selling titles? Both the Pokemon Red and ... Show more content on Helpwriting.net ... Now, unlike some of the other titles on the list this one might be a rather hopeful edition – rumours suggest the trilogy might be coming out on Nintendo Switch. Star Fox Adventures 2 Another extremely fun game to play on the Nintendo Switch console would be Star Fox. The ability to move around with your console – and to do it more than with the Wii U – would make flying rocket powered mopeds a lot of fun. Not to mention that we've not been treated with a proper Star Fox game for years, even though the last game was highly acclaimed. The problem with seeing Star Fox pop up on Switch might be the fact that the gaming company behind it, Rare, has been bought by Xbox. But w can still hope. South Park: The Stick of Truth The Nintendo Switch also requires quite a bit of fun action. We don't want gaming to just be serious business and to give us some laughter, we all rely on South Park. As the new game in the franchise is coming out – hopefully sooner rather than later – the franchise could also announce it will find it's way on Twitch. If we had to pick an old South Park game, the Stick of Truth would certainly be on the cards.
  • 22. Metroid Prime 4 This anticipated title is coming to Nintendo but there has been no official announcement that it would be making its way on Switch. But it really should, as it is one of the best sci–fi serious out there – and that's saying a lot. The previous versions have had great mechanics in ... Get more on HelpWriting.net ...
  • 23.
  • 24. Negative Effects Of Gender Socialization Gender Socialization is often very impactful on adult outcomes. Gender norms often place restrictions of the way individuals think, act and express themselves, as people are often afraid of punishment or ostracization from society if they stray from the expected gender norms. While I believe that gender socialization can frequently be very restricting to individuals, and psychologically and emotionally harmful, I think people often end up conforming to gender norms in fear of what will happen if they defect. As discussed in class, it is often evident that gender norms are enforced before birth. Recently there has a surge in popularity in "gender reveal parties", in which the expecting couple reveals their child's gender. These gender reveal parties are becoming increasingly creative, from cutting open a cake, exploding a cannon, and other increasingly outlandish activities that reveal the gender. These gender reveals often use colors to indicate the gender of the baby, with pink representing a girl, and blue representing a boy. Additionally, my cousin is announcing the gender of her baby on Facebook tonight, in which my Aunt will either be wearing a bib saying "Little Black Bib" (a play on little black dress that symbolizes a girl) or "perfect gentleman" to represent a boy. This shows that society has not only already decided that girls must like pink and boys must like blue, but has already decided how my cousin's unborn baby must act. The "Little Black Bib" suggests that ... Get more on HelpWriting.net ...
  • 25.
  • 26. Gender Stereotypes Short Paper Toy stores and Gender I was invited to go to a one–year–old little boy's birthday party, which I was excited about. I like birthday parties in general always a good time to celebrate with family and friends. The best part of course is presents and eating cake of course. I didn't have enough time to go to the toy store especially with my busy schedule with school and work. So I decided to shop online. I went online to visit Toys "R" Us online. As a child I remember going there with my parents not always for toys, but for the educational supplies for learning. When I enter the Toys"R" Us online site I noticed four advertisements from the beginning. The first advertisement was promoting the New Disney Infinity 3.0 editions ... Show more content on Helpwriting.net ... For the boys blue, green, yellow, and black. For the girls pink, purple, turquois and silver. According to Burack, "it is no accident that girls often come to prefer, and boys to vigorously reject, the color pink in that elementary years since the color pink is identified with femininity on products that range from girls 'clothing to diapers to toys." The messages on the packaging are about gender related. Which is what a boy wants to play with and what a girl wants to play with. "Most important however are the ways in which girls and boys in the US society tend to be subtly discouraged from playing with toys that are designed as belonging to other sex." (Burack 2011). The masculine toys present strong, exciting, dangerous, and violent. The toys I noticed were more likely to move on their own compared to girl toys. The feminine toys present appearance and attractiveness. Also teach nurturing and domestic skill. I believe there has been more progression now than ever before with and ethnicity relating to toys hoping illustrated for children for all ... Get more on HelpWriting.net ...
  • 27.
  • 28. The Very First Video Game Tommy Heartquist/Cade Conner Think Fast Introduction The very first 'Video Game' was invented by Edward U. Condon in 1940, At first it was a simple game called 'Nim'. In nim players try to avoid picking up the last match. Thousands of people played it, although the computer won at least 90% of the games. Around ten years later in 1950, a new computer program was created by Claude Shannon for the game of chess. In autumn of 1972 the first gaming console was released by 'Magnavox' and they called it the Odyssey. Three years later, the next big gaming console arrived when Sears sold the first 'Atari Pong.' This was the beginning of a long partnership between Atari and Sears. This relationship lasted multiple years, and Sears sold several successful games. Multiple years later in 1985, Nintendo released the Nintendo Entertainment System. This new gaming console dominated the Gaming Industry and grew Nintendo's Company. Nintendo created several gaming console legends, such as the Game Boy, Nintendo 64, Game Boy Advanced, Nintendo Gamecube, Gameboy Advanced SD, and Nintendo DS, all of which made a huge impact on everybody's childhood from 1985 to 2005. In the late twentieth century and early twenty–first century Playstation and Xbox also started releasing consoles. They are still to this day making successful Gaming Consoles, and individual games, as well as Xbox and Playstation. Today the three biggest game companies are Xbox, Playstation and Nintendo. The reason they are ... Get more on HelpWriting.net ...
  • 29.
  • 30. Nintendo The Survivor Essay Nintendo the Survivor "Work hard, but in the end it's in heaven's hands." This is a quote from Game Over about the meaning of the word "Nintendo." In the video–gaming market, though, it was really in consumers' hands. Nintendo has always needed to adapt to survive in the market. Nintendo always needed to be on top; it was a company that needed to be ahead of the rest. Nintendo had to set new standards, or improve on an existing product or idea. The Dutch and Portuguese first brought their card games over to Japan 355 years ago. For the longest time, the kuruta (playing cards) in Japan were Dutch and Portuguese. Fusajiro Yamauchi came along and integrated the cards into existing Japanese games that originally used clams and ... Show more content on Helpwriting.net ... The license was with an American company, Walt Disney, to make playing cards with Disney characters on them. It turned out to be a good move for Nintendo, as Nintendo's market now included young people and families; soon their playing card profits sky–rocketed (Company History). Nintendo's president, Hiroshi Yamauchi, wanted the company to expand faster; he wanted to be able to compete in a bigger portion of the market. Hiroshi came up with his own ideas to do so: individually portioned instant rice, a taxi service, and a "love hotel" that charged rooms by the hour (Game Over). Hiroshi later trashed these services and products to focus back on the part of the company that succeeded all the rest, the playing cards. Later on he sprouted another idea; and in 1969, Hiroshi set up a Games department for Nintendo (Company History). In order to compete with the toy industries: Hiroshi Yamauchi hired many people to the new department. Yamauchi had told them that they needed to come up with something that will be sold for the coming Christmas. Yamauchi only told them that it needed to be "something good" (Game Over). The first few toys that came from Nintendo were simply novelty toys; such toys were the Ultra Hand (used for snatching far away objects), and the Ultra Scope (used for seeing around corners and spying). Later on, the toys became more electronic. In 1973, Nintendo developed Laser Clay Shooting. This new game that was much like Clay Pigeon Shooting, ... Get more on HelpWriting.net ...
  • 31.
  • 32. Simon Research Paper First Assignment For Entrepreneurship (MRKT310) Prepared by: Sultanaa Saad Al–Sulaiteen ID: 2140005367 Section: 34 Prepared for: Nouf Al–Othman October 15, 2016 The Beginning "Pokémon, got to catch them all, it 's you and me, I know it 's my destiny, Pokémon, oh, you 're my best friend in a world we must defend" This part of Pokémon theme song is clarifying the real cause of the existence of Pokémon go idea, let 's back to the last seventeen 's century when the idea of Pokémon go is beginning. In Japan specific Tokyo there is a young boy which called Satoshi Tajiri, even when he was a child and autistic he interested in collecting insects presents in the forests, at the last of seventeen 's the forests destroyed to build apartments instead, which this made Satoshi sad because he hasn 't the ability to defend about the insects and the children will not be able to collect insects as he did. After that he change his hobby of games and began writing a magazine with his friends, but the writing did not satisfy his curiosity and he started thinking of the idea "Pokémon" and decided to devote himself to this project, the basic dilemma he faced is how to create a small creatures that can be collected and controlled. In 1996, the idea of Pokémon finished and completed after 6 years of attempts, he was ready to presenting the idea to the television networks, toy stores and dolls but unfortunately there is no one of them enthusiastic about the idea. In that time ... Get more on HelpWriting.net ...
  • 33.
  • 34. Should Toys Be More Gender-Neutral? Should toys be more gender–neutral? Would more gender–neutral toys help boys and girls discover their own interests, rather than be boxed into gender–specific expectations? Or does having blue and pink toys give interest to both boys and girls? Walk into a toy store, and you are likely to see toys specifically designed and marketed for boys or girls. With pink and blue color coding, and princess and superhero designs, marketers seem to be using more gender messaging to sell their toys than in earlier times they would have gender neutral toys like science kits and kitchen sets showing boys and girls playing together. When kids at a young age play with toys it doesn't go through their mind that if a girl is playing with superheroes it's wrong, ... Get more on HelpWriting.net ...
  • 35.
  • 36. Video Games And Virtual Reality Imagine if there was a way to immerse someone to another world that was once thought it was impossible to do due to limitations. A world where can play extracurricular activities such as tennis indoors without having the need to go outside and enjoy it. That is how virtual reality came to be. It is a computer–generated simulator that would show three–dimensional images or environments that can be interacted or be felt in some way for the individual. Back around the days during the time where video games were starting to become a dominant presence in the societal aspects of the world. It has brought a new age of entertainment that was never thought of and improvements have been done over time in how to get children more immersed in these games. This is where the idea of using virtual reality came to be as a way of using this for video games. The video games company Nintendo, then decided to make a new console that would bring in something that has never been combined before. Video games and virtual reality were starting to be brought into something that will bring children into a new experience. Nintendo created their first product that would bring virtual reality as a means of entertainment. This would be called the Virtual Boy. Little did Nintendo know that it would end up unquestionable be their "dirty little secret". The Virtual Boy was released on July 21, 1995 in Japan and August 16, 1995 in North America. There was a commercial that included what the Virtual Boy could ... Get more on HelpWriting.net ...
  • 37.
  • 38. Nintendo DS Analysis Essay Introduction The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature. Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those ... Show more content on Helpwriting.net ... It is how the product is introduced and represented to the potential customer which makes the product desirable. The marketing environment consists of three key sections. 1: The micro–environment: This environment holds the forces close to the company that affect its ability to serve its customers. These are the employees, suppliers, stakeholders and customers. Relationships in the micro environment can change over time. It influences the company directly and is the environment where the company can enforce some control or influence. 2: The macro– environment: This environment holds all the forces that are out of the direct control of the company. Such forces are described as follows. Political Environment Economic Environment Social and cultural Environment Technological Environment Any organisations or companies that do not allow themselves to adapt to these environmental changes may suffer in the long term. 3: The internal – environment: This is where all factors that affect the company are internal. Internal functions such as finance operations etc, they impinge on the marketing function. This is affected by the organisational processes and the allocation of responsibilities within the company. Strengths Weaknesses Opportunities Threats Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company ... Get more on HelpWriting.net ...
  • 39.
  • 40. Essay about Agents of Socialization Agents of socialization in short are the people, groups, and social institutions, as well as the interactions within these groups that influence a person's social and self–development. Agents of socialization are believed to provide the critical information needed for children to function successfully as a member of society. Some examples of such agents are family, neighborhood, schools, peers, religion, sports, the workplace, and especially the mass media. Each agent of socialization is linked to another. For example, in the media, symbolic images affect both the individual and the society, making the mass media the most controversial socialization agent. One of the most obvious places agents of socialization lay is in the malls of ... Show more content on Helpwriting.net ... The men in these posters on the other hand are depicted as muscular, tan, strong, wealthy, and powerful, they too try to fit their "role" of manhood; hence the reasons there are so many violent teenage boys. They all think that being tough and strong is how they are supposed to be, and girls are depicted to be weak, dainty, and depended on males. Going into different stores, one can easily pick up on the major gender roles each store supports. Even the morals of an innocent toy store, such as KB Toys, is tainted by the gender–differentiating dolls for girls, and trucks for boys. Upon entering the store you can tell right away which aisles attract which kids. To the left there is pink fluffy bears, pink Barbie and friends toys, white teddy bears etc. To the right there is a less vibrant color setting, coordinating army green, black, and gray color schemes. I think it is apparent to anyone who enters these stores that the pink pretty isles are meant to attract little girls, and the dark green and gray isles are meant to attract boys. Upon the packages of toy trucks and guns, there are pictures of young boys playing with them and/or cartoon male figures controlling them. On the packaging of Barbie and her friends there are also other girls on the packaging. I was unable to pick up on a single female on the package of any toy truck or gun throughout the entire store. The ... Get more on HelpWriting.net ...
  • 41.
  • 42. The Magical Quest Featuring Mickey Mouse The Magical Quest Starring Mickey Mouse The Magical Quest Starring Mickey Mouse Magical Quest Front Cover Front cover of North American SNES version. Developer(s) Capcom[1] Publisher(s) Capcom[1] Nintendo Disney Interactive Producer(s) Noah Dudley[2] Composer(s) Mari Yamaguchi (Credited as Mari)[2] Platform(s) SNES Game Boy Advance Release date(s) November 20, 1992[show] Genre(s) Platformer Mode(s) Single–player SNES Two players (Alternating turns)[6] GBA Two–player competitive The Magical Quest Starring Mickey Mouse, the first game in the series, was released for the Super Nintendo Entertainment System during 1992 and 1993 and later re–released for the Game Boy Advance in 2002. In six different levels and with four different special power outfits it features Mickey Mouse on his journey to find his dog Pluto.[7] The game, and especially its outfit system and graphics, received mostly positive reviews. It was criticized, however, for being relatively short. A port for Sega Mega Drive was originally planned, but was abandoned.[8] Story Mickey Mouse, Pluto, Goofy and Donald Duck are playing catch in the park. When it is Goofy 's turn to throw the ball, he accidentally throws it too far. Pluto runs off chasing the ball and Goofy runs after Pluto, leaving Mickey alone.[9] Mickey goes searching for his friends after a while, but falls down a cliff into a strange magical land. Later, Mickey meets an old wizard who tells Mickey that Pluto was taken by the evil king Pete.
  • 43. ... Get more on HelpWriting.net ...
  • 44.
  • 45. Katniss Everdeen: Movie Analysis Most of us would go to hell and back to protect our loved ones. In the Hunger Games, released in 2012 directed by Gary Ross working with cinematographer Tom Stern ,Katniss Everdeen does just that. Katniss Everdeen along with her mother and sister lived in Districts 12 that is controlled by a more powerful city called Panem. Each year for the entertainment of those who live in Panem, one boy and one girl are chosen from each district for a televised fight to the death called the hunger games, with only one survivor. The lucky boy and girl are chosen through what is called a reaping. Each boy and girls name if put into a drawing and pulled out for the results of who is going to be participating in the Hunger games. When Katniss Everdeen's ... Get more on HelpWriting.net ...
  • 46.
  • 47. Comparison Of Gamefly Vs. Gamestop GameFly vs GameStop, which is better? I have received a lot of questions asking which of these companies is better. Well the answer is really tough. You have to decide which of these is going to actually save you money. I have provided a comparison of each and then you can decide, which will save you the most. Let's start with GameStop; it is a heavy hitter in the gaming consumer world. With presence online and at retail store you can find one, even in the smallest of cities. It's main selling point is that it takes trade–in games and sells them a cheaper price then new games. The prices of trade–in values for games, consoles, and even smart phones and tablets are all listed on the website. That way you know exactly what you'll be getting if you choose to trade with them. You can choose to take cash, which you'll receive a smaller amount of return or store credit, which is slightly higher. GameStop also offered a return program, where you if you purchase a Pre–Owned game and you do not like it, beat it too quickly whatever the case may be, you can return it within 7 days of purchase date and receive a full refund. Unfortunately, that is not the case for new games, they must be unopened and in the original condition unless there is some kind of defect with the game, however there is a 30–day window in which to return. Currently, GameStop is trying to sell a rewards program, the GameStop PowerUp Rewards. There is a free program offering significantly less ... Get more on HelpWriting.net ...
  • 48.
  • 49. Target Women Observation The store in which I completed my observation was Target. Target's general layout made it easy to decipher the section designated for boys and the section designated for girls. While Target did not specifically label the aisles by gender, it was not difficult to decipher where the toys for each gender were located. The section designated for boys encompassed about three aisles consisting of various toys that would interest boys, while the section designated for girls encompassed three aisles as well. Target also consisted of about two aisles of gender–neutral toys. The kinds of toys offered for boys included guns, action figures, building sets, and cars. Types of toys offered for girls included dolls, stuffed animals, play kitchen sets, and ... Get more on HelpWriting.net ...
  • 50.
  • 51. Movie Analysis : Candy Land Candy Land is a fun imaginative game in which friend's journey across a magical land out of candy in search of the missing king. Anyone, ages 3 and up, can join in the game and feel how it is to be a kid again. The rules are simple. Draw a card, move to the corresponding space, and hope you're lucky enough to be the one to reach the end of the board and find the location of the candy king. There are many special cards included in the drawing pile that influence how far forward or backwards a players character is allowed to move. There are three types of cards involved in the game. The first card has a single square on it that is a single color. The color on the cards correspond with the layout of the playing board. This specific card lets the player move forward to the space that is the same color as the square on the card. The player can only move to the first space that is the same color. The second card contains two of the same colored squares. This card allows the player to move their character forward two spaces that correspond with the color squares on the card. The third type of card is a type of transportation card. When drawn it shows a location that is on the board, or a person that is on the board. When the card is drawn the player moves there character to the corresponding location. This card is special in that it can help a player get ahead of others, catch up to the others, or be moved backwards and behind all of the other players. This is the only way a ... Get more on HelpWriting.net ...
  • 52.
  • 53. Toy Store And Gender Project Toy Store and Gender Project On Saturday, the tenth of September 2016 I went to Target at 5pm with my roommates. As I walk to the toy aisle I saw parent with their young children. The store was busy but not crowded their where about five to ten families at the toy section. The adults in the toy section with children or without where mostly female. Target had multiple aisles for children's toys it was divided pretty evenly between girls and boy's toys with one or two aisles for newborns. The newborn section uses primary colors in its designs of toys and is not as gender specific than the other aisles. This idea stops as soon as the toys age range increases. The aisles amid toward the girls filled with pinks and purple colors. The toys geared toward girls are generally dolls, princess, fairies and animals. Then boy aisles are next and are geared to super heroes, rescue squads, trucks, and first responders like policemen. The constant colors seen are reds, blues and greens. The colors in the aisle reflect the socially constructed idea that colors go with genders. The order of the aisles is as following infants, girls, and boys then comes sports equipment. The social construct of sports is more geared towards boys and girls should stay home and care for homely topics. Target ordered their aisles is a way that expresses societies ideas of gender; in that girls should be closer to the home maker thing like learning to car for babies with baby dolls and that boys should ... Get more on HelpWriting.net ...
  • 54.
  • 55. Response To Jonas's Death In 'The Giver' Death and sadness are the worst thngs in life, but life cannot be full if people don't go through suffering. Jonas went through his life with a much suffrage and pain. When Jonas received the memory of death he finally realised the importance of life. The fact that no one in the community can understand death means they cant respect life. On page 113 Jonas sees a young soldier boy die, "The boy sighed. His head fell back. his lower jaw droping... A dull blankness slid slowly across his eyes. He was silent." After this memorie he knows how horrible death and war is. Later on he sees his friends play a game of war. They didnt know how grousome a game they were playing. Without memories thyedidnt undertant why Jonas was acting strange when he was ... Get more on HelpWriting.net ...
  • 56.
  • 57. The Father Of The Nintendo Game Boy : Gunpei Yokoi The Father of the Nintendo Game Boy: Gunpei Yokoi By: James Benson There have been numerous inventors that have had their names stand the test of time. Achievements in technology that have benefited humanities health, knowledge, and even education. Not only were there inventors in those fields of technology, there are also those inventors whose inventions innovated entertainment and play, and video games are one of those inventions. We play them on our TVs, computers, portable gaming devices, and on our phones and have made video games a huge part of our culture. However, there is one invention that is so recognizable by practically everyone because of how dominant in the handheld games market it had been for almost two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements in the video game industry. Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September 10th, 1941. He also grew up in the same town where he would attend Doshinsha University and graduate with a degree in electronics. Like any other college graduate, he applied for multiple different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi was hired by Yamauchi in 1965, where he started as the maintenance man of the ... Get more on HelpWriting.net ...
  • 58.
  • 59. Movie Analysis : ' Midnight, My Brother Randy Hunches ' At midnight, my brother Randy hunches over in a metal chair and taps his keyboard repetitively. He wraps a blanket around himself, inserts his earphones, and sits mostly in the darkness. Only a computer screen shines a light on his face. He usually has none of his homework finished when that light is on, but perhaps he plays for that reason – to distract, to hide, to avoid. Peeking over his shoulder, I sometimes try to join him, not in the hiding, just in the disappearing. But he no longer needs – or wants – me to play with him as we did years ago on a silver Game Boy Advance. On it, I would be his eyes and his fingers. I read the words he did not know and used my more nimble, less chubby fingers to control our avatar's movements. ... Show more content on Helpwriting.net ... As I gazed at the display case, I knew Randy had found me in the video game aisle, and his eyes had already veered to that same box on the bottom shelf. And I knew he would have the blue Game Boy, and I would have to get one from the heaps of silver Game Boys. Blue, my parents said, was for boys, and I needed to stop making Randy upset. A part of me felt resentful, angered, frustrated for this parrot who mimicked my words but barely squawked on his own. At "my" party the next week, I knowingly turned over the silver Game Boy in my hands. The five buttons just seemed a little more awkward, the surface a little more dull, and the flipped up screen a little more stiff when I saw my brother's gleaming, slick device. Envy boiled inside. What did he do differently? What did he do better than I? Although I had known for years already, the reminder that my birthday was also Randy's – when his actual day of birth was four months away – made me seethe in anger. My reaction to his Game Boy may seem irrational – fussing over some silly color and blaming a child for it all. But I was a child, too. And my parents had forgotten that. From the time I was six, I was writing out their checks, filling out their paperwork before doctor appointments, and reading the manual to set up the Game Boy and every other device in our house. My childhood had disappeared. Being an older sister, I told myself, meant consistently compromising for my little brother. It meant ... Get more on HelpWriting.net ...
  • 60.
  • 61. Video Games : A World Full Of Realistic 3d Environments Through the years, the technology involved in creating and playing video games has continued to evolve in ways that its founder might never have dreamed possible. Starting with tabletop roleplaying and card games and monochrome arrangements of lines, it has since traversed through 8–bit landscapes to become a world full of realistic 3D environments and characters. Currently, it is even venturing into virtual–reality with life–like graphics so the players can genuinely put themselves inside of the game. The industry has taken leaps and bounds in just the last half of a century to reach its current point, and it is only showing the promise to continue to progress further from here. The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games and trading card games. For example, Nintendo, one of the largest video game companies in the world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland, 2014). In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father of Video Games." This Brown Box was a large, rectangular wooden box with two controllers attached. He created it to work with ordinary TV sets at the time, and it came with six simple games installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011). The user could switch between the games using various combinations of the switches located on the front of the console. Baer licensed his ... Get more on HelpWriting.net ...
  • 62.
  • 63. Reflection Paper About Technology Reflection Paper #1 It is 2017 and it is safe to say that technology has integrated into daily routines. I for one will admit it, when I wake up the first thing I do is reach for my smartphone. I immediately check on people; I barely even talk to. Sad to admit but it might be to stay relevant to those weak ties for potential social gain. Nevertheless, that has been my daily routine for the last 6 years. Thinking back even further I remember my first interaction with technology and being formally introduced to a desktop computer. My uncle Felix introduced me to technology when I was 6 years old and as a child, I was fascinated by computer gaming. Computers opened my eyes to a whole new world and it continued to do so as I grew up. My uncle Felix at the time was in school studying to become a computer programmer. I remember uncle Felix building system units and once they were ready he would buy my games to play on his desktop. That was my favorite part of my day, coming home and playing a new game. He also introduced me to my first Game Boy Advance which was an upgrade from the original Game Boy Color. My parents couldn't afford to get me technology, luckily I still had the opportunity to have what I did. He spoiled me with technology, he was the one person in my life that has always trusted and believed the technology was a utopian instrument. Looking back upon receiving the latest (to its time) technology, I now realize and understand why uncle Felix was drawn to ... Get more on HelpWriting.net ...
  • 64.
  • 65. How Gender Inequality Is Defined As The Unequal Treatment... Introduction: Gender inequality is defined as the unequal treatment of individuals on the ground of gender. Gender inequality is the result from the different social construction as well as biological difference. It is the treatment of boys and girls differently at home, school, work, and other situations. From childhood, society develops norms that are expressing a gender role that what type of behavior is acceptable for boys and girls in the society. As, boys are expected to act with those toys that assist them in decision making roles, whereas girls usually play with those toys that teach them an expressive role like caring and nourishing. Gender role creates the masculinity and femininity identity that describe the masculine and feminine behavior for men and women in society. "Toys R Us": For this observational data research, I chose to collect data from the largest children play store called "Toys R Us". The store is very popular among the children's for the largest collection of toys, games, and others play stuff. The store carries different characters of brand like Disney, Nickelodeon, Barbie, LEGO, Monster High, Hot wheels, Nerf, Star trek and others which identify the gender inequality in the store. In order to collect data, my main focus is to find the comparison among masculinity and femininity. This observational research also demonstrates the convergence of race or ethnicity among genders. Besides, the data from store describes the inequality between boys and ... Get more on HelpWriting.net ...
  • 66.
  • 67. Essay The history of video games In the beginning........ The first real "video game" was made in 1958, by a physicist named William Higginbotham. It is a table tennis like game and is played on an oscilloscope, a device used for visual displays. While some big name games, company's, and events have yet to happen, this is what sparked the video game interest. These paragraphs will guide you through the many years of games. Lets'a go!! Early years (1961–1972) Things start off when the first interactive computer game–––– SpaceWars (made in 1961) –––– is visited by the eventual founders of Atari––––––––– Nolan Bushnell & Ted Dabney–––––– attempt to make an arcade version of the game in 1970. In 1971 they succeed, but the public finds it too hard to play. In 1972, a console ... Show more content on Helpwriting.net ... It was superior in graphics, but was considerably more expensive ($299). This is just the first of many companies Atari will have to compete with. Let's see how long Atari will last. Hits and misses, plus a crash. (1981– 1984) To start off, we go 1981, the beginning of the first video game magazine, Electronic games, made by Arnie Katz and Bill Kunkle. 1982 introduces the Atari 5200. The next year is much more eventful. It starts off with a video game market crash, and several companies go bankrupt. However, there is good news––– and its name is Nintendo. The Japanese company is not willing to release the Nintendo Entertainment System (NES) in America because Atari rules a large part of the market. Instead, they decide to offer Atari the rights to release the product in the U.S. The plans fall through and we do not see Nintendo until 1985. Consoles galore!!! (1985–89) If the title didn't give it away, there will be a lot of new devices to play on, plus a now –game–only company that made a lot of consoles before it went game–only will be introduced. So back on the timeline........... We start off at 1985 where a Russian programmer named Alex Pajitnov makes the popular game, Tetris. As said above, the NES is released. If you want to play some of its games now, try this link: www.nescafeplay.com/main/ Now, on to '86. In order to rival the NES, Sega (now stuck with making games) releases the Sega Master System ... Get more on HelpWriting.net ...
  • 68.
  • 69. History of Video Games Essay Did you know that Pong; the first game made by Atari, wasn't originally meant to be released to the public? A new Atari employee was given the assignment of making it simply as a test of his game design skills. Since Pong became a hit, video games have been a large part of the entertainment business. They have found their way into homes all over the world. "You can't say that video games grew out of pinball, but you can assume that video games wouldn't have happened without it. It's like bicycles and cars. One industry leads to the other and then they exist side by side. But you had to have bicycles to one day have motor cars" (Steven Baxter). In 1931 David Gottlieb invented the first pinball machine. Gottlieb was a short, stocky ... Show more content on Helpwriting.net ... It came in the form of a ball on a pedestal; from which came the name "Stool Pigeon." If the ball fell off, that was the end of the game. It allowed the cabinet to move only within a reasonable boundary. The pedestal was later replaced by a pendulum. The tilt mechanism has been present in all pinball machines since. In 1933 Williams designed the first electric pinball machine. It was called "Contact." It utilized electrified scoring pockets called "Contact Holes." They knocked the ball back into play which allowed scoring to continue. One of the most significant innovations in the history of pinball is arguably the flipper bat, invented by Harry Mabs. For a while pinball was considered gambling because it had payouts. The flipper bat redeemed pinball because the flipper made it a game of skill. The invention of the flipper was so significant that in France pinball is simply referred to as "Le Flipper." The first video game was created by a man named Steve Rusell. He was short, wore glasses, and had curly hair. He made the game in 1962. It took him six months. His game was called "Spacewar." It was a simple duel between spaceships. The controls were toggle switches. It was a two player game because the computers at that time were too slow to have artificial intelligence, which would've allowed the computer to act as a second player. In a later version of the game there was a background of stars. There was also a hyperspace button; a button which made ... Get more on HelpWriting.net ...
  • 70.
  • 71. Homer's Unique Process of Making Art While a distinction between fine art and illustration is often made, the work of Winslow Homer certainly appears to bridge the two. When comparing Homer's engravings to his paintings the artistic intent of his work is evident. Often Homer would take an engraving and develop it further as an oil painting. However, Homer occasionally would reverse this process. This interchangeability between a wood engraving, intended for mass reproduction, and oil painting reveals that regardless of medium Homer's artwork had substance. As an artist Homer had a clear message that he wanted expressed through each of his creations. This intention is what makes his images more than simply illustrations. As Albert Dorne stated "The form in which an artist ... Show more content on Helpwriting.net ... "These images of boys at play, exuberant celebrations of childhood to be sure, also embody Homer's own observations on problems of social dynamics."(Wierich 40). The point of the game is not simply remaining part of the whip. The possibility of breaking away and becoming independent from the chain is what add the excitement. "The boys learn through experience, and symbolically, in the game, those snapped from the whip are flung out of community, a playful "dry run" at growing up and going off on their own." (Prown #). Homer's criticism of these dynamics would be especially relevant the years following the Civil War. Previous to this painting and engraving the Confederate states declared secession during the Civil War. A correlation between the confederate states and the boys being thrown off of the human whip can certainly be made. The use of children to allude to the war also emphasizes the stark contrast of what the previous generation of children had to endure. The detachment of the two boys from the rest of the group is accentuated through multiple formal elements in both iterations. The most obvious difference between the oil painting and woodblock engraving is the color. The sentimentality that is contained the original oil painting is partially conveyed through its use of color. The warm color palette that Homer chose to use contrasts the social criticism ... Get more on HelpWriting.net ...
  • 72.
  • 73. Examples Of Autoethnography The second part of my autoethnography consists of two of the biggest events in my life that shaped me into who I am today. I believe that the ages from 9 to 14 are also the times that I started to develop my personality and started to have a sense of who I was, and in the ages from 15 to 18 those personality traits started to settle down. I learned about Pokémon, which is one of the most influential things in my life, when I was around 9 years old. I learned about Pokémon firstly from its anime on TV. For some reason, watching it made me feel really happy. I remember some days when I woke up at 6am just to watch Pokémon. My interest in the Pokémon franchise grew stronger with their video games. My mom knew how much I loved Pokémon, so she entered a raffle made by a soda company in Turkey, which rewarded 50 people a Nintendo Game Boy system and a game of Pokémon Red to play with that system. Thanks to her luck, she managed to be one of the winners of that raffle. After she got the gaming system she gave it to me as a new ... Show more content on Helpwriting.net ... My grandmother, who is the mother of my mom, passed away due to heart failure at the age of 87. Since I was 6 or 7 she had been living in our house. The reason for that was, my grandfather, that I was named after passed away a year before I was born, so she was alone, and she was starting to get old. Since she lived with us for so many years, she had been a very important figure in my life. I can honestly say that she was like a 3rd parent for me, and losing her, made me fell horrible and helpless. I witnessed how real death is because of her passing. Combined with puberty, my grief caused me to become depressed for a long time. As I'm looking back it sounds really extreme, but there were some days that I did not even leave the bed thinking that there was no point to our existence. Thanks to some psychological counselling however, I was able to overcome that mental ... Get more on HelpWriting.net ...
  • 74.
  • 75. My Family At Toys R ' Us For Her Daughter 's 8th Birthday When I visited my Aunt in Concord not too far outside of the San Francisco, I accompanied her in buying a present at Toys R ' Us for her daughter 's 8th birthday. When entering the store it gave a very exciting and bright atmosphere. The colors were very vibrant with shelves upon shelves of different types of toys. The colors at the front seemed to have a combination of all the different colors and seemed to keep a neutral environment. The store had many places for kids to wonder such as a video game section, different toy sections that were separated into types of toys, and the older kid sections which included bikes, scooters, tri–wheelers, and push carts which were just for the parents to use to push their toddlers around. The entire ... Show more content on Helpwriting.net ... This obviously is to intrigue the boy who shows interest in explosions and people fighting off monsters to save the Earth. For the bigger toys in these sections, I noticed that the toys meant for boys had many toys that suggested they should pretend to be different super heroes. In this section even though many heroins had similar colors to the men, there were no girl super heroes in this section despite having many batman and superman toys. When walking into the girl isles of the toy store, the type of toys completely changed. When walking in the isles I noticed that the colors obviously changed to pink and purple. The type of toys in these isles completely contrasted the toys meant for the boys. Toys meant for girls usually comprised of barbie dolls, flowers, and many color books of princesses. Most toys in this section suggested tea parties and playing house. Many of the toys also promoted little girls to wear aprons and to bake cookies and other meals for fun. One of the interesting things about this isle however were how they had more "Life size" toys than the boys. The life size toys were usually barbie dolls where they could dress up the toy in the girls actual clothing to see what the barbie doll would look like. Another thing that I noticed was that most of the toys were very similar to one another because the girl isles comprised of different types of dolls rather than ... Get more on HelpWriting.net ...
  • 76.
  • 77. Essay On Evaluating Commercial Toys Evaluating Commercial Toys I cannot remember the last time I woke up early on a Saturday morning with a big bowl of cereal to watch cartoons? I usually just turn on Hulu to watch some of my old time favorite cartoons such as Hey Arnold, Jimmy Neutron and X–Men. I have even watched Power Puff Girls sometimes. Last Saturday I watched cartoons on ABC, CBS and NBC and thought it would be an excellent way to see how toys are being marketed to children these days. Honestly it doesn't have to be a Saturday morning to witness some of the ridiculously gendered ads. It is the best way to educate yourself and your children about the blatant use of stereotypes that not only allure your child as a consumer, but also burn those stereotypes into their ... Show more content on Helpwriting.net ... There was plenty of other fluffy accessories and jewelry for the girls to be tempted with. Boys can be more violent with the Scary Movie masks, Zombie stuff and weapons. When it came to superheroes, the costumes shared the same space. Superman and Batman could be next to Wonder Woman. I guess they are considered to be part of the Justice League so it is alright? The next section in the very front of the store was for summer stuff on sale. Everything was together because beach and pool stuff is pretty generic. I only saw a difference in the color of the pale and shovels and noodles for the pool. Once I got past all of the sale items I arrived into Lego land featuring Lego Ninjago which is based on the new movie. It is definitely geared towards the boys. With all of the ninja stuff it didn't stop there. I saw aisles filled with boys Lego kits for Stars Wars, superheroes and pirates. There were all kinds of huge displays showing action and movement. This was eventually broken up with aisles of board games that are for children of all ages and geared towards families playing together. Preschoolers had some similar learning toys for boys and girls. Leap frog had colors for girls and boys. Stuff animals were in the same aisle which can be generic except for maybe the unicorns, care bears and panda bears. There was a huge Barbie section oozing in pink with a tremendous assortment of dolls, dolls houses and ... Get more on HelpWriting.net ...
  • 78.
  • 79. Agents of Socialization Essay 6 Agents of socialization in short are the people, groups, and social institutions, as well as the interactions within these groups that influence a person's social and self–development. Agents of socialization are believed to provide the critical information needed for children to function successfully as a member of society. Some examples of such agents are family, neighborhood, schools, peers, religion, sports, the workplace, and especially the mass media. Each agent of socialization is linked to another. For example, in the media, symbolic images affect both the individual and the society, making the mass media the most controversial socialization agent. One of the most obvious places agents of socialization lay is in the malls of ... Show more content on Helpwriting.net ... Again, there wasn't a single gun in the girl isle. For the girl toys, they have lifelike babies, which encourages them to practice or prepare to fill the role of motherhood someday, and kitchen play sets, which encourages and teaches girls that cooking, and making play food is part of their "role" in society. You won't find the face of a single boy on any of the Easy Bake Ovens. Arcades filled with video games are also agents of socialization. Tilt, a well known arcade, is filled with different kinds of video games. It is evident by mere observation that the majority of the crowd attracted to this particular entertainment scene would be boys. The arcade is filled with race car, and shooting games, neither of which positively portray female characters, if at all. The vast majority of characters in the games are men. In Mortal Kombat II, the women are dressed in skimpy revealing leotards, and hide behind "harem masks". The portrayal of both male and female characters inevitably has an affect on the expectations of gender roles for both boys and girls. The object of the game is to kill. There are very few instances in which a female is depicted as the active character or hero in any of the games, and when there was, she still portrayed stereotypical female persona. In Super Mario for example, the princess is wearing a pink dress and tiara. The majority of kids playing the games are males. Theory has it that because boys spend so much time ... Get more on HelpWriting.net ...