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Video Games Considered Art Essay
Video Games Considered Art Many video games use visuals to mentally immerse gamers into a virtual world filled with seemingly living, breathing
people, animals, or cities. According to Michael Samyn and Auriea Harvey, game designers for Tale of Tales, video games increasingly develop into a
true medium of artistic expression (Lamb). In just forty years, video games transformed from an abuse of the new computer for entertainment purposes
into a sophisticated form of popular art. The development of video games recently produced results that arguably equal other similar, representational
arts. Video games share many qualities with other forms of art, but they are also artistically significant in their own way. "This seems to be something...
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These backdrops technologically represent the visual art style seen in video games. While not necessarily traditional art, new visual art is created by
the ever growing technological advances seen today. Another example, Grand Theft Auto: IV, creates a living, breathing city, named Liberty City:
Liberty City, the setting of Grand Theft Auto: IV, is a high
–water mark of aesthetic representation in gaming. Here is a city, rich with detail and
character, with living inhabitants, that changes to reflect the time of day and the changing weather, is simmering with economic and ethnic politics,
has great architecture, and is everywhere making comments on our real world . . . . (Tavinor 183) How does a virtual city in a video game represent
art? Art is seen everywhere; the architecture, the faded graffiti created by rival gangs, and the interactive characters' clothing designs. These two video
game examples alone prove the ever–growing technological representation of art in video games, whether it is a fantasy world full of colorful, exotic
plants or a gritty, realistic setting where crime and graffiti scatters throughout. Video games use visuals as well as use creative media to explore and
represent art in gaming. In using creative media, video games share similarities with traditional art but also differ from it entirely. Art created by video
games is in a league of its own. Tom Cargo, the president of the Game Developers Association of Australia said, "No
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Grand Theft Auto ( Gta )
Taylor Bernard
Adam Junker
English 101 SO3
5, May. 2016
Background:
"Grand Theft Auto (GTA) is a long–running series of video games, published by Rockstar Games and developed by subsidiary companies. The
games are primarily developed by Rockstar North (formerly DMA Design). There are currently sixteen games in the series, plus two expansion
packs for the original and two expansions for GTA IV and including a multiplayer title. The games have been released for various platforms,
including the PC, PSX, PS2, Xbox, PS3, Xbox 360, PS4, Xbox One, GBC, DC, GBA, PSP, DS, iPhone and Android with all but two of the games
released on multiple platforms ("Grand Theft Auto")." "Mortal Kombat is a 2D fighting game developed and released by Midway in ... Show more
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Each of the seven playable characters enter the tournament for different reasons (some for revenge, while others for glory). The main protagonist is
Liu Kang, a Shaolin Monk of the White Lotus society who wants to bring honor back to the Mortal Kombat tournament. The main storyline was
expanded through comics and sequels, involving the evil forces of Outworld, who use the tournament in order to take over Earth (known as
Earthrealm) ("Mortal Kombat")."
Introduction:
"Roughly 68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18. While the average age of
a typical video game player is 35, it does show a large number of individuals are playing video games before college and while they are still at home,
living with their parents and attending grade school." Media misrepresents video games as a violent distraction for its audiences. Stereotypes of games
like Grand Theft Auto or Mortal Kombat have dramatically changed the video game world.
When playing violent video games most players can distinguish the difference between the game and reality, but for others their game and realities are
the same. According to Tom Mcgrath, violent shooting games might not be just a game to some people. Playing a
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The Effect Of Violent Video Games On Children
The Effect of Violent Video Games on Children
Since the rise of video games in the last decade younger kids are spending a lot of their time on games. One problem with children having access to
video games is the bloody and gory violence some games contain. With children growing up playing these violent games it raises a question that most
parents wonder, do violent video games make children more aggressive towards others? There are results from studies and incidents in real life that
prove violence in video games does influence certain children. Violent video games do increaseaggression in children who are already aggressive in
nature but do not have a negative effect on most children.
Studies have been conducted to test whether or not violent video games increase aggression in children. The first study was conducted by Jia–Kun
Zhang from Shanghai University of Sport and Qian Zhang from Southwest University. The purpose of this study was to investigate how aggression
resulting from video games varies by gender and the childВґs trait aggressiveness level. Two tests were conducted: the first being a test of two hundred
and twenty children to see what games the children found violent. The second test was to see whether another set of two hundred and forty children
showed more aggression after playing the violent game. Overall the results indicated that gender and trait aggressiveness affect aggression in children
who play violent video games. "...children with high trait
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The Effects Of Violent Video Games
There have been multiple studies and research cases, in recent years, that point the finger at violent video games as the cause of increased
aggressive behavior in children. These studies claim to provide irrefutable evidence of the influence violent video games have on impressionable
young people, such as increasing aggressive behavior and violent tendencies. But in all the research and studies done on the effects violent video
games, there have been two recurring factors, a predetermined outcome of negativity, and a lack of long term, solid evidence to support their
results. Violent video games do no increase aggressive behavior in children, as these studies would like to lead you to believe. These studies are
asking the wrong question in the pursuit of a desired outcome. Aggressive children are simply more likely to play violent video games. Video
games are not the first medium of entertainment to be put to this test either. With "a traditional game console in 51 percent of U.S. households" we
would be experiencing bedlam nationwide if the findings from these studies were in fact true (North). In addition, for every "reputable" study that
concludes violent video games cause increased aggression, there is a study against it showing the flaws in the research, or proof of bias on the part of
the researchers, proving that a predetermined outcome was expected. Some of the studies even had researchers on the teams voice their disapproval of
the outcome because of a perceived
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Violent Video Games
Violence in Video Games
Violent video games have been an epidemic for decades. Furthermore, the violence in video games has increased and has become more realistic.
Violent games like Mortal Kombat, Dead Space, Grand Theft Auto and Call of Duty have become common household games. Boys are more effected
by video games; thus, video games have made males more violent because they include military techniques, reality based settings, and change people's
behaviors.
Knowing the history of violent video games is important in understanding how they have become more violent. In 1976 Exidy games released the first
"violent" video game, Death Race. In that game the player would drive a car over stick figures, turning them into gravestones (Douglass). The public
was soon outraged by the video game and, "the end result was that Exidy sales doubled or quadrupled" (qtd. in Douglass). People wanted the violence.
Most early video games did not include people to people violence like most games now, they were just the gateway into the world of violence. The
founder of Atari, Nolan Bushnell said, "We had an internal rule that we wouldn't allow violence against people. You could blow up a tank or you
could blow up a flying saucer, but you couldn't blow up people" (Douglass). Later companies formed and with them came better graphics, therefore
more gore. "Gradually it became clear that games sold better if they contained more violence," and with that games like Mortal Kombat, with
one–to–one
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Like Grand Theft Auto: Destructiveness Against Ladies
As indicated by Procon. com, 60% of center school young men and 40% of center school young ladies who played no less than one Full grown
evaluated diversion hit or beat up somebody, contrasted with the 39% of young men and 14% of young ladies who did not play M–appraised
amusements? On the other hand that 90% of pediatricians and 67% of parents concurred or firmly concurred that violent video games can increment
forceful conduct among kids. Indeed, even 28% of young men and 5% of young ladies concurred that loving firearms and weapons inspired their
gameplay. On Debate.Org, 49% individuals concurred that savage violent video games add to youth roughness. Laura Davis, M.D., a kid and
pre–adult therapist accept an excess of youngsters are presented... Show more content on Helpwriting.net ...
With various numbers, despite everything it is not demonstrated that violent video games can negatively affect kids. In any case, it's reasonable that
violent video games can add to youth violence. Mirror neurons are cerebrum cells that demonstration of individuals' sympathy for other in violent
games, individuals have an opportunity to slaughter individuals or animals inside of feeling compassion for the individuals who are executed.
Children regularly lose their feeling of reality and fiction and violent video games have been demonstrated that it can urge children to act savagely. A
Clinician have affirmed playing violent video games is connected to forceful and insensitive conduct. Children are not influenced by pursuing a
violent book the same way they are from a violent game. Kids may not completely comprehend that they individuals they people have genuine lives
and genuine families. Subsequent to doing violent video games are to say rebuked for some things and youth roughness is one, alongside school
shootings, forceful conduct, viciousness toward ladies and other criminal conduct. Since there is no official examination done to demonstrate savage
computer games add to youth roughness there is not a lot anybody can do. Parents should limit on how long their children are allowed to play the
game per day. 75% parents believe that the parental controls available in new
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Argumentative Essay On Saints Row
Ironically enough for a game that revels in its criminal activity, Saints Row stole most of its ideas from the Grand Theft Auto series. Admittedly, if
you are going to imitate a game you can do far worse than GTA. Saints Row however goes the extra mile and provides players with a very
enjoyable gameplay experience that goes beyond merely cloning the most popular aspects of GTA. The game opens with some extensive
customization options where you get to create your inner gangster. You are then promptly chucked into the middle of crossfire between rival gangs.
The leader of the 3rd Street Saints takes pity on you and recruits you to their cause which is where your life of crime begins. The game is set in the
fictional city of Stillwater and to... Show more content on Helpwriting.net ...
Expect to hear big names such as Micheal Clark Duncan, Tia Carera, Daniel Dae Kim and Mila Kunis lending their vocals to the main characters.
Of course, no GTA clone would be complete without a wealth of radio stations and Saints Row has this covered as well. There is a station for
virtually every genre of music from rock to rap and reggae plus a hilarious talk show one. Overall, I would say that the music selection is maybe
not as mainstream as what the GTA games have to offer but it is still good. The humor falls a bit flat in place and you can expect a lot of over the
top swearing but overall the audio is good. Due to the customized aspect of your characters he doesn't have much of a personality and rarely ever
speaks which makes the rare occasions where he opens his mouth even
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Feminism In Wonder Women
Wonder Women: The Untold Story of American Superheroines is a film about the history and importance of the famous DC Comic character, Wonder
Woman. A psychologist named William Moulton created Wonder Woman in 1941. When she was first created, she was the ideal feminist icon. She
did not rely on a man and always saved herself. WonderWoman's creation was at a time while the United States was at war. During World War II,
women took their places in the working industry while the men were off at were. Wonder Woman's character resembles the attitude towards women
and the need for them to work and be seen as equals during wartime. Her creation was one of the first times the woman was portrayed as the hero in
comic books. Kids, especially young ... Show more content on Helpwriting.net ...
Women are now portrayed as "stabbing each other in the back" and being "overly sexualized" (Wonder Women). Portraying women as evil and
overly sexualized sends out the wrong message to viewers. It sends messages that women cannot be the heroes. If they are not villains then they are
often in need of rescue. The women seen on TV and comic books are wearing revealing outfits. As the film points out, this leads to "sexiness becoming
the way of signaling empowerment". Young girls deserve better than to think dressing provocatively is a way of showing empowerment.
"Video Games and Machine Dreams of Domination" by John Sanbonmatsu is an article that discusses video games and their impact on society. The
main consumer and targeted audience of video games produced are white, heterosexual men (Sanbobmatsu). Just like comics, Sanbonmatsu notes,
"The vast majority of game protagonists and heroes are male". This makes sense due to the consumers the companies are trying to target. However,
this sends a terrible message to women. The message tells women they do not belong in the world of video games and are not capable of being
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Qunandar Representation
A Review of Gaming's LGBT Representation
"In Qunandar, Krem would be an Aqun–Athlok. That's what we call someone born one gender but living like another," says The Iron Bull. "And
Qunari don't treat those Aqun people any differently than a real man?" Krem asks. "They are real men. Just like you are." The Iron Bull finishes.
Above is a conversation between two characters in Bioware's 2014 smash hit RPG, Dragon Age Inquisition. This conversation took the transgendered
community by storm. Krem, second–in–command to the mercenary group 'The Bull's Chargers', is a man born a woman, and a hero to many transgender
gamers. Transgendered people are often grossly misrepresented in entertainment media. They are made a mockery of through cheesy ... Show more
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It featured a male character flirting with a woman at a bar, before another male distracts him and he leaves to flirt with him instead. It was both
ground–breaking and controversial, and the most 'normalising' representation of LGBT since 1998's Fallout 2.
2004's Fable took a whole new step in LGBT representation. Players could create their own male or female character, and then initiate flirtation,
romance, or marriage with anyone they liked. Their character's profile would then reflect their sexuality by listing either Gay, Straight, or Bisexual,
depending on whom you may have slept with or married. Fable was congratulated on its normalisation of LGBT characters in games, as other in–game
characters had neither positive nor negative reactions to your character's sexuality.
It's later in 2004 where LGBT representation in games received somewhat of a kick to the face from Rockstar North's Grand Theft Auto: San Andreas.
Homosexuality is used to denigrate the police in the game, the player–character's enemy. They repeatedly shout flamboyant and degrading comments
including "Drop the soap, honey!" Used as a negatively contextualised joke, the popularity of the game was rather unfortunate. It spread a negative
image of more flamboyant gay men, and was the first truly harmful representation of LGBTs in video games.
Appearing to set a trend of negative representation of LGBT communities, Rockstar's 2006 Grand
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The Second Amendment And The Right To Bear Arms Critical...
Gun control in America is one of the most fiercely debated topics in today's political sphere. Nearly everyone has an opinion and there is a
mind–boggling amount of information typically discussed regarding the matter. Media hot takes and campaign talking points aside, far too many lives
have been lost to gun violence. A total of 12,902 in 2016, to be exact. The fact that more lives have been lost to gun violence in the United States this
year than the 5,000 lost in the almost 10–year war effort overseas in Iraq and Afghanistan is appalling. Is sensible and reasonable gun control progress
attainable in our near future? That remains to be seen, however it is my intention to respectfully dissect an argument presented by none other than an
essay... Show more content on Helpwriting.net ...
For over 50 years the NRA has been the most controversial and well noted example of an adamant, unwavering, organized, voice as it has arguably
inflicted more influence in lobbying efforts than any other special interest group represented in the nation's capital. Originally founded in 1871, the
NRA originated just 6 years after the civil war and just 3 years after the 14th amendment. After just enduring the bloodiest battle in our nation's history
The 14th amendment (1868) granted states the right to further extend the protections available for individual possession of arms. A law of this
measure did hold rightful ground, given the climate in reconstruction era America. As an individual right to bear arms would naturally be in higher
demand following such a conflict. The NRA was founded to protect the granted rights and to represent a portion of individuals who held these rights
dearest. As the essay states "The NRA, as always, speaks for all gun–owners, with respect to the Second Amendment" (Alstyne 5). While it is within
our constitutional boundaries to have special interests represented, the NRA has long outgrown its original somewhat transparent roots. Like most
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Grand Theft Auto Debate
A.Can you imagine a situation where an entertainment industry designed or created a video game where you were allowed to kill any police officers
by set them on fire, massacre them using rifles and chainsaws? Do you think that anyone wanted to buy that kind of games? The answer is yes–and
they already did.
1.Did you know the worldwide sale of a violent game named Grand Theft Auto has sold nearly $2.3 billion? According to a CBS news article with a
title "Can a Video Game Relate to Murder", Grand Theft Auto (GTA) is a video game where the players can 'live' in a world administered by the laws
of depravity. If there're people you don't like? Kill them. If you see a car that you like, steal it (Leung).
B.In June 2013, a teen who was a big fan ... Show more content on Helpwriting.net ...
So, for me, banning the sale of violent video games to minors is one of the best prevention methods to put an end to this problem.
1.This legislation is to strengthen the present industry–controlled rating system and to ban the sale or rental any video games that are excessively
violent that consist killing, hurting, dissecting or sexually assaulting an image of a human being to those who were under 18 (Mears).
2.Retailers who violate this law will be fine and it also requires the game maker to put an "18" label on greatly violent video games (Mears).
3.This legislation is really beneficial to our society as it can prevent youths in our community to get engaged in any violent acts caused by video
games influence. Restriction may not be a good solution as there are some parents that do not care what their children do; they just allow their
children to do whatever they want. But, with government involvement, it was harder for the minors to get access to the violent video games. Now,
you all can see that banning of the sale of violent video games to minors is the best way that we can do, as there are no other efficient ways to put an
end to this problem. What happen if we do not support this legislation?
IV.Visualize (Body
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The Effects Of Video Games On Society And Corrupts...
Video games have been the subject of many criticisms throughout the years. One of the main criticisms is that violence in video games causes violence
in society and corrupts children and young adults into doing bad things. A game series that is constantly in the spotlight of this criticism is none other
than the Rockstar Games' series Grand Theft Auto. The most recent implementation in the popular franchise is GTA V, which follows three main
protagonists throughout their daily lives and involvements in various crime scenarios. GTA is known to take a satirical stance and take jabs at
America and crime culture as a whole. So, within a game that is a parody of society and the vices of humanity, it is not fair to say that this game is the
cause of social violence. Themes such as torture as a means to gain information, psychopathy, murder and other blue collar crimes can be seen
throughout the game. There are many criticisms due to these heavy themes, but in the end, every concept covered in this game merely reinforces and
parodies those of today's world.
Easily the most talked about and news media covered story related to this game is the torture scene in GTAV. In the mission "By the Book", the player
controls one of the main characters, Trevor, and is forced to torture a seemingly innocent man in order to gain information to assassinate a person of
interest for the FIB (Federal Investigation Bureau, parody of the FBI) in a graphic scene containing removal of teeth, smashing
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Stereotypes In Video Games Analysis
Video games have been a way to express the ideas and creativity of video game developers' for year now. Recently they have taken a turn for the
worst by incorporating racial, sexual and violent metaphors or scenarios. Two articles that talk about this important issues "Sex, violence and video
games" by Mitch Krpata and "Not a Hater, Just Keepin' It Real: The Importance of Race– and Gender–Based Game Studies" by David J. Leonard.
Leonard makes a crucial argument about the importance of balck, Hispanic and latino's stereotypes in video games that are primarly played by white
gamers. On the other hand, Krpata defends the critiques made about racism, violence and sex portrayed in video games by stanting that it is just
fantasy. While both, Leonard ... Show more content on Helpwriting.net ...
According to Leonard, video games mostly portray violence, sex, racism, stereotype and gender. Thus, is of extreme importance to pay attention
to what is given and shown to kids, teenagers and even adults who play video games. For instance, Leonard (2006) is aware about the importance
and the impact video games has on everyone, as he mentions, "Video games teach, inform, and control, mandating our development of tools of
virtual literacy to expand pedagogies of games as part of a larger discursive turn to (and within) game studies. We need to teach about games
because games are teaching so much about us . . . and "them" (p. 88). Whereas, Krpata (2008) believes that video games are just pure
entertainment as he mentions, "Hey man, it's just a game!" (para. 28). Clearly, Leonard is more aware than Krpata about the importance of video
games. People might argue and say that Krpata statement is more realistic since he is a gamer and is used to play all kinds of video games.
Nonetheless, Leonard is more realistic since video games can have a series of effect on the player. It can make the players to stereotype with other
races and genders. In addition, video games can inform about current issues, history, and adult life by making the gamer to have sex and so
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Aggression And Violent Video Games
Running Head: AGGRESSION RELATES TO VIOLENT VIDEO GAMES 1
Violent Video Games Utilization Relating to Aggression
Phyllis Hensel
Montana State University–Bozeman
Author Note
I have written this mini paper/literature review to satisfy the requirements in Dr. Matthew Vess's Research Design and Analysis II course (Psych.
225). I have been curious in the past regarding this subject, because I have a fourteen year old son that plays a few of these violent video games. I
wanted to know the verities in regards to whether or not playing of these violent video games is linked to aggression. I learned a great deal of
knowledge by my research on this subject, and I think that it really does depend on the person's age, maturity level, and active parenting skills.
If there are any questions regarding this mini paper/literature review, please contact me at (riveland3@gmail.com).
(Submitted: Tuesday, October 28, 2014)
AGGRESSION RELATES TO VIOLENT VIDEO GAMES2
Abstract
Five articles were reviewed to gain knowledge to the question; does violent video game
utilization relate to aggression? Other articles do show conflicts, and will be addressed. The main article reviewed is written by (Kim, K., & Sundar,
S. 2013), which reveals that "presence", "game controller", and "larger screens" may enhance the environment around the viewer making it more like
real life for them. These also are related to a higher state "presence" and
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Video Games And Violence Effects On Children Essay
Today, people spend excessive amounts of time watching TV or playing video games. Although not all television shows and games endorse violence,
the majority of them do. This violence can have severe personality effects on children if unmonitored. Some of these effects include depression,
aggression, or lack of morals which can affect children later on in life.
I Time spent playing video games
In a study conducted by Dr. Brent, Conrad we discovered that the minority population on average spend ample amount of time playing video games.
Surprisingly by age 4, Nearly half the population has played a video game. Within the next 4 years of a child's life that numbers jump to around 81%
who have played some form of video game. Conrad also finds that children under the age 8 typically play video games for 25 minutes a day.(Dr.Brent
Conrad [2]).
II Time spent watching TV Furthermore, in a follow–up study regarding the time spent watching TV Dr.Conrad finds some outrageous numbers.
Analyzing the data we find that 66% of all children under the age of 2 have watched television at one point in their life. By age 8 this number
skyrockets to a whopping 96%. On average 65% of them watch tv daily for about an hour and a half or 100 minutes to be
Lanier 2 exact. Dr.Conrad also concludes that by age 8 60% have played a game or used a portable device such as an iPhone iPad or tablet and 90%
have used a computer.(Dr.Brent Conrad [2]).
III What can be done to prevent effects
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Violent Video Games Do NOT Contribute to Youth Violence...
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and
how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame
the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in
The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the
bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who... Show more
content on Helpwriting.net ...
In their research of violent videogames and the effect on children, they have found that "the simplistic belief that exposure to media violence will lead
directly to individual violence is clearly wrong." (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent
video games are thought to encourage real world violence, they actually help to prevent it.
Level 1: What Games Can Do For You
Video game violence does not cause youth violence and in fact may help to curb this violence. Violent video games have never been proven to
cause youth violence. One of the most looked at franchises in video game history is Grand Theft Auto (GTA). However, since GTA hit the scene in
a big way in 2001, youth violent crime has actually decreased! (Snyder, Sickmund, 2006) By 2003 the GTA franchise had already sold 22 million
copies worldwide since the release of GTA III in 2001. (Take–Two Interactive, 2004) GTA games have violence, prostitution, and offensive language. I
believe that allowing adolescents to play these games works as a method of relaxation and release of stress. Teens and violence have gone hand in
hand for years. In the 1990s youth violence hit an all time high. (Snyder, Sickmund, 2006) Since the release of GTA III we have seen a decrease in
youth violence. I believe that the reason for this centers around
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Over the last 30 years, videos games have become very...
Over the last 30 years, videos games have become very desirable for people of all ages, genders, and race. With the rapid growth of technology these
games have become very life like and some seem as if your actually there in person. The rapid growth has made the video industry into a multi–billon
dollar industry and this has created much controversy among the people because the games are becoming very realistic, but also more violent. Since
the creation of violent video games there have been constant disputes to whether these games will increase violence in the player. Nevertheless, there
have been researches done to try and understand the correlation between video games and violence. These researches haven't only showed that the
violent... Show more content on Helpwriting.net ...
Many acts of violent crimes have connected to young players and violent videos games. These young players aren't supposed to be playing this game
anyways. There is a reason these games are labeled with the game rating. An 8–year–old boy intentionally killed a 90–year–old woman when he shot
her in the head inside a Louisiana mobile home after playing a violent video game, police said.
But the child won't be charged with a crime.
The boy fatally shot his elderly caregiver, Marie Smothers, after playing "Grand Theft Auto IV"– a video game critics often blame for promoting
violence – inside the mobile home at a Slaughter, La., trailer park Thursday evening, police said. (Kemp)
I wonder why an 8–year kid is playing a game that has a label on it that clearly has a label print on to the cover saying it is for people 18 years old and
up. Here's a 8 year old boy who is barely capable of thinking on his own and he's playing a game that he's 10 years to young to be playing. My really
question is how do you put that on the creators of the game? The game creators clearly put an age restrictions on the game for a reason because the
content is very influential for someone who isn't 18 or older. People over 18–year–old person are able to think for them selves as where an 8–year is
not. When your 18 you have almost a complete understand of what's right and what's wrong. The difference from fantasy and reality are
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Importance Of Violent Video Games
Should teens be able to buy violent video games? No, teens should not be able to purchase video games that contain violent content. Violent video
games in a person's early years could result in much, much worse things later on in life. Studies show that violent video games could result in bullying,
criminal activity, or in worse cases, suicide. Games that withhold violent scenes can result in bullying. Children will see what they are doing in their
game, and think that it would be acceptable to do that type of thing in the real world. They may not be going as far as shooting someone, but they can
turn that violence into a smaller aspect of hitting or kicking one of their fellow classmates at school. The American Academy of Child and Adolescent
Psychiatry maintains that," studies of children exposed to violence have shown that they can become 'immune' or numb to the horror of violence,
imitate the violence they see, and show more aggressive behavior with greater exposure to violence." (Freeman, David, Violent video Games May Curb
Bullying In Vulnerable Children, Study Suggests, Huffington Post). Sixty–five percent of middle school boys and thirty–six percent of middle school
girls who played at least one Mature–rated (M–rated) game harass/bully someone, compared with thirty–nine percent of boys and fourteen percent of
girls who did not play M–rated games (Playing violent Video Games Causes MoreAggression, Bullying, and Fighting, Superior Than). A recent
peer–reviewed study
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Essay on Grand Theft Auto IV
A.Introduction
In Grand Theft Auto IV (GTA IV), you play the role of an Eastern European immigrant who has come to Liberty City to visit his self
–proclaimed
'successful' cousin, Roman. After making the journey, Niko finds that his cousin is actually stuck in a cycle of debt and struggle and has been lying
about his large mansion and beautiful women. After spending some time with Roman, Niko finds that his cousin is being harassed by local loan
sharks. Niko must commit illegal activities for the loan sharks in order to eradicate Roman's debt. As a result, he must enter the underground world of
drugs and violence. Soon after, Roman discovers that his girlfriend is cheating on him with Niko's boss, Vlad, and is heartbroken. When Niko ... Show
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As the game comes to a conclusion, the player is asked to make one more moral decision. Niko has the option of either working with Dimitri
Rascalov, a man who sold him out to a Russian crime lord, or killing Dimitri. If Niko works with Dimitri, he tries to kill Niko at Roman's wedding, and
accidentally kills Roman. If Niko takes revenge on Dimitri and kills him, Niko's business partner kills Roman's wife for thwarting his plan. Whichever
path the player takes, the game concludes with Niko killing the man who killed his loved one. Although both endings are very tragic, they are
representative of the huge sacrifices immigrants face and the price they must pay to achieve the American dream.
B.Elements Perhaps the most important element of the revenge theme is the outcome of the revenge. In GTA IV, Niko is given many
opportunities to take revenge on those who have wronged him. Each time Niko killed a man who wronged him or his family, he ended up
suffering. When Niko killed Vlad, Niko and Roman were kidnapped and forced to work for their lives. By taking revenge on Darko, Niko does not
actually change anything. He finishes his decade long quest but he is still void on the inside. If art is created to help people draw parallels to their
life and learn a lesson, the entire purpose of the revenge theme is to demonstrate that 'getting even' does not work as well as it may seem. The player is
shown multiple times that taking revenge does not
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Violence of Video Games Essay
The overconsumption of things that we assume are not harmful to us can result in death or very close to it, such as Vitamin b, codeine, alcohol, and
water. What do all of these have in common? All of these can either kill you, or become very harmful to your well being if you consume too much of
it. We could certainly compare the "overconsumption" of video games with violence to the above with added danger. The fact that video games are
addictive as can be seen by anyone with experience of playing or the people in our lives who fell under the spell of video games. Obviously, they get
absorbed and obsessed over the virtual world and sometimes forget their responsibilities and obligations. The virtual world stealing peoples' lives in that
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According to an article by Andrew Buncombe (2008), a huge video game distributor in Thailand pulled Grand Theft Auto IV off the shelves after
Polwat Chinno, an 18 year old was convicted of robbing and stabbing a Bangkok taxi driver. So what was Chinno's reason for the robbery and
stabbing? He wanted to recreate a scene from Grand Theft Auto because his parents simply could not afford to buy him the game. Instead to
experience the game, and the feeling of violence, he recreated it in real life. The boy was known for being very polite, and well mannered. "He
tried to steer the taxi backwards down a street with the fatally wounded driver in the back seat. " The student allegedly told the police he had not
intended to kill the cabbie and only wanted to rob him but the driver had fought back with a metal bar. Steering backwards? Robbing a taxi driver?
These are all common traits in the Grand Theft Auto games; which tie directly into the theory of the conditioning of killing in violent video games.
The Grand Theft Auto game seems to be a game that has been accused of causing violent streaks in many teenagers. Another incident that struck out
to me was a news article called 'Can A Video Game Lead to Murder?' reported by Rebecca Leung (2009), the article was about 18 year
–old Devin
Moore who played Grand Theft Auto day and night for months straight. He had no criminal history and was very cooperative after his arrest. So what
exactly did this young man
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Manhunt Analysis : Manhunt The Game
Manhunt fascinates me, I find everything about it intriguing. It has so enraptured me, I simply can't stop thinking about it whether I'm at home, at
school, or at the mall. That makes me sound like some kind of homicidal sadist, and I am fascinated by it for precisely that reason. Before I say
anything more incriminating, I should mention that I love Manhunt the cultural experiment and not Manhunt the videogame, because the former has
fared much better over time than the latter.
Manhunt the game is a clunky, awkward mix of pseudo–horror and stealth with repetitive mechanics and little player freedom. There aren't any side
activities or breaks in the monotony, and gameplay doesn't progress or evolve so much as it drags on. I didn't have fun with Manhunt, both when I first
bought it and when I replayed some of the game to gather footage, it's simply not something I find engaging. Manhunt the game is mediocre, not
broken, not unplayable, just antiquated. For what it is, it's okay, passable, adequate–but if it wasn't so violent, so unrepentantly vicious it would not be
notable and that makes it all the more impressive that it is still worth talking about.
Granted, those conversations are usually about the controversy it created, but that's a discussion that happens with nearly all of Rockstar's titles.
Outside of the gaming sub–culture, Rockstar North gets more flak than any other developer I know of. Normally, it has to do with Grand Theft
Auto–mainly because that's
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Pros And Cons Of Violent Video Games
Position/Argumentative Essay Should teens be able to buy violent video games? No, teens should not be able to purchase video games that contain
violent content. Violent video games in a person's early years could result in much, much worse things later on in life. Studies show that violent video
games could result in bullying, criminal activity, or in worse cases, suicide. Games that withhold violent scenes can result in bullying. Children will see
what they are doing in their game, and think that it would be acceptable to do that type of thing in the real world. They may not be going as far as
shooting someone, but they can turn that violence into a smaller aspect of hitting or kicking one of their fellow classmates at school. The ... Show more
content on Helpwriting.net ...
The Pew Research Center reported in 2008 that ninety–seven percent of youth ages twelve to seventeen played some types of video game, and that
two–thirds of them played action and adventure games that tend to contain violent or vulgar content. A separate analysis found that more than half of
all video games rated by the Entertainment Software Rating Board contained violence, including more than ninety percent of those rated as
appropriate for children ten years or older. Given how common these games are, it is a small wonder that mental health clinicians often find
themselves fielding questions from parents who are worried about the immense impact of violent video games on their children.", says the Harvard
Mental Health Letter (Violent Video Games and Young People, Harvard Health).Violent video games can, and will often result in criminal activity later
on in and adolescent's life. Teenagers witness the things that their video games are telling them to do. It gets stuck in the teen's mind, and they
eventually know how to not only master killing someone in High Definition, but also in real life. Louisiana law enforcement shared a striking story
about how an eight–year–old boy intentionally shot and killed his elderly caregiver after playing "Grand Theft
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Violent Video Games: The Behavior Of Those Who Play Them
Title : Violent Video Games: The Behavior Of Those Who Play Them
I. Introduction
A. hook / opening
With the recent violence across the world in schools, once again a concern has been stumbled upon in regards to whether or not video games can
impact an individual's demeanor, specifically in children and teenagers. However, when the concern is about children and violent video games, one
thing is a sure fact: If parents keep getting these types of games the children will keep playing them, and companies will keep profiting from them and
will keep producing more. In today's society more than sixty–eight percent of our youth is addicted to video games. Most of these games are bought by
parents or relatives not knowing that these could be detrimental for the child's psychological development. Many games are based solely on violence;
most games are about killing each other and promoting more violence by using expletive language.
B. context / background / tie–in to thesis
Such Games as Black ops, Modern Warfare, and Grand Theft Auto, are some of the most violent games that could cause young kids to become more
violent as they keep playing the games. The uttermost number of these games have from gory bloody scenes to picking up prostitutes in the street . In
reality most parents are at fault, because they are not really engaged on what the child is watching or playing.
As well as there is negative effects of playing violent video games there is also positive effects,
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Grand Theft Auto 4 Research Paper
Grand Theft Auto V is a third–person open world adventure game developed by Rockstar North. Players also have the option of playing in First
person view in versions of the game that was later released for the new generation consoles (Xbox1, PS4) and PC. Grand Theft Auto is meant for the
mature audience since it involves Crime, violence, sex, drugs, alcohol and foul language. One of the most anticipated and popular releases for the
younger generation. The previous highly popular title Grand Theft Auto Four was released in 2008 which managed to get various game of the year
awards, five years later Grand Theft Auto Five was released it quickly became the fastest selling game in history earning 1 billion in just a few days.
The story takes place in the beautiful city of Los Santos with different variety of cultures and modern city atmosphere. Los Santos located in San ...
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However all these boxes were ticked with all these features brought back into the game, massive world to explore with lots of side missions and
free roam. Wildlife was introduced to the game from crows, deer's, coyote's, bears and dogs. Also the ability to hunt wildlife as a side quest. A
large variety of fast cars were introduced from sports cars and heavy duty industrial trucks and being able to apply visual and performance
upgrades. An under water world to explore with various marine life and also the danger of being mauled by a shark. Enormous commercial planes
are available for flying along with high grade military fighter jets. Online multilayer is also available which can hold lobbies up to 32 players where
they can participate in co–op missions, death matches, capture, raid, heist's and
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GTA V Research Paper
GTA V is a loaded with excite and experience computer game. GTA V is produced by the Rock star North in 2009.It was distributed by Rock star
Games. It is an activity diversion either by single and multiplayer shooting amusement. Player of this amusement can proceed onward foot and
vicheals and in show. gta v PC Game Full Version Free Download GTA V is a round of shooting death story mode enterprise mission. Player of this
diversion is bigger than past arrangement of GTA recreations. A major farmland and a city named Las Santos have direct representation. Player can
move in all ranges uninhibitedly however many substance of diversion investigate with culmination of missions. With disordered close battle assaults
and discharge weapons utilized... Show more content on Helpwriting.net ...
Amid his Criminal life player did numerous unspeakable demonstrations. These torment and fierceness impact to the youthful players of this
amusement. MISOGYNY Conduct of the character in this amusement toward ladies is thought to be misanthropic. In some mission player cut the
body of a ladies with mallet. A large portion of time ladies discernments are whore and strippers. Legitimate
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Media And Identity Essay
With the rise of media within the past few decades, media gained the power to shape society. Everyday, millions and millions of people engage in
some sort of media; they spend their time texting, calling, or just browsing the internet looking up information, but mostly they utilize it for
entertainment. Media plays an important role in how everyone lives their daily lives, as they share information that their audiences might relate to.
A wide variety of audiences are consciously and subconsciously influenced by whatever the media claims. As media only shows what they believe
their audience wants to hear and see, many become naive. Alongside the power that comes with media, many people eventually turn to slaves to
media. They blindly follow and believe what the media says; it unknowingly forces them to remain ignorant. Consequently, the media can be a
distressing influence to individuals. Young individuals, who are still in the delicate stages of forming their identity, identifying their wants and goals
are easy targets for the media. Trapped in cyberspace, they are constantly bombarded with information, which the majority of individuals do not take
advantage of. The media can act as a resource that young people may exploit as a guide to follow. However, if they are exposed to the detrimental
side of media, it will become a challenge for them to figure out their true personal identity. The media tell "what we should buy, who we should be, or
who we should become..." which
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The Game Red Dead Redemption
Have you ever wanted to experience what is like being a cowboy in the Wild West? Experiencing first hand a gritty frontier town, vast unexplored
territory, and the endless possibility for adventure. The gaming company Rockstar created the game Red Dead Redemption in order for gamers to see
what it was to a dying breed in modernizing world. The game Red Dead Redemption depicts what life was like in the Americanfrontier in the early
nineteen hundreds.
The game Red Dead Redemption is an open world western created by Rockstar Games. Rockstar games decided to take a new approach on open world
game such a Grand Theft Auto to offer a completely different perspective in a time in history. Rather then committing crimes in down LA, you are...
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This was a time period during the industrial era where machines have become more prominent. The east coast of the United States had been
becoming very modernized while the west was slowly catching up. The game Red Dead Redemption shows how historically accurate life was
like back in the early nineteen hundreds. The year is nineteen eleven and you are first introduced to rough and rugged protagonist john Marston a
former outlaw who escaped his gang and is trying to hunt down his former gang in order to live his life with family. Although John Marston is
trying to hunt down his former gang, he finds out that he is going to embark in a great adventure that takes him in to the unsettled territory of the
American Frontier. John will face many trials and tribulations when he goes head first into the Wild West. The game starts off of John Marston in
a train leaving a city known as Black water. The town of Black water is portrayed as the most developed and civilized city in the game. The
buildings are well constructed, the people are well dressed and polite, and there is law and order in the city. But after you get on train headed west
you end up in a small town know as Armadillo. As soon as you get of the train John has to avoid a drunken person who stumbled out of the saloon
(Gamespot, 2017). As the player in the game you quickly pick up the difference between the city of Black water and the frontier town of Armadillo.
The own of Armadillo is some what developed.
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Bill Burr Research Paper
Bill Burr is known as a stand–up comedian, writer and actor. Born in Massachusetts, he spent years as a dental assistant for his father. He worked
various other jobs before he saved up money to head to New York for his comedic break.
While his stand–up career began in 1992, he's officially been known since the early 2000s by the general public after recording his first CD titled
Emotionally Unavailable. He's had comedy specials taped exclusively for Netflix too. In 2012, he recorded You People Are All The Same, and in 2014,
he recorded I'm Sorry You Feel That Way. He played Patrick Kuby in Breaking Bad as well as lending his voice to a character in Grand Theft Auto IV.
During his career, he's been known as a comedian's comedian. His work is followed and loved by others in his industry. This is especially true
after "The Rant" in 2006. He was on the road with other comedians including Bob Kelly and Dom Irrera in a show called Opie and Anthony's
Traveling Virus. They were playing the Susquehanna Center in Philidelphia. It was a hot day full of angry, drunk and rowdy people. The first two
comedians were booed off the stage. Burr was contractually obligated to put in 12 minutes of comedy. He decided that he wouldn't deliver his planned
sketch. Instead, as the crowd booed him after his ... Show more content on Helpwriting.net ...
In the Bill Burr podcast, he's occasionally joined by other comedians but mostly, Burr rants and rambles about a variety of topics. He talks about
personal observations in his life like how he needs to stop drinking and go to the gym so he doesn't become a "fatty." Each Monday Morning
Podcast has subtitles like "Bill rambles about ball tanning, drunk babies and man pedicures" or "Bill rambles about cursing in Russian, Donald
Trump and video doorbells." The Bill Burr podcast is uploaded each Monday on his website but he records at various times during the week depending
on his tour
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Essay about Grand Theft Auto
What started out as a disagreement between mother and son has led me into the controversial world of Grand Theft Auto. My fifteen–year–old son
desperately wants this game. All I can hear are the stories of violence associated with this game, which causes this mother's heart to shudder. So
began the search to back up my denials for his ownership of this game. The Grand Theft Auto series of games has been surrounded by controversy,
however the research does not always back up public opinion as will be demonstrated in this paper. Grand Theft Auto got its start in 1998 with its
original title released for the PlayStation One. The game was controversial from the get go with many countries protesting it and Brazil even went so
far as to ban... Show more content on Helpwriting.net ...
The next release in the series was Grand Theft Auto: Vice City. This game takes one back to the '80's in Liberty City which is modeled after Miami. It
is very reminiscent of the 80's show Miami Vice. In this game, the main character is a drug dealer who loses his boss' shipment of cocaine and
money. He then has to run around the city and beat up jurors, steal cars, kill pimps and prostitutes for money and run other unsavory missions. The
music is catchy, and for someone who remembers the 80's well will enjoy walking down memory lane. The big appeal of the game is its realism.
The downfall is the language and the whole premise of the game. As soon as the disc is in and the game starts, the first line of dialogue contains
several curse words and racial slurs. The game especially maligns the Latino population portraying them as drug dealers and prostitutes or strippers. It
is rated M for mature and not recommended for those under the age of 17 as are all the other Grand Theft Auto games.
The latest big release is Grand Theft Auto: San Andreasand it really escalated all the elements that seem unsavory from previous games. This
installment in the series allows the main character to change growing fat or skinny, changing hair, clothes, and tattoos, and upgrading the car. There are
rival gangs and the main player can go on drive–by shootings. The graphics in this newest installment heightens
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Opposition Towards Violence in Video Games Essay
According to Henry Jenkins, an American Media Scholar and professor at MIT, "young people in general are more likely to be gamers–90 percent of
boys and 40 percent of girls play." That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine
school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who
committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised
lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in
particular) can cause young people ... Show more content on Helpwriting.net ...
While opposition to violence in video games believe that violent video games cause people to become desensitized to acts of unjustified violence,
this study performed by these professors blatantly proves that the opposition is wrong. For example, Florida lawyer Jack Thompson was an avid
supporter of opposition against violence in video games. However, in 2008, Thompson was disbarred for his "extensive history of public misconduct"
(Cavalli). Thompson, in reference to the mature–rated video game Grand Theft Auto IV, called the game "a murder simulator for violence against
women, cops, and innocent bystanders" (Chalk). Using the information gained from this study, we could potentially develop games that use violence
in video games to teach children the difference between what is right and what is wrong. With there being such a large percentage of young people
playing violent video games, shouldn't there be a large number of violent crimes being committed by these young people? That would just be
common sense if violent video games actually had an adverse effect on young people. According to Christopher J. Ferguson and John Kilburn,
researchers at Texas A&M International University, "The influence of VVGs [Violent Video Games] on serious acts of aggression or violence is
minimal" (174). Remember that ninety percent of young boys play video games. Now let's do some quick math here. Let's
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The Effects Of Violent Video Games On Human Behavior
Video Games are a form of media that continues to grow throughout society. As it grows and becomes fully adopted by adults and children alike, it
seems as though a shroud of controversy follows suit. Many parents and those alike seem very afraid or reluctant to let their children play video
games in today's age. They fear for the long term affects such games might have on their children or even the short term effects. Many people see a
correlation between aggressive behavior, violent moods, and bullying, when violent video games are in the equation. It seems as though it's popular
in today's media to try and find a scapegoat or a specific target to point the finger and say, "it's their fault!" video games have become that target. The
following four literature reviews will explore research conducted on the effects of violent video games on human behavior, and try to reveal more light
on the controversial topic.
In a research article done by Christopher J. Ferguson, Cheryl K. Olson, Lawrence A. Kutner and Dorothy E. titled Crime & Delinquency it's stated that
"Put simply, many measures used in video game studies claiming to represent "aggression" in fact do not correlate well with actual real–life aggressive
acts" meaning, most studies that suggest playing video games and aggression are linked aren't properly measured, which leaves room for invalid
information (p. 766). The research article goes on to provide a diagram that shows while video game sales increased over a period
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Friday Night Live Executive Summary
Executive Summary Friday Night Live is a weekly social located at the Royal Ontario Museum in Toronto, Ontario. The goal of this report is to outline
a feasible marketing plan to ensure that Carrie Martin, the assistance vice–president of programs, events, and commercial services at the ROM, can
achieve her attendance goal of 3,500 persons opening night and as well maximize profits from the social. With a focus on a younger demographic as
ideal attendance to the event, Martin must do the following to guarantee success in future operations
Maintain admission prices
Advertise though YouTube and Pattison Outdoor
Target young working professionals
Promote consumption of mixed drinks
Introduce a unique theme
FNL has seen a notable ... Show more content on Helpwriting.net ...
As Toronto was frequently referred to as the country's finance and business capital, these business professionals often worked long hours and
considered Friday nights as an opening to get out and socialize. Generally this age group will have more money than the price sensitive students and
will most likely be able to afford the $2 price increase of which Martin was considering. As this demographic currently represented the largest customer
group, and one of the higher spending groups, it is evident that Friday Night Live should continue to appeal to this
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Grand Theft Auto Vs. Grand Larceny Auto
Imagine, you are stepping out of your home and can hop into any car you desire for. Tedious jobs such as taking shower can be avoided for ages.
Daily tasks won't even include changing clothes. Moreover, hunger can be avoided. All you do is live amidst the action and adventure of Los Santos.
Yes, you are in the gaming world of Grand Theft Auto V.
Grand Theft Auto V is not only an absurdly entertaininggame, but it also derides the modern America. Grand Theft Auto is a game which parallels the
present–day situation of the world, which is literally appealing. Los Santos, the name of fantasized city which may captivate anyone, the city full of
celebrities, now striving in a time of economic question mark. This game surpasses the preceding version of Grand Theft Auto revealed nearly 7 years
back. This has been the best fantasy game created till date (up to my knowledge at least). Grand Theft Auto V confidently challenges othergames such
as The Last of Us and Bioshock Infinite, being doubtless, it wins the competition with some fight given by The Last of Us. It couldn't be superior than
Grand Theft Auto V though. This game's fabricated world looks spectacular– express your gratitude to the Grand Theft Auto creating team as they
focused on every minute detail.
There is also an online option available, consequently, one can stack up with his/her mates for a mission. One can even rival the other teams through
online gameplay. This has been the best amelioration done by Rockstar
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Negative Effects Of Grand Theft Auto
In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it
also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of
gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has
become accepted as ordinary in today's culture. It seems strange to think that a video game could have any effect on society, whether it be positive or
negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, thevideo game Grand Theft Auto will
undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess.
The video game series Grand Theft Auto is comprised of a drawn–out list of multiple different versions of the game. Simply put, the game started with
GTA 1 and progressed numerically to GTA 5. Although each game is either played out in a different area or in a different time frame, the objectives
for each game are always similar. It is an open–world style game in which you are free to journey around the cities, performing oddball jobs for other
criminals around the map. Subsequently, creating your own storyline at your own pace. Each game revolves around a protagonist who is trying to
prove himself to be more credible in the
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What Is The Portrayal Of Gun Violence In Video Games?
Video games are the common source of individual's entertainment. Developers and creators have the option to incorporate the different styles and
context within these games. The decisions and portrayal of each game are influenced throughout society. A common aspect creators incorporate in
gamers is violence. The portrayal of violent factors among users has been a prominent issue in society. The violent effects on media consumers is
influenced by video games though research findings of the types of controllers, the actions within scripts, interpretation of individuals traits and
situations, the portrayal of Grand Theft Auto, as well as tying ethical standpoints.
The violence in social media has a strong association with increasing potential users aggression or feelings. In contemporary society, vast majority of
video games are consisted of gun violence. Researchers found that the aggression of the user increases merely by looking at a picture of a gun. The
outcome of the portrayal of the gun is from the principle of "weapons effect." An underlying issue directed "is of particular concern given the
prevalence of gun violence in contemporary video games, which is much more repetitive and extensive than that seen on television or in movies"
(McGloin et al.). Video games increase behaviors of aggression not including violence. Aggression relies on harming another person. The violence
factor requires a person to actively injure or kill someone. The link of the aggression factor
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Grand Theft Auto IIi ( Abbreviated Iv )
Video games have been enjoyed by millions of gamers for decades, and the industry is wildly popular. Video games are a great way for a person to
sit back and relax and to have fun doing it. In 2001, a game designing company known as DMA Design (now Rockstar North) changed the video
game industry forever with the release of Grand Theft Auto III (abbreviated as GTA III). Grand Theft Auto III was one of the most influential video
games because it was the first massively popular game to include a fully explorable open world, combine many different video game genres into a
successful game, include a wealth of content, and spawn countless "sandbox" games that attempted to recreate GTA III's success. No product can
succeed in the market without proper marketing and exposure. Grand Theft Auto III was very controversial, as it included swearing, violence,
prostitutes, and more. It received a lot of backlash and criticism from the media, but that only led to its increased popularity among gamers (Leigh).
GTA III's media exposure is a part of what made it so popular, and that is what led to its large influence on the video game industry. While it was not
the first game to include an open world, Grand Theft Auto III was the first game to include a fully explorable open city on a large scale. In addition to
the open world, players were not forced to mindlessly complete mission after mission until finishing the game and letting it collect dust on the shelf.
Instead, GTA III allowed
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Benefits Of Video Games A Form Of Art
Video games should be considered a form of art because they take time to create, are protected under the same rights as other art forms, and
include many other forms of art. I believe that video games should be considered an art form. I believe that with how many genres and games in
general, there are that most are art worthy. The definition of art is: "The expression or application of human creative skill and imagination." Video
games fall under this definition. Video games are created by People that have enough creativity and imagination to come up with a setting and
concept to both engage and inspire the player. Video games take time to create. Some of the most praised games took years to make. For instance:
GTA V took 4 years to create, with more than 1,000 developers, and The Elder Scrolls V: Skyrim took 5 years to create, and even Minecraft took 4
years to create, and is still being updated today(I will be using these games as examples throughout the paper because they are some of the best games
to be released in the last 5–10 years). The work that these companies put into their games show with the millions of copies sold within 24 hours of
the games release. These game series are worth literal tons of money, Minecraft sold to Microsoft for 2.5 billion dollars. All the hard work put into
these games shows off when they're released to the people. Minecraft has sold over 55 million copies. "A beautifully designed videogame invokes
wonder as the fine arts do, only in
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Violent Video Games Should Not Be Banned
Nicholas Colwell English IV Mr. Kula November 21, 2014 Violent Video Games Should Not be Banned Violent acts committed by children seem
to occur on a monthly basis. What is to blame for this trend? Many people try to find, what they would believe to be, a likely source for the
violence once. Some people turn to violent video games as the reason why violent acts occur amongst children. Some would even argue, that
violent video games in general should be banned. Violent video games should not be banned because they do not cause violent behaviors, they're a
major industry, and not all gamers are children. It would appear to be only logical that violent video games cause violence. This has been refuted
by multiple studies. According to the American Medical Association, "If video games do increase violent tendencies outside the laboratory, the
explosion of gaming over the past decade from $3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures, would suggest a
parallel trend in youth violence. Instead, youth violence has been decreasing." (Koffler) What this shows is that video games do not directly cause
youth violence. Many people still try to use the excuse that video games cause short term aggression. Short term aggression does not equate to
violence. If somebody constantly fails at a sport they get angry. The same concept applies with video games. When someone gets angry while they are
playing a videogame they are often fine by the end
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My Time Playing Grand Theft Aut
As of now I have put in somewhere around 30 days of gameplay time into Grand Theft Auto 5 and am 29% away from completing everything thing
in there is to do in the story mode. I've played a lot of different types of games throughout my gaming career and this is one that is definitely in my
top 3 of all time. This is a game that I really don't myself stop playing anytime soon as they keep releasing more downloadable content to go along
with the already large amount of replayability. Grand Theft Auto 5 had a lot of hype surrounding its release and I would say that it did indeed live
up to the what was expected of it.Grand Theft Auto 5 is a big game in a lot of ways, which starts with a 7.5 gigabyte install before you can before you
can do anything. Putting that aside the world is a huge place that Rockstar Games has used to express an ambitious story that always made me want to
play "just one more mission". It is a stunning game with amazing graphics that can and does thing most people would think to be impossible to do on
our current generation of hardware.
The story mode in GTA 5 centers around three main characters. Michael, a retired criminal living a life of idle luxury with his dysfunctional family
in the higher class region of Los Santos, Franklin a gang banger that grew up in the streets of Los Santos that is desperate to escape the minimal
revenue of petty hustling and gang life, and Trevor an old friend of michaels that is a meth dealer, someone that is paranoid of
... Get more on HelpWriting.net ...

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Video Games Considered Art

  • 1. Video Games Considered Art Essay Video Games Considered Art Many video games use visuals to mentally immerse gamers into a virtual world filled with seemingly living, breathing people, animals, or cities. According to Michael Samyn and Auriea Harvey, game designers for Tale of Tales, video games increasingly develop into a true medium of artistic expression (Lamb). In just forty years, video games transformed from an abuse of the new computer for entertainment purposes into a sophisticated form of popular art. The development of video games recently produced results that arguably equal other similar, representational arts. Video games share many qualities with other forms of art, but they are also artistically significant in their own way. "This seems to be something... Show more content on Helpwriting.net ... These backdrops technologically represent the visual art style seen in video games. While not necessarily traditional art, new visual art is created by the ever growing technological advances seen today. Another example, Grand Theft Auto: IV, creates a living, breathing city, named Liberty City: Liberty City, the setting of Grand Theft Auto: IV, is a high –water mark of aesthetic representation in gaming. Here is a city, rich with detail and character, with living inhabitants, that changes to reflect the time of day and the changing weather, is simmering with economic and ethnic politics, has great architecture, and is everywhere making comments on our real world . . . . (Tavinor 183) How does a virtual city in a video game represent art? Art is seen everywhere; the architecture, the faded graffiti created by rival gangs, and the interactive characters' clothing designs. These two video game examples alone prove the ever–growing technological representation of art in video games, whether it is a fantasy world full of colorful, exotic plants or a gritty, realistic setting where crime and graffiti scatters throughout. Video games use visuals as well as use creative media to explore and represent art in gaming. In using creative media, video games share similarities with traditional art but also differ from it entirely. Art created by video games is in a league of its own. Tom Cargo, the president of the Game Developers Association of Australia said, "No ... Get more on HelpWriting.net ...
  • 2. Grand Theft Auto ( Gta ) Taylor Bernard Adam Junker English 101 SO3 5, May. 2016 Background: "Grand Theft Auto (GTA) is a long–running series of video games, published by Rockstar Games and developed by subsidiary companies. The games are primarily developed by Rockstar North (formerly DMA Design). There are currently sixteen games in the series, plus two expansion packs for the original and two expansions for GTA IV and including a multiplayer title. The games have been released for various platforms, including the PC, PSX, PS2, Xbox, PS3, Xbox 360, PS4, Xbox One, GBC, DC, GBA, PSP, DS, iPhone and Android with all but two of the games released on multiple platforms ("Grand Theft Auto")." "Mortal Kombat is a 2D fighting game developed and released by Midway in ... Show more content on Helpwriting.net ... Each of the seven playable characters enter the tournament for different reasons (some for revenge, while others for glory). The main protagonist is Liu Kang, a Shaolin Monk of the White Lotus society who wants to bring honor back to the Mortal Kombat tournament. The main storyline was expanded through comics and sequels, involving the evil forces of Outworld, who use the tournament in order to take over Earth (known as Earthrealm) ("Mortal Kombat")." Introduction: "Roughly 68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18. While the average age of a typical video game player is 35, it does show a large number of individuals are playing video games before college and while they are still at home, living with their parents and attending grade school." Media misrepresents video games as a violent distraction for its audiences. Stereotypes of games like Grand Theft Auto or Mortal Kombat have dramatically changed the video game world. When playing violent video games most players can distinguish the difference between the game and reality, but for others their game and realities are the same. According to Tom Mcgrath, violent shooting games might not be just a game to some people. Playing a ... Get more on HelpWriting.net ...
  • 3. The Effect Of Violent Video Games On Children The Effect of Violent Video Games on Children Since the rise of video games in the last decade younger kids are spending a lot of their time on games. One problem with children having access to video games is the bloody and gory violence some games contain. With children growing up playing these violent games it raises a question that most parents wonder, do violent video games make children more aggressive towards others? There are results from studies and incidents in real life that prove violence in video games does influence certain children. Violent video games do increaseaggression in children who are already aggressive in nature but do not have a negative effect on most children. Studies have been conducted to test whether or not violent video games increase aggression in children. The first study was conducted by Jia–Kun Zhang from Shanghai University of Sport and Qian Zhang from Southwest University. The purpose of this study was to investigate how aggression resulting from video games varies by gender and the childВґs trait aggressiveness level. Two tests were conducted: the first being a test of two hundred and twenty children to see what games the children found violent. The second test was to see whether another set of two hundred and forty children showed more aggression after playing the violent game. Overall the results indicated that gender and trait aggressiveness affect aggression in children who play violent video games. "...children with high trait ... Get more on HelpWriting.net ...
  • 4. The Effects Of Violent Video Games There have been multiple studies and research cases, in recent years, that point the finger at violent video games as the cause of increased aggressive behavior in children. These studies claim to provide irrefutable evidence of the influence violent video games have on impressionable young people, such as increasing aggressive behavior and violent tendencies. But in all the research and studies done on the effects violent video games, there have been two recurring factors, a predetermined outcome of negativity, and a lack of long term, solid evidence to support their results. Violent video games do no increase aggressive behavior in children, as these studies would like to lead you to believe. These studies are asking the wrong question in the pursuit of a desired outcome. Aggressive children are simply more likely to play violent video games. Video games are not the first medium of entertainment to be put to this test either. With "a traditional game console in 51 percent of U.S. households" we would be experiencing bedlam nationwide if the findings from these studies were in fact true (North). In addition, for every "reputable" study that concludes violent video games cause increased aggression, there is a study against it showing the flaws in the research, or proof of bias on the part of the researchers, proving that a predetermined outcome was expected. Some of the studies even had researchers on the teams voice their disapproval of the outcome because of a perceived ... Get more on HelpWriting.net ...
  • 5. Violent Video Games Violence in Video Games Violent video games have been an epidemic for decades. Furthermore, the violence in video games has increased and has become more realistic. Violent games like Mortal Kombat, Dead Space, Grand Theft Auto and Call of Duty have become common household games. Boys are more effected by video games; thus, video games have made males more violent because they include military techniques, reality based settings, and change people's behaviors. Knowing the history of violent video games is important in understanding how they have become more violent. In 1976 Exidy games released the first "violent" video game, Death Race. In that game the player would drive a car over stick figures, turning them into gravestones (Douglass). The public was soon outraged by the video game and, "the end result was that Exidy sales doubled or quadrupled" (qtd. in Douglass). People wanted the violence. Most early video games did not include people to people violence like most games now, they were just the gateway into the world of violence. The founder of Atari, Nolan Bushnell said, "We had an internal rule that we wouldn't allow violence against people. You could blow up a tank or you could blow up a flying saucer, but you couldn't blow up people" (Douglass). Later companies formed and with them came better graphics, therefore more gore. "Gradually it became clear that games sold better if they contained more violence," and with that games like Mortal Kombat, with one–to–one ... Get more on HelpWriting.net ...
  • 6. Like Grand Theft Auto: Destructiveness Against Ladies As indicated by Procon. com, 60% of center school young men and 40% of center school young ladies who played no less than one Full grown evaluated diversion hit or beat up somebody, contrasted with the 39% of young men and 14% of young ladies who did not play M–appraised amusements? On the other hand that 90% of pediatricians and 67% of parents concurred or firmly concurred that violent video games can increment forceful conduct among kids. Indeed, even 28% of young men and 5% of young ladies concurred that loving firearms and weapons inspired their gameplay. On Debate.Org, 49% individuals concurred that savage violent video games add to youth roughness. Laura Davis, M.D., a kid and pre–adult therapist accept an excess of youngsters are presented... Show more content on Helpwriting.net ... With various numbers, despite everything it is not demonstrated that violent video games can negatively affect kids. In any case, it's reasonable that violent video games can add to youth violence. Mirror neurons are cerebrum cells that demonstration of individuals' sympathy for other in violent games, individuals have an opportunity to slaughter individuals or animals inside of feeling compassion for the individuals who are executed. Children regularly lose their feeling of reality and fiction and violent video games have been demonstrated that it can urge children to act savagely. A Clinician have affirmed playing violent video games is connected to forceful and insensitive conduct. Children are not influenced by pursuing a violent book the same way they are from a violent game. Kids may not completely comprehend that they individuals they people have genuine lives and genuine families. Subsequent to doing violent video games are to say rebuked for some things and youth roughness is one, alongside school shootings, forceful conduct, viciousness toward ladies and other criminal conduct. Since there is no official examination done to demonstrate savage computer games add to youth roughness there is not a lot anybody can do. Parents should limit on how long their children are allowed to play the game per day. 75% parents believe that the parental controls available in new ... Get more on HelpWriting.net ...
  • 7. Argumentative Essay On Saints Row Ironically enough for a game that revels in its criminal activity, Saints Row stole most of its ideas from the Grand Theft Auto series. Admittedly, if you are going to imitate a game you can do far worse than GTA. Saints Row however goes the extra mile and provides players with a very enjoyable gameplay experience that goes beyond merely cloning the most popular aspects of GTA. The game opens with some extensive customization options where you get to create your inner gangster. You are then promptly chucked into the middle of crossfire between rival gangs. The leader of the 3rd Street Saints takes pity on you and recruits you to their cause which is where your life of crime begins. The game is set in the fictional city of Stillwater and to... Show more content on Helpwriting.net ... Expect to hear big names such as Micheal Clark Duncan, Tia Carera, Daniel Dae Kim and Mila Kunis lending their vocals to the main characters. Of course, no GTA clone would be complete without a wealth of radio stations and Saints Row has this covered as well. There is a station for virtually every genre of music from rock to rap and reggae plus a hilarious talk show one. Overall, I would say that the music selection is maybe not as mainstream as what the GTA games have to offer but it is still good. The humor falls a bit flat in place and you can expect a lot of over the top swearing but overall the audio is good. Due to the customized aspect of your characters he doesn't have much of a personality and rarely ever speaks which makes the rare occasions where he opens his mouth even ... Get more on HelpWriting.net ...
  • 8. Feminism In Wonder Women Wonder Women: The Untold Story of American Superheroines is a film about the history and importance of the famous DC Comic character, Wonder Woman. A psychologist named William Moulton created Wonder Woman in 1941. When she was first created, she was the ideal feminist icon. She did not rely on a man and always saved herself. WonderWoman's creation was at a time while the United States was at war. During World War II, women took their places in the working industry while the men were off at were. Wonder Woman's character resembles the attitude towards women and the need for them to work and be seen as equals during wartime. Her creation was one of the first times the woman was portrayed as the hero in comic books. Kids, especially young ... Show more content on Helpwriting.net ... Women are now portrayed as "stabbing each other in the back" and being "overly sexualized" (Wonder Women). Portraying women as evil and overly sexualized sends out the wrong message to viewers. It sends messages that women cannot be the heroes. If they are not villains then they are often in need of rescue. The women seen on TV and comic books are wearing revealing outfits. As the film points out, this leads to "sexiness becoming the way of signaling empowerment". Young girls deserve better than to think dressing provocatively is a way of showing empowerment. "Video Games and Machine Dreams of Domination" by John Sanbonmatsu is an article that discusses video games and their impact on society. The main consumer and targeted audience of video games produced are white, heterosexual men (Sanbobmatsu). Just like comics, Sanbonmatsu notes, "The vast majority of game protagonists and heroes are male". This makes sense due to the consumers the companies are trying to target. However, this sends a terrible message to women. The message tells women they do not belong in the world of video games and are not capable of being ... Get more on HelpWriting.net ...
  • 9. Qunandar Representation A Review of Gaming's LGBT Representation "In Qunandar, Krem would be an Aqun–Athlok. That's what we call someone born one gender but living like another," says The Iron Bull. "And Qunari don't treat those Aqun people any differently than a real man?" Krem asks. "They are real men. Just like you are." The Iron Bull finishes. Above is a conversation between two characters in Bioware's 2014 smash hit RPG, Dragon Age Inquisition. This conversation took the transgendered community by storm. Krem, second–in–command to the mercenary group 'The Bull's Chargers', is a man born a woman, and a hero to many transgender gamers. Transgendered people are often grossly misrepresented in entertainment media. They are made a mockery of through cheesy ... Show more content on Helpwriting.net ... It featured a male character flirting with a woman at a bar, before another male distracts him and he leaves to flirt with him instead. It was both ground–breaking and controversial, and the most 'normalising' representation of LGBT since 1998's Fallout 2. 2004's Fable took a whole new step in LGBT representation. Players could create their own male or female character, and then initiate flirtation, romance, or marriage with anyone they liked. Their character's profile would then reflect their sexuality by listing either Gay, Straight, or Bisexual, depending on whom you may have slept with or married. Fable was congratulated on its normalisation of LGBT characters in games, as other in–game characters had neither positive nor negative reactions to your character's sexuality. It's later in 2004 where LGBT representation in games received somewhat of a kick to the face from Rockstar North's Grand Theft Auto: San Andreas. Homosexuality is used to denigrate the police in the game, the player–character's enemy. They repeatedly shout flamboyant and degrading comments including "Drop the soap, honey!" Used as a negatively contextualised joke, the popularity of the game was rather unfortunate. It spread a negative image of more flamboyant gay men, and was the first truly harmful representation of LGBTs in video games. Appearing to set a trend of negative representation of LGBT communities, Rockstar's 2006 Grand ... Get more on HelpWriting.net ...
  • 10. The Second Amendment And The Right To Bear Arms Critical... Gun control in America is one of the most fiercely debated topics in today's political sphere. Nearly everyone has an opinion and there is a mind–boggling amount of information typically discussed regarding the matter. Media hot takes and campaign talking points aside, far too many lives have been lost to gun violence. A total of 12,902 in 2016, to be exact. The fact that more lives have been lost to gun violence in the United States this year than the 5,000 lost in the almost 10–year war effort overseas in Iraq and Afghanistan is appalling. Is sensible and reasonable gun control progress attainable in our near future? That remains to be seen, however it is my intention to respectfully dissect an argument presented by none other than an essay... Show more content on Helpwriting.net ... For over 50 years the NRA has been the most controversial and well noted example of an adamant, unwavering, organized, voice as it has arguably inflicted more influence in lobbying efforts than any other special interest group represented in the nation's capital. Originally founded in 1871, the NRA originated just 6 years after the civil war and just 3 years after the 14th amendment. After just enduring the bloodiest battle in our nation's history The 14th amendment (1868) granted states the right to further extend the protections available for individual possession of arms. A law of this measure did hold rightful ground, given the climate in reconstruction era America. As an individual right to bear arms would naturally be in higher demand following such a conflict. The NRA was founded to protect the granted rights and to represent a portion of individuals who held these rights dearest. As the essay states "The NRA, as always, speaks for all gun–owners, with respect to the Second Amendment" (Alstyne 5). While it is within our constitutional boundaries to have special interests represented, the NRA has long outgrown its original somewhat transparent roots. Like most ... Get more on HelpWriting.net ...
  • 11. Grand Theft Auto Debate A.Can you imagine a situation where an entertainment industry designed or created a video game where you were allowed to kill any police officers by set them on fire, massacre them using rifles and chainsaws? Do you think that anyone wanted to buy that kind of games? The answer is yes–and they already did. 1.Did you know the worldwide sale of a violent game named Grand Theft Auto has sold nearly $2.3 billion? According to a CBS news article with a title "Can a Video Game Relate to Murder", Grand Theft Auto (GTA) is a video game where the players can 'live' in a world administered by the laws of depravity. If there're people you don't like? Kill them. If you see a car that you like, steal it (Leung). B.In June 2013, a teen who was a big fan ... Show more content on Helpwriting.net ... So, for me, banning the sale of violent video games to minors is one of the best prevention methods to put an end to this problem. 1.This legislation is to strengthen the present industry–controlled rating system and to ban the sale or rental any video games that are excessively violent that consist killing, hurting, dissecting or sexually assaulting an image of a human being to those who were under 18 (Mears). 2.Retailers who violate this law will be fine and it also requires the game maker to put an "18" label on greatly violent video games (Mears). 3.This legislation is really beneficial to our society as it can prevent youths in our community to get engaged in any violent acts caused by video games influence. Restriction may not be a good solution as there are some parents that do not care what their children do; they just allow their children to do whatever they want. But, with government involvement, it was harder for the minors to get access to the violent video games. Now, you all can see that banning of the sale of violent video games to minors is the best way that we can do, as there are no other efficient ways to put an end to this problem. What happen if we do not support this legislation? IV.Visualize (Body ... Get more on HelpWriting.net ...
  • 12. The Effects Of Video Games On Society And Corrupts... Video games have been the subject of many criticisms throughout the years. One of the main criticisms is that violence in video games causes violence in society and corrupts children and young adults into doing bad things. A game series that is constantly in the spotlight of this criticism is none other than the Rockstar Games' series Grand Theft Auto. The most recent implementation in the popular franchise is GTA V, which follows three main protagonists throughout their daily lives and involvements in various crime scenarios. GTA is known to take a satirical stance and take jabs at America and crime culture as a whole. So, within a game that is a parody of society and the vices of humanity, it is not fair to say that this game is the cause of social violence. Themes such as torture as a means to gain information, psychopathy, murder and other blue collar crimes can be seen throughout the game. There are many criticisms due to these heavy themes, but in the end, every concept covered in this game merely reinforces and parodies those of today's world. Easily the most talked about and news media covered story related to this game is the torture scene in GTAV. In the mission "By the Book", the player controls one of the main characters, Trevor, and is forced to torture a seemingly innocent man in order to gain information to assassinate a person of interest for the FIB (Federal Investigation Bureau, parody of the FBI) in a graphic scene containing removal of teeth, smashing ... Get more on HelpWriting.net ...
  • 13. Stereotypes In Video Games Analysis Video games have been a way to express the ideas and creativity of video game developers' for year now. Recently they have taken a turn for the worst by incorporating racial, sexual and violent metaphors or scenarios. Two articles that talk about this important issues "Sex, violence and video games" by Mitch Krpata and "Not a Hater, Just Keepin' It Real: The Importance of Race– and Gender–Based Game Studies" by David J. Leonard. Leonard makes a crucial argument about the importance of balck, Hispanic and latino's stereotypes in video games that are primarly played by white gamers. On the other hand, Krpata defends the critiques made about racism, violence and sex portrayed in video games by stanting that it is just fantasy. While both, Leonard ... Show more content on Helpwriting.net ... According to Leonard, video games mostly portray violence, sex, racism, stereotype and gender. Thus, is of extreme importance to pay attention to what is given and shown to kids, teenagers and even adults who play video games. For instance, Leonard (2006) is aware about the importance and the impact video games has on everyone, as he mentions, "Video games teach, inform, and control, mandating our development of tools of virtual literacy to expand pedagogies of games as part of a larger discursive turn to (and within) game studies. We need to teach about games because games are teaching so much about us . . . and "them" (p. 88). Whereas, Krpata (2008) believes that video games are just pure entertainment as he mentions, "Hey man, it's just a game!" (para. 28). Clearly, Leonard is more aware than Krpata about the importance of video games. People might argue and say that Krpata statement is more realistic since he is a gamer and is used to play all kinds of video games. Nonetheless, Leonard is more realistic since video games can have a series of effect on the player. It can make the players to stereotype with other races and genders. In addition, video games can inform about current issues, history, and adult life by making the gamer to have sex and so ... Get more on HelpWriting.net ...
  • 14. Aggression And Violent Video Games Running Head: AGGRESSION RELATES TO VIOLENT VIDEO GAMES 1 Violent Video Games Utilization Relating to Aggression Phyllis Hensel Montana State University–Bozeman Author Note I have written this mini paper/literature review to satisfy the requirements in Dr. Matthew Vess's Research Design and Analysis II course (Psych. 225). I have been curious in the past regarding this subject, because I have a fourteen year old son that plays a few of these violent video games. I wanted to know the verities in regards to whether or not playing of these violent video games is linked to aggression. I learned a great deal of knowledge by my research on this subject, and I think that it really does depend on the person's age, maturity level, and active parenting skills. If there are any questions regarding this mini paper/literature review, please contact me at (riveland3@gmail.com). (Submitted: Tuesday, October 28, 2014) AGGRESSION RELATES TO VIOLENT VIDEO GAMES2 Abstract Five articles were reviewed to gain knowledge to the question; does violent video game utilization relate to aggression? Other articles do show conflicts, and will be addressed. The main article reviewed is written by (Kim, K., & Sundar, S. 2013), which reveals that "presence", "game controller", and "larger screens" may enhance the environment around the viewer making it more like real life for them. These also are related to a higher state "presence" and
  • 15. ... Get more on HelpWriting.net ...
  • 16. Video Games And Violence Effects On Children Essay Today, people spend excessive amounts of time watching TV or playing video games. Although not all television shows and games endorse violence, the majority of them do. This violence can have severe personality effects on children if unmonitored. Some of these effects include depression, aggression, or lack of morals which can affect children later on in life. I Time spent playing video games In a study conducted by Dr. Brent, Conrad we discovered that the minority population on average spend ample amount of time playing video games. Surprisingly by age 4, Nearly half the population has played a video game. Within the next 4 years of a child's life that numbers jump to around 81% who have played some form of video game. Conrad also finds that children under the age 8 typically play video games for 25 minutes a day.(Dr.Brent Conrad [2]). II Time spent watching TV Furthermore, in a follow–up study regarding the time spent watching TV Dr.Conrad finds some outrageous numbers. Analyzing the data we find that 66% of all children under the age of 2 have watched television at one point in their life. By age 8 this number skyrockets to a whopping 96%. On average 65% of them watch tv daily for about an hour and a half or 100 minutes to be Lanier 2 exact. Dr.Conrad also concludes that by age 8 60% have played a game or used a portable device such as an iPhone iPad or tablet and 90% have used a computer.(Dr.Brent Conrad [2]). III What can be done to prevent effects ... Get more on HelpWriting.net ...
  • 17. Violent Video Games Do NOT Contribute to Youth Violence... Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who... Show more content on Helpwriting.net ... In their research of violent videogames and the effect on children, they have found that "the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong." (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it. Level 1: What Games Can Do For You Video game violence does not cause youth violence and in fact may help to curb this violence. Violent video games have never been proven to cause youth violence. One of the most looked at franchises in video game history is Grand Theft Auto (GTA). However, since GTA hit the scene in a big way in 2001, youth violent crime has actually decreased! (Snyder, Sickmund, 2006) By 2003 the GTA franchise had already sold 22 million copies worldwide since the release of GTA III in 2001. (Take–Two Interactive, 2004) GTA games have violence, prostitution, and offensive language. I believe that allowing adolescents to play these games works as a method of relaxation and release of stress. Teens and violence have gone hand in hand for years. In the 1990s youth violence hit an all time high. (Snyder, Sickmund, 2006) Since the release of GTA III we have seen a decrease in youth violence. I believe that the reason for this centers around ... Get more on HelpWriting.net ...
  • 18. Over the last 30 years, videos games have become very... Over the last 30 years, videos games have become very desirable for people of all ages, genders, and race. With the rapid growth of technology these games have become very life like and some seem as if your actually there in person. The rapid growth has made the video industry into a multi–billon dollar industry and this has created much controversy among the people because the games are becoming very realistic, but also more violent. Since the creation of violent video games there have been constant disputes to whether these games will increase violence in the player. Nevertheless, there have been researches done to try and understand the correlation between video games and violence. These researches haven't only showed that the violent... Show more content on Helpwriting.net ... Many acts of violent crimes have connected to young players and violent videos games. These young players aren't supposed to be playing this game anyways. There is a reason these games are labeled with the game rating. An 8–year–old boy intentionally killed a 90–year–old woman when he shot her in the head inside a Louisiana mobile home after playing a violent video game, police said. But the child won't be charged with a crime. The boy fatally shot his elderly caregiver, Marie Smothers, after playing "Grand Theft Auto IV"– a video game critics often blame for promoting violence – inside the mobile home at a Slaughter, La., trailer park Thursday evening, police said. (Kemp) I wonder why an 8–year kid is playing a game that has a label on it that clearly has a label print on to the cover saying it is for people 18 years old and up. Here's a 8 year old boy who is barely capable of thinking on his own and he's playing a game that he's 10 years to young to be playing. My really question is how do you put that on the creators of the game? The game creators clearly put an age restrictions on the game for a reason because the content is very influential for someone who isn't 18 or older. People over 18–year–old person are able to think for them selves as where an 8–year is not. When your 18 you have almost a complete understand of what's right and what's wrong. The difference from fantasy and reality are ... Get more on HelpWriting.net ...
  • 19. Importance Of Violent Video Games Should teens be able to buy violent video games? No, teens should not be able to purchase video games that contain violent content. Violent video games in a person's early years could result in much, much worse things later on in life. Studies show that violent video games could result in bullying, criminal activity, or in worse cases, suicide. Games that withhold violent scenes can result in bullying. Children will see what they are doing in their game, and think that it would be acceptable to do that type of thing in the real world. They may not be going as far as shooting someone, but they can turn that violence into a smaller aspect of hitting or kicking one of their fellow classmates at school. The American Academy of Child and Adolescent Psychiatry maintains that," studies of children exposed to violence have shown that they can become 'immune' or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior with greater exposure to violence." (Freeman, David, Violent video Games May Curb Bullying In Vulnerable Children, Study Suggests, Huffington Post). Sixty–five percent of middle school boys and thirty–six percent of middle school girls who played at least one Mature–rated (M–rated) game harass/bully someone, compared with thirty–nine percent of boys and fourteen percent of girls who did not play M–rated games (Playing violent Video Games Causes MoreAggression, Bullying, and Fighting, Superior Than). A recent peer–reviewed study ... Get more on HelpWriting.net ...
  • 20. Essay on Grand Theft Auto IV A.Introduction In Grand Theft Auto IV (GTA IV), you play the role of an Eastern European immigrant who has come to Liberty City to visit his self –proclaimed 'successful' cousin, Roman. After making the journey, Niko finds that his cousin is actually stuck in a cycle of debt and struggle and has been lying about his large mansion and beautiful women. After spending some time with Roman, Niko finds that his cousin is being harassed by local loan sharks. Niko must commit illegal activities for the loan sharks in order to eradicate Roman's debt. As a result, he must enter the underground world of drugs and violence. Soon after, Roman discovers that his girlfriend is cheating on him with Niko's boss, Vlad, and is heartbroken. When Niko ... Show more content on Helpwriting.net ... As the game comes to a conclusion, the player is asked to make one more moral decision. Niko has the option of either working with Dimitri Rascalov, a man who sold him out to a Russian crime lord, or killing Dimitri. If Niko works with Dimitri, he tries to kill Niko at Roman's wedding, and accidentally kills Roman. If Niko takes revenge on Dimitri and kills him, Niko's business partner kills Roman's wife for thwarting his plan. Whichever path the player takes, the game concludes with Niko killing the man who killed his loved one. Although both endings are very tragic, they are representative of the huge sacrifices immigrants face and the price they must pay to achieve the American dream. B.Elements Perhaps the most important element of the revenge theme is the outcome of the revenge. In GTA IV, Niko is given many opportunities to take revenge on those who have wronged him. Each time Niko killed a man who wronged him or his family, he ended up suffering. When Niko killed Vlad, Niko and Roman were kidnapped and forced to work for their lives. By taking revenge on Darko, Niko does not actually change anything. He finishes his decade long quest but he is still void on the inside. If art is created to help people draw parallels to their life and learn a lesson, the entire purpose of the revenge theme is to demonstrate that 'getting even' does not work as well as it may seem. The player is shown multiple times that taking revenge does not ... Get more on HelpWriting.net ...
  • 21. Violence of Video Games Essay The overconsumption of things that we assume are not harmful to us can result in death or very close to it, such as Vitamin b, codeine, alcohol, and water. What do all of these have in common? All of these can either kill you, or become very harmful to your well being if you consume too much of it. We could certainly compare the "overconsumption" of video games with violence to the above with added danger. The fact that video games are addictive as can be seen by anyone with experience of playing or the people in our lives who fell under the spell of video games. Obviously, they get absorbed and obsessed over the virtual world and sometimes forget their responsibilities and obligations. The virtual world stealing peoples' lives in that ... Show more content on Helpwriting.net ... According to an article by Andrew Buncombe (2008), a huge video game distributor in Thailand pulled Grand Theft Auto IV off the shelves after Polwat Chinno, an 18 year old was convicted of robbing and stabbing a Bangkok taxi driver. So what was Chinno's reason for the robbery and stabbing? He wanted to recreate a scene from Grand Theft Auto because his parents simply could not afford to buy him the game. Instead to experience the game, and the feeling of violence, he recreated it in real life. The boy was known for being very polite, and well mannered. "He tried to steer the taxi backwards down a street with the fatally wounded driver in the back seat. " The student allegedly told the police he had not intended to kill the cabbie and only wanted to rob him but the driver had fought back with a metal bar. Steering backwards? Robbing a taxi driver? These are all common traits in the Grand Theft Auto games; which tie directly into the theory of the conditioning of killing in violent video games. The Grand Theft Auto game seems to be a game that has been accused of causing violent streaks in many teenagers. Another incident that struck out to me was a news article called 'Can A Video Game Lead to Murder?' reported by Rebecca Leung (2009), the article was about 18 year –old Devin Moore who played Grand Theft Auto day and night for months straight. He had no criminal history and was very cooperative after his arrest. So what exactly did this young man ... Get more on HelpWriting.net ...
  • 22. Manhunt Analysis : Manhunt The Game Manhunt fascinates me, I find everything about it intriguing. It has so enraptured me, I simply can't stop thinking about it whether I'm at home, at school, or at the mall. That makes me sound like some kind of homicidal sadist, and I am fascinated by it for precisely that reason. Before I say anything more incriminating, I should mention that I love Manhunt the cultural experiment and not Manhunt the videogame, because the former has fared much better over time than the latter. Manhunt the game is a clunky, awkward mix of pseudo–horror and stealth with repetitive mechanics and little player freedom. There aren't any side activities or breaks in the monotony, and gameplay doesn't progress or evolve so much as it drags on. I didn't have fun with Manhunt, both when I first bought it and when I replayed some of the game to gather footage, it's simply not something I find engaging. Manhunt the game is mediocre, not broken, not unplayable, just antiquated. For what it is, it's okay, passable, adequate–but if it wasn't so violent, so unrepentantly vicious it would not be notable and that makes it all the more impressive that it is still worth talking about. Granted, those conversations are usually about the controversy it created, but that's a discussion that happens with nearly all of Rockstar's titles. Outside of the gaming sub–culture, Rockstar North gets more flak than any other developer I know of. Normally, it has to do with Grand Theft Auto–mainly because that's ... Get more on HelpWriting.net ...
  • 23. Pros And Cons Of Violent Video Games Position/Argumentative Essay Should teens be able to buy violent video games? No, teens should not be able to purchase video games that contain violent content. Violent video games in a person's early years could result in much, much worse things later on in life. Studies show that violent video games could result in bullying, criminal activity, or in worse cases, suicide. Games that withhold violent scenes can result in bullying. Children will see what they are doing in their game, and think that it would be acceptable to do that type of thing in the real world. They may not be going as far as shooting someone, but they can turn that violence into a smaller aspect of hitting or kicking one of their fellow classmates at school. The ... Show more content on Helpwriting.net ... The Pew Research Center reported in 2008 that ninety–seven percent of youth ages twelve to seventeen played some types of video game, and that two–thirds of them played action and adventure games that tend to contain violent or vulgar content. A separate analysis found that more than half of all video games rated by the Entertainment Software Rating Board contained violence, including more than ninety percent of those rated as appropriate for children ten years or older. Given how common these games are, it is a small wonder that mental health clinicians often find themselves fielding questions from parents who are worried about the immense impact of violent video games on their children.", says the Harvard Mental Health Letter (Violent Video Games and Young People, Harvard Health).Violent video games can, and will often result in criminal activity later on in and adolescent's life. Teenagers witness the things that their video games are telling them to do. It gets stuck in the teen's mind, and they eventually know how to not only master killing someone in High Definition, but also in real life. Louisiana law enforcement shared a striking story about how an eight–year–old boy intentionally shot and killed his elderly caregiver after playing "Grand Theft ... Get more on HelpWriting.net ...
  • 24. Violent Video Games: The Behavior Of Those Who Play Them Title : Violent Video Games: The Behavior Of Those Who Play Them I. Introduction A. hook / opening With the recent violence across the world in schools, once again a concern has been stumbled upon in regards to whether or not video games can impact an individual's demeanor, specifically in children and teenagers. However, when the concern is about children and violent video games, one thing is a sure fact: If parents keep getting these types of games the children will keep playing them, and companies will keep profiting from them and will keep producing more. In today's society more than sixty–eight percent of our youth is addicted to video games. Most of these games are bought by parents or relatives not knowing that these could be detrimental for the child's psychological development. Many games are based solely on violence; most games are about killing each other and promoting more violence by using expletive language. B. context / background / tie–in to thesis Such Games as Black ops, Modern Warfare, and Grand Theft Auto, are some of the most violent games that could cause young kids to become more violent as they keep playing the games. The uttermost number of these games have from gory bloody scenes to picking up prostitutes in the street . In reality most parents are at fault, because they are not really engaged on what the child is watching or playing. As well as there is negative effects of playing violent video games there is also positive effects, ... Get more on HelpWriting.net ...
  • 25. Grand Theft Auto 4 Research Paper Grand Theft Auto V is a third–person open world adventure game developed by Rockstar North. Players also have the option of playing in First person view in versions of the game that was later released for the new generation consoles (Xbox1, PS4) and PC. Grand Theft Auto is meant for the mature audience since it involves Crime, violence, sex, drugs, alcohol and foul language. One of the most anticipated and popular releases for the younger generation. The previous highly popular title Grand Theft Auto Four was released in 2008 which managed to get various game of the year awards, five years later Grand Theft Auto Five was released it quickly became the fastest selling game in history earning 1 billion in just a few days. The story takes place in the beautiful city of Los Santos with different variety of cultures and modern city atmosphere. Los Santos located in San ... Show more content on Helpwriting.net ... However all these boxes were ticked with all these features brought back into the game, massive world to explore with lots of side missions and free roam. Wildlife was introduced to the game from crows, deer's, coyote's, bears and dogs. Also the ability to hunt wildlife as a side quest. A large variety of fast cars were introduced from sports cars and heavy duty industrial trucks and being able to apply visual and performance upgrades. An under water world to explore with various marine life and also the danger of being mauled by a shark. Enormous commercial planes are available for flying along with high grade military fighter jets. Online multilayer is also available which can hold lobbies up to 32 players where they can participate in co–op missions, death matches, capture, raid, heist's and ... Get more on HelpWriting.net ...
  • 26. GTA V Research Paper GTA V is a loaded with excite and experience computer game. GTA V is produced by the Rock star North in 2009.It was distributed by Rock star Games. It is an activity diversion either by single and multiplayer shooting amusement. Player of this amusement can proceed onward foot and vicheals and in show. gta v PC Game Full Version Free Download GTA V is a round of shooting death story mode enterprise mission. Player of this diversion is bigger than past arrangement of GTA recreations. A major farmland and a city named Las Santos have direct representation. Player can move in all ranges uninhibitedly however many substance of diversion investigate with culmination of missions. With disordered close battle assaults and discharge weapons utilized... Show more content on Helpwriting.net ... Amid his Criminal life player did numerous unspeakable demonstrations. These torment and fierceness impact to the youthful players of this amusement. MISOGYNY Conduct of the character in this amusement toward ladies is thought to be misanthropic. In some mission player cut the body of a ladies with mallet. A large portion of time ladies discernments are whore and strippers. Legitimate ... Get more on HelpWriting.net ...
  • 27. Media And Identity Essay With the rise of media within the past few decades, media gained the power to shape society. Everyday, millions and millions of people engage in some sort of media; they spend their time texting, calling, or just browsing the internet looking up information, but mostly they utilize it for entertainment. Media plays an important role in how everyone lives their daily lives, as they share information that their audiences might relate to. A wide variety of audiences are consciously and subconsciously influenced by whatever the media claims. As media only shows what they believe their audience wants to hear and see, many become naive. Alongside the power that comes with media, many people eventually turn to slaves to media. They blindly follow and believe what the media says; it unknowingly forces them to remain ignorant. Consequently, the media can be a distressing influence to individuals. Young individuals, who are still in the delicate stages of forming their identity, identifying their wants and goals are easy targets for the media. Trapped in cyberspace, they are constantly bombarded with information, which the majority of individuals do not take advantage of. The media can act as a resource that young people may exploit as a guide to follow. However, if they are exposed to the detrimental side of media, it will become a challenge for them to figure out their true personal identity. The media tell "what we should buy, who we should be, or who we should become..." which ... Get more on HelpWriting.net ...
  • 28. The Game Red Dead Redemption Have you ever wanted to experience what is like being a cowboy in the Wild West? Experiencing first hand a gritty frontier town, vast unexplored territory, and the endless possibility for adventure. The gaming company Rockstar created the game Red Dead Redemption in order for gamers to see what it was to a dying breed in modernizing world. The game Red Dead Redemption depicts what life was like in the Americanfrontier in the early nineteen hundreds. The game Red Dead Redemption is an open world western created by Rockstar Games. Rockstar games decided to take a new approach on open world game such a Grand Theft Auto to offer a completely different perspective in a time in history. Rather then committing crimes in down LA, you are... Show more content on Helpwriting.net ... This was a time period during the industrial era where machines have become more prominent. The east coast of the United States had been becoming very modernized while the west was slowly catching up. The game Red Dead Redemption shows how historically accurate life was like back in the early nineteen hundreds. The year is nineteen eleven and you are first introduced to rough and rugged protagonist john Marston a former outlaw who escaped his gang and is trying to hunt down his former gang in order to live his life with family. Although John Marston is trying to hunt down his former gang, he finds out that he is going to embark in a great adventure that takes him in to the unsettled territory of the American Frontier. John will face many trials and tribulations when he goes head first into the Wild West. The game starts off of John Marston in a train leaving a city known as Black water. The town of Black water is portrayed as the most developed and civilized city in the game. The buildings are well constructed, the people are well dressed and polite, and there is law and order in the city. But after you get on train headed west you end up in a small town know as Armadillo. As soon as you get of the train John has to avoid a drunken person who stumbled out of the saloon (Gamespot, 2017). As the player in the game you quickly pick up the difference between the city of Black water and the frontier town of Armadillo. The own of Armadillo is some what developed. ... Get more on HelpWriting.net ...
  • 29. Bill Burr Research Paper Bill Burr is known as a stand–up comedian, writer and actor. Born in Massachusetts, he spent years as a dental assistant for his father. He worked various other jobs before he saved up money to head to New York for his comedic break. While his stand–up career began in 1992, he's officially been known since the early 2000s by the general public after recording his first CD titled Emotionally Unavailable. He's had comedy specials taped exclusively for Netflix too. In 2012, he recorded You People Are All The Same, and in 2014, he recorded I'm Sorry You Feel That Way. He played Patrick Kuby in Breaking Bad as well as lending his voice to a character in Grand Theft Auto IV. During his career, he's been known as a comedian's comedian. His work is followed and loved by others in his industry. This is especially true after "The Rant" in 2006. He was on the road with other comedians including Bob Kelly and Dom Irrera in a show called Opie and Anthony's Traveling Virus. They were playing the Susquehanna Center in Philidelphia. It was a hot day full of angry, drunk and rowdy people. The first two comedians were booed off the stage. Burr was contractually obligated to put in 12 minutes of comedy. He decided that he wouldn't deliver his planned sketch. Instead, as the crowd booed him after his ... Show more content on Helpwriting.net ... In the Bill Burr podcast, he's occasionally joined by other comedians but mostly, Burr rants and rambles about a variety of topics. He talks about personal observations in his life like how he needs to stop drinking and go to the gym so he doesn't become a "fatty." Each Monday Morning Podcast has subtitles like "Bill rambles about ball tanning, drunk babies and man pedicures" or "Bill rambles about cursing in Russian, Donald Trump and video doorbells." The Bill Burr podcast is uploaded each Monday on his website but he records at various times during the week depending on his tour ... Get more on HelpWriting.net ...
  • 30. Essay about Grand Theft Auto What started out as a disagreement between mother and son has led me into the controversial world of Grand Theft Auto. My fifteen–year–old son desperately wants this game. All I can hear are the stories of violence associated with this game, which causes this mother's heart to shudder. So began the search to back up my denials for his ownership of this game. The Grand Theft Auto series of games has been surrounded by controversy, however the research does not always back up public opinion as will be demonstrated in this paper. Grand Theft Auto got its start in 1998 with its original title released for the PlayStation One. The game was controversial from the get go with many countries protesting it and Brazil even went so far as to ban... Show more content on Helpwriting.net ... The next release in the series was Grand Theft Auto: Vice City. This game takes one back to the '80's in Liberty City which is modeled after Miami. It is very reminiscent of the 80's show Miami Vice. In this game, the main character is a drug dealer who loses his boss' shipment of cocaine and money. He then has to run around the city and beat up jurors, steal cars, kill pimps and prostitutes for money and run other unsavory missions. The music is catchy, and for someone who remembers the 80's well will enjoy walking down memory lane. The big appeal of the game is its realism. The downfall is the language and the whole premise of the game. As soon as the disc is in and the game starts, the first line of dialogue contains several curse words and racial slurs. The game especially maligns the Latino population portraying them as drug dealers and prostitutes or strippers. It is rated M for mature and not recommended for those under the age of 17 as are all the other Grand Theft Auto games. The latest big release is Grand Theft Auto: San Andreasand it really escalated all the elements that seem unsavory from previous games. This installment in the series allows the main character to change growing fat or skinny, changing hair, clothes, and tattoos, and upgrading the car. There are rival gangs and the main player can go on drive–by shootings. The graphics in this newest installment heightens ... Get more on HelpWriting.net ...
  • 31. Opposition Towards Violence in Video Games Essay According to Henry Jenkins, an American Media Scholar and professor at MIT, "young people in general are more likely to be gamers–90 percent of boys and 40 percent of girls play." That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people ... Show more content on Helpwriting.net ... While opposition to violence in video games believe that violent video games cause people to become desensitized to acts of unjustified violence, this study performed by these professors blatantly proves that the opposition is wrong. For example, Florida lawyer Jack Thompson was an avid supporter of opposition against violence in video games. However, in 2008, Thompson was disbarred for his "extensive history of public misconduct" (Cavalli). Thompson, in reference to the mature–rated video game Grand Theft Auto IV, called the game "a murder simulator for violence against women, cops, and innocent bystanders" (Chalk). Using the information gained from this study, we could potentially develop games that use violence in video games to teach children the difference between what is right and what is wrong. With there being such a large percentage of young people playing violent video games, shouldn't there be a large number of violent crimes being committed by these young people? That would just be common sense if violent video games actually had an adverse effect on young people. According to Christopher J. Ferguson and John Kilburn, researchers at Texas A&M International University, "The influence of VVGs [Violent Video Games] on serious acts of aggression or violence is minimal" (174). Remember that ninety percent of young boys play video games. Now let's do some quick math here. Let's ... Get more on HelpWriting.net ...
  • 32. The Effects Of Violent Video Games On Human Behavior Video Games are a form of media that continues to grow throughout society. As it grows and becomes fully adopted by adults and children alike, it seems as though a shroud of controversy follows suit. Many parents and those alike seem very afraid or reluctant to let their children play video games in today's age. They fear for the long term affects such games might have on their children or even the short term effects. Many people see a correlation between aggressive behavior, violent moods, and bullying, when violent video games are in the equation. It seems as though it's popular in today's media to try and find a scapegoat or a specific target to point the finger and say, "it's their fault!" video games have become that target. The following four literature reviews will explore research conducted on the effects of violent video games on human behavior, and try to reveal more light on the controversial topic. In a research article done by Christopher J. Ferguson, Cheryl K. Olson, Lawrence A. Kutner and Dorothy E. titled Crime & Delinquency it's stated that "Put simply, many measures used in video game studies claiming to represent "aggression" in fact do not correlate well with actual real–life aggressive acts" meaning, most studies that suggest playing video games and aggression are linked aren't properly measured, which leaves room for invalid information (p. 766). The research article goes on to provide a diagram that shows while video game sales increased over a period ... Get more on HelpWriting.net ...
  • 33. Friday Night Live Executive Summary Executive Summary Friday Night Live is a weekly social located at the Royal Ontario Museum in Toronto, Ontario. The goal of this report is to outline a feasible marketing plan to ensure that Carrie Martin, the assistance vice–president of programs, events, and commercial services at the ROM, can achieve her attendance goal of 3,500 persons opening night and as well maximize profits from the social. With a focus on a younger demographic as ideal attendance to the event, Martin must do the following to guarantee success in future operations Maintain admission prices Advertise though YouTube and Pattison Outdoor Target young working professionals Promote consumption of mixed drinks Introduce a unique theme FNL has seen a notable ... Show more content on Helpwriting.net ... As Toronto was frequently referred to as the country's finance and business capital, these business professionals often worked long hours and considered Friday nights as an opening to get out and socialize. Generally this age group will have more money than the price sensitive students and will most likely be able to afford the $2 price increase of which Martin was considering. As this demographic currently represented the largest customer group, and one of the higher spending groups, it is evident that Friday Night Live should continue to appeal to this ... Get more on HelpWriting.net ...
  • 34. Grand Theft Auto Vs. Grand Larceny Auto Imagine, you are stepping out of your home and can hop into any car you desire for. Tedious jobs such as taking shower can be avoided for ages. Daily tasks won't even include changing clothes. Moreover, hunger can be avoided. All you do is live amidst the action and adventure of Los Santos. Yes, you are in the gaming world of Grand Theft Auto V. Grand Theft Auto V is not only an absurdly entertaininggame, but it also derides the modern America. Grand Theft Auto is a game which parallels the present–day situation of the world, which is literally appealing. Los Santos, the name of fantasized city which may captivate anyone, the city full of celebrities, now striving in a time of economic question mark. This game surpasses the preceding version of Grand Theft Auto revealed nearly 7 years back. This has been the best fantasy game created till date (up to my knowledge at least). Grand Theft Auto V confidently challenges othergames such as The Last of Us and Bioshock Infinite, being doubtless, it wins the competition with some fight given by The Last of Us. It couldn't be superior than Grand Theft Auto V though. This game's fabricated world looks spectacular– express your gratitude to the Grand Theft Auto creating team as they focused on every minute detail. There is also an online option available, consequently, one can stack up with his/her mates for a mission. One can even rival the other teams through online gameplay. This has been the best amelioration done by Rockstar ... Get more on HelpWriting.net ...
  • 35. Negative Effects Of Grand Theft Auto In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has become accepted as ordinary in today's culture. It seems strange to think that a video game could have any effect on society, whether it be positive or negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, thevideo game Grand Theft Auto will undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess. The video game series Grand Theft Auto is comprised of a drawn–out list of multiple different versions of the game. Simply put, the game started with GTA 1 and progressed numerically to GTA 5. Although each game is either played out in a different area or in a different time frame, the objectives for each game are always similar. It is an open–world style game in which you are free to journey around the cities, performing oddball jobs for other criminals around the map. Subsequently, creating your own storyline at your own pace. Each game revolves around a protagonist who is trying to prove himself to be more credible in the ... Get more on HelpWriting.net ...
  • 36. What Is The Portrayal Of Gun Violence In Video Games? Video games are the common source of individual's entertainment. Developers and creators have the option to incorporate the different styles and context within these games. The decisions and portrayal of each game are influenced throughout society. A common aspect creators incorporate in gamers is violence. The portrayal of violent factors among users has been a prominent issue in society. The violent effects on media consumers is influenced by video games though research findings of the types of controllers, the actions within scripts, interpretation of individuals traits and situations, the portrayal of Grand Theft Auto, as well as tying ethical standpoints. The violence in social media has a strong association with increasing potential users aggression or feelings. In contemporary society, vast majority of video games are consisted of gun violence. Researchers found that the aggression of the user increases merely by looking at a picture of a gun. The outcome of the portrayal of the gun is from the principle of "weapons effect." An underlying issue directed "is of particular concern given the prevalence of gun violence in contemporary video games, which is much more repetitive and extensive than that seen on television or in movies" (McGloin et al.). Video games increase behaviors of aggression not including violence. Aggression relies on harming another person. The violence factor requires a person to actively injure or kill someone. The link of the aggression factor ... Get more on HelpWriting.net ...
  • 37. Grand Theft Auto IIi ( Abbreviated Iv ) Video games have been enjoyed by millions of gamers for decades, and the industry is wildly popular. Video games are a great way for a person to sit back and relax and to have fun doing it. In 2001, a game designing company known as DMA Design (now Rockstar North) changed the video game industry forever with the release of Grand Theft Auto III (abbreviated as GTA III). Grand Theft Auto III was one of the most influential video games because it was the first massively popular game to include a fully explorable open world, combine many different video game genres into a successful game, include a wealth of content, and spawn countless "sandbox" games that attempted to recreate GTA III's success. No product can succeed in the market without proper marketing and exposure. Grand Theft Auto III was very controversial, as it included swearing, violence, prostitutes, and more. It received a lot of backlash and criticism from the media, but that only led to its increased popularity among gamers (Leigh). GTA III's media exposure is a part of what made it so popular, and that is what led to its large influence on the video game industry. While it was not the first game to include an open world, Grand Theft Auto III was the first game to include a fully explorable open city on a large scale. In addition to the open world, players were not forced to mindlessly complete mission after mission until finishing the game and letting it collect dust on the shelf. Instead, GTA III allowed ... Get more on HelpWriting.net ...
  • 38. Benefits Of Video Games A Form Of Art Video games should be considered a form of art because they take time to create, are protected under the same rights as other art forms, and include many other forms of art. I believe that video games should be considered an art form. I believe that with how many genres and games in general, there are that most are art worthy. The definition of art is: "The expression or application of human creative skill and imagination." Video games fall under this definition. Video games are created by People that have enough creativity and imagination to come up with a setting and concept to both engage and inspire the player. Video games take time to create. Some of the most praised games took years to make. For instance: GTA V took 4 years to create, with more than 1,000 developers, and The Elder Scrolls V: Skyrim took 5 years to create, and even Minecraft took 4 years to create, and is still being updated today(I will be using these games as examples throughout the paper because they are some of the best games to be released in the last 5–10 years). The work that these companies put into their games show with the millions of copies sold within 24 hours of the games release. These game series are worth literal tons of money, Minecraft sold to Microsoft for 2.5 billion dollars. All the hard work put into these games shows off when they're released to the people. Minecraft has sold over 55 million copies. "A beautifully designed videogame invokes wonder as the fine arts do, only in ... Get more on HelpWriting.net ...
  • 39. Violent Video Games Should Not Be Banned Nicholas Colwell English IV Mr. Kula November 21, 2014 Violent Video Games Should Not be Banned Violent acts committed by children seem to occur on a monthly basis. What is to blame for this trend? Many people try to find, what they would believe to be, a likely source for the violence once. Some people turn to violent video games as the reason why violent acts occur amongst children. Some would even argue, that violent video games in general should be banned. Violent video games should not be banned because they do not cause violent behaviors, they're a major industry, and not all gamers are children. It would appear to be only logical that violent video games cause violence. This has been refuted by multiple studies. According to the American Medical Association, "If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade from $3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures, would suggest a parallel trend in youth violence. Instead, youth violence has been decreasing." (Koffler) What this shows is that video games do not directly cause youth violence. Many people still try to use the excuse that video games cause short term aggression. Short term aggression does not equate to violence. If somebody constantly fails at a sport they get angry. The same concept applies with video games. When someone gets angry while they are playing a videogame they are often fine by the end ... Get more on HelpWriting.net ...
  • 40. My Time Playing Grand Theft Aut As of now I have put in somewhere around 30 days of gameplay time into Grand Theft Auto 5 and am 29% away from completing everything thing in there is to do in the story mode. I've played a lot of different types of games throughout my gaming career and this is one that is definitely in my top 3 of all time. This is a game that I really don't myself stop playing anytime soon as they keep releasing more downloadable content to go along with the already large amount of replayability. Grand Theft Auto 5 had a lot of hype surrounding its release and I would say that it did indeed live up to the what was expected of it.Grand Theft Auto 5 is a big game in a lot of ways, which starts with a 7.5 gigabyte install before you can before you can do anything. Putting that aside the world is a huge place that Rockstar Games has used to express an ambitious story that always made me want to play "just one more mission". It is a stunning game with amazing graphics that can and does thing most people would think to be impossible to do on our current generation of hardware. The story mode in GTA 5 centers around three main characters. Michael, a retired criminal living a life of idle luxury with his dysfunctional family in the higher class region of Los Santos, Franklin a gang banger that grew up in the streets of Los Santos that is desperate to escape the minimal revenue of petty hustling and gang life, and Trevor an old friend of michaels that is a meth dealer, someone that is paranoid of ... Get more on HelpWriting.net ...