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Video Games Vs Pop Culture
You're bored it's winter no ones available and there's nothing on TV. You love to experience a good story , but you don't know what type of story
you want to see a video game or a movie.Video games and movies something nobody thought could happen 20 years ago, but video games have
grown a lot and have more mature Audiences and they have a matured Themselves with amazing stories and complicated plots.Is there a chance that
video games can take on megalith movies in terms of story.Movies are and have been a staple of entertainment for a century. It shows having worked
its way into pop culture, but lately one video games have grown in power.Video games the once small form of entertainment made for kids has grown
into a booming industry where new advancements in technology have lead to some really interesting video games stories with deep characters and
plenty of plot.Because video games are getting better and bigger at filling themselves to the brim with content, but are they now better at telling a story
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In this aspect movies have the same problem from what I said several times before the limited time makes it harder for movies to establish
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Gender Stereotypes In Video Game Culture
With customers paying about $20.77 billion dollars on video games, hardware, and accessories only in 2012, the video game industry has been
converted to a mass medium commonly relished by a varied viewers. 58 per cent of Americans play video games and the typical game player is 30
years old and has been playing for over 13 years (Mibba creative writings, 2013)
The demographics of video game culture have evolved following the 1980s and 90s, when video games were perceived as something of interest
predominantly to young men. Women constitute about half of all game players as of the 2010s. This has subsidized to industry professionals and media
increasingly paying attention to matters related to sexism in video gaming (Association, April 2014). ... Show more content on Helpwriting.net ...
Even though that is just absurd, it fuse just right into the unconventional, weird and subconscious mentality held by most teenage boys that women
only exist to please men while concurrently creating more of their kind. Male characters are found two times more represented on game covers than
females and the male characters again are portrayed as super masculine beings with huge weapons and presented as the heroes with an active role
whereas female characters are shown to hold weapons stroking it in a suggestive way and their fighting skill limited, rather portrayed as a sexy,
supportive cheerleader (Burgess, et al., 2007)
Player interactions within the Game culture
In a research that measured harassment in an online gaming setting, conclusions revealed that women stood a chance of receiving negative comments,
three times compared to men (Kuznekoff, 2012). The evidence does not discontinue in quantifiable data, but evidence has been proved in qualitative
statistics through women gamers' experiences in distinct online populations; these are often documented in the system of blogs.
Gray's 2012 study discloses that these women formulate groups within the video gaming society by making their own clans, and limit connection of
these groups to other women. The tenacity of such groups is driven by the coercions experienced by the women within the space (Gray,
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Gaming and its Benefits
Gaming and its benefits
"You are wasting our time in front of those computers, throwing away our life as we are not getting anything back."
I would hear this every time coming from my parents as I reach for the power button of my laptop. It seems like with the growing belief, "time is
something priceless", we need not to spend time on wasteful things such as video games. But, why video games receive such an outrage from the
people in the first place? Probably because of its long history associated with violence and addiction, video games' stereotype had become a practice
unconsciously accepted by people from every culture. To this day, gamers are still placed at the bottom of the ladder being the worthless one,
receiving labels that do not describe who they are as a person, but criticizing what they like to do. However, as our society moved forward with
technology and better understands, video games have proven to be outweighed any criticism out there with its benefits for individual and society.
(which all dated back to the purpose of its creation)
Games originally created a world in which players freely becomes what they want by working hard enough. It is unlike any real world situation as
they require no social status from you and based purely on the brain's talent. This gives rise to a lot of people from different places around the country.
The poor class, the underrepresented people succeeded at video game received admirations which were not easily obtainable outside
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Breaking Bad Research Papers
I have developed an endless runner game for smartphones and tablets based on the hit television show, Breaking Bad. Breaking Bad tells the story of
Walter White, an ordinary chemistry teacher who finds out that he has cancer and Jesse Pinkman, a local street gangster who befriends Walter. Both
Walter and Jesse decides to produce methamphetamine in order for Walter to pay for his medical bills and support his family. With the added
advantage of Walter's knowledge in chemistry, their product takes off and they both turn to a life of crime and encounter dangerous events that
changes their lives forever. They come across various psychopaths. A mad drug lord named Tuco Salamanca, a no
–nonsense authoritarian like meth
distributor called Gustavo Fring and a white supremacist gang. As Walter White gets into various criminal activities, he puts his life and his family's
life in danger.
My concept for the game is a platform–based endless runner for smartphones and tablets, not to be confused for an endless runner in the third person
perspective. The game will have the two main characters playable at the start, Walter White and Jesse Pinkman. As one progresses in game, they will
be able to unlock other characters such as Walter's brother in law Hank, Gustavo Fring, the iconic RV from the show, Heisenberg (Walt's clandestine
alias) and Saul Goodman, their lawyer who uses unorthodox ways to get Walt and Jesse out of legal trouble. The reason I decided to make only two
playable
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Incorporation Of Digital Game Based Learning For Our...
Thank you for your consideration to allow the incorporation of Digital Game Based Learning for our students here at XXXXX middle school. With
careful planning, delivering, and administration of digital games, we may not only augment the development of student citizenship, yet also the culture
of the school and surrounding community. It is with hope that my suggestions will lead to a fulfilling learning experience for students.
The game I am proposing for our school's curricular development is the Learning Games Network's Quandary; a game that has received some
notoriety in recent years. The game is set in a fictional world 32 light years away and the gamer's avatar is a leader of a growing space colony named
Braxos. The task of the leader is to make decisions dealing with sustainability within conflicts among the colony's inhabitants. However, the avatar
consults the student gamer as the delegate from Earth to assist in listening to the thoughts, opinions, and practical facts of the colonists in order to
make informed decisions about certain scenarios on behalf of the survival of the colony. These scenarios include dealing with predators native to the
ecosystem that threaten local food resources, issues with water supplies, and even favoritism through clothing that highlight concerns about social class
and identity. In essence, the preceding description of how to delegate is the true beauty of the Quandary learning experience. It causes student gamers
to critically think
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Video Games in Popular Culture: an Exposition Essay
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the
dangers outside. Now your father has disappeared, and it's up to you to find him. After a harrowing escape from your subterranean home, you walk
through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say "don't leave us out here to die!" As you walk
through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is
devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying "scenic overlook" on your
right, the broken... Show more content on Helpwriting.net ...
This video game was actually backed by the department of Energy, and used an oscilloscope (an electric testing device, commonly used to detect
brainwaves or cardiac pulses) as the display. The 1960's gave rise to one of the first widely acceptable titles, "Spacewar!" along with the invention of
the light gun. However, when the 1970's arrived, video games began to take off. In 1971 Nolan Bushnell and Ted Dabney created a coin operated
version of "Spacewar!" Called "Computer Space." These two men would later found Atari in 1972. The first game published by Atari was also the
first video game to garner media attention, the insanely popular "PONG." "PONG" was a major turning point in the industry, but it was the Taito
Corporation that ushered in the "golden age of arcade games" with "Space Invaders" in 1978. The 1970's also saw the rise of the first video game
consoles, with the Magnavox Odyssey in 1972.
The 1980's is when the video game industry began to take off in earnest. In 1977 came the Atari 2600. Intellivision came next, introduced by Mattel in
1980. Intellivision, which featured better graphics compared to the older Atari 2600, became very popular. The ColecoVision, the most powerful
console to date, appeared in 1982. Like the others, its sales also grew. However, having three major consoles on the market, a
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Compare And Contrast The Stereotypes Of Gamers
A gamer is someone who plays video games as a hobby. Gamers are usually quite good at this hobby. Gaming has been around since 1958. It's
ancient. Few people in the United States have gone untouched by video games at some point in their lives. In fact, it is estimated that the number of
gamers around the world is about 1.2 billion people. That is a good portion of Earth's 7.2 billion population. Gaming is huge. Despite that, there are
quite a few stereotypes regarding gamers. Some people seem to think that gamers are all a bunch of nerdy losers who do nothing but sit around and
waste their lives behind a monitor and with a controller in their hands. No matter how many gamers are not like this, there will always be at least one
individual who will fit this stereotype perfectly. But, this paper will bring to light some things that are more typically true of most gamers, regardless
of what other stereotypes they may happen to fit. Believe it or not, video games can actually be ... Show more content on Helpwriting.net ...
For example, the act of playing a video game gives the brain a break from day–to–day life and helps the brain cool down by focusing on other, less
stressful things. While video games do have the tendency to be violent and fast–paced, there are plenty of games that are meant to be a relaxing
experience. For example, flash games like 'Flow' are accessible to anyone on the Internet. 'Flow' is a game where the player starts off as a tiny
organism consisting of only a mouth and a torso. The calm, tranquil music of the game ease the mind into a state of relaxation as the gamer play and
develop into a higher functioning organism in the game. Other flash games are good for people whose brains won't "sit still" and who have trouble
concentrating. So one can argue that gamers are highly adapted at finding ways to relax and hone their focus. Though relaxing games do a great job at
calming the mind, ironically, violent games can calm the mind, as the following paragraph will
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Video Game Culture Over The Youth Of The Nation
With the video game culture taking over the youth of the nation it's easy to forget where the beginning of this colossal enterprise started. With the
lack of video games in the past the original family games started with classic board games resembling Monopoly and life. These timeless games
gave birth to their own culture that allowed players to become immersed in fantasy worlds. This included the creation of games like Dungeons &
Dragons which would spawn its own generation of gamers. Recently the popularity in these fantasy, and strategy based games has been growing.
The reasons that is drawing groups to participate in an archaic form of gaming is unclear. It's imperative to understand why this subculture gaining
in popularity, and how it's attracting people with the lure of mages and spells. During my initial visits to my filed location I have observed how the
building was laid out, some of the unspoken rules of the community, and how different groups of board gamers frequent the location. Without
knowing what to observe first during I decided that I would get a good idea on how the building was laid out. I decided to arrive to the gaming store
on a Saturday at noon. I was hoping that this would give me a chance to observe a smaller crowd of the culture separate from the massive amount of
people that would show up for the tournament style gaming. Thinking that the location would be less populated on a Saturday was a mistake. After
walking into the main lobby with five
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Why Video Games Matter: An Article on the Feelings Evoked...
Tom Bissell presents an article in 2010, to college students of which is "Why Video Games Matter." Bissell isn't intending for the argument to be about
video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on
what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the
struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting
home and popping it in the console, disregarding everything else that is happening in the vicinity.
Bissell comically explains what he would say to ... Show more content on Helpwriting.net ...
Where did the time pass? Articles like these are depicted to speak to college students and adults alike. Moreover, Bissell is describing the emotions and
feelings brought about in participating in video game activity. College students, when not overwhelmed with work, have free time and can sometimes
indulge most of that time in shooting enemies or in racing exhilarating super–cars. Bissell explains, "My rationalization was that, provided a game was
fun to play, certain failures could be overlooked (358)." This is truly how gamers think.
The author of this essay, is not intending to persuade the reader to feel a type of way. What he is expressing ideally are his opinions on said
games. Yet, one is somewhat persuaded, because of how he speaks, clarifies, and uses rhetoric in his writing. It really makes someone want to stop
what they are doing and get on the nearest gaming system. In fact, it is consolidating to know that he isn't characterizing the game as just a game,
but an aesthetic and an art. Tom Bissell questions himself, "To what part of me do games speak, and on which frequency (361)?" We all would like
to know the answer to this question, because there have been so many games, some good and some awful. However, we as a world continue to try
and try again. Some of the appeals that Bissell uses in his argument were emotional and descriptive. Basically, in the entire article he described to the
audience in intimate detail the world of
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Walt Disney : A Bad Idea
I was warned not to open the box then I looked inside and I saw Dead Walt Disney! I knew it from the start I was right all along. I thought it was
strange mickey mouse was running away from the building just after he told me not to look in the box with his isis illuminati justin bieber TMNT
foot clan faze clan squad following him with chloroform doritos tons of mountain dew and a silenced glock. There plan was to take control of
disneyland and one direction they they would be able to cripple the world and take total control. I was running for my life I should have known that
besides all the measles and creepy mascots disneyland was a bad idea. As I was running I could hear all the screams of terror from poor civilians as
Justin bieber sang... Show more content on Helpwriting.net ...
North korea was now defenseless . So of course the only the obvious happened literally everyone in Africa saw it as the first time any of them could
actually manage to take over another country so they all headed over there to fight to the dearth for the land but since none of them could afford cars
they all had to walk. But then the unthinkable happened that shocked everyone at disneyland every single gaming n00b on the planet had came
marching in and closed in on the front gates which alone was strange but then that 's when I
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Video Games in Pop-Culture.
Video games in pop–culture.
Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of
pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn't occur until the
seventies with the appearance of Pac–man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game
consumers would take a look at what was out there when the video game boom begun they wouldn't be able to understand what was so attractive (and
addictive?) about Pac–man and Frogger? The truth is, video games from over three decades ago share the same basic principles with the games we have
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While the living out these activities might be a bit complicated for a variety of reasons starting from time and ending with money, their virtual
representation are readily available in a digital format. There are literally tons of video games out there that simulate all sorts of sports, their
popularity is especially high among Americans who idealize a fit, toned and healthy body image and an active lifestyle. Video games also burrow
heavily from other forms of popular entertainment such as movies, cartoons, books, music, television game shows, commix etc. These genres
sometimes attempt to do the same and burrow content from video games only to fail miserably every single time (Bloodrayne, Doom, Dungeons and
Dragons). Perhaps, the reason why this happens is because video games in addition to mind blowing special effects and often great story lines and
excellent voice–over/soundtrack also offer interactivity (active participation f the player). Refined of participation element video game–to–movie
adaptations are like about as entertaining as a video game with no controller to manipulate the characters and the outcomes. This gives evidence that
shows that although video games represent a humongous industry and have a great diversity of products, they are nothing without the social world.
Whether we're simulating a football game, controlling an army of monsters or flying on a magic carpet we're doing nothing else but living out our
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Videogames A Sport
Is the art of playing video games a sport? Video games are indisputably a sport. The biggest argument over the past years has been that video games
should not be considered a sport due to the lack of physical exertion. People claim that a sport is an activity that has to do with your body physically
moving like basketball, football, etc. but take for instance chess. Chess is considered a sport in Asia, Europe, and in America; in fact, there is even an
Olympiad for chess, in which no physical movement is involved. Just like any other sport, the art of playing video games include intensive training,
elaborate strategy, and elite competitions which are exactly what constitutes a sport. Gaming takes an immense amount of practice and dedication.
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Video Games Are A Form Of Art
Video games are a form of art. As a result, they capture relevant social opinions of the time and are encoded with history and culture. By interacting
with players they force their audience to think critically about situations and to form opinions about the society around them. Games accomplish this
through authorship and agency, which allows them record individual viewpoints.
The construction of a game influences its value as a lasting work. The different constructions of video games (whether rhizomatic or maze–like) results
in different opinions being formed by the user. As Bogost mentioned in his article, "The Rhetoric of Video Games," by using "procedurality... [to]
create possibility spaces that can be explored through play" (125) creators of games can produce more agency in a game, which in turn allows the
audience to make more choices. Tough decisions may then resonate with the audience, and cause them to form opinions about the game and society as
a whole. A maze–like game can be compared to a linear story. It is simple, with little flourish and little thought contributed by the audience. In general
it has a clear beginning and end, is direct, and is easy to understand. In contrast, a rhizomatic videogame is like a non–linear story. Audience members
have to be engaged wholeheartedly in order to truly understand what is occurring and the meaning behind it. An author's intent is often hidden deep
within the game. Rhizomatic video games can have multiple meanings, be
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Stereotypes Of Gamers
Traditional views of gamers have been often related with the negative stereotypes as males who are lazy, nerd, geek, fat, socially awkward and time
wasters. Even though these stereotypes have been improving with the growing population of eSports athletes and its recognition as a collegiate sport in
many campuses, participants shared their thoughts on the stigmas of gaming that are still present in our society and how they respond to these
stigmas. Jeffrey, 5th year, majoring in music, shared his story of the stigmas of gaming he heard from his father, They had Street Fighter finals on
ESPN 2 this past summer. I was watching it with my dad who knows nothing about the game and competitive play then he's watching and he is
constantly interrupting saying like.. When the winner was announced, this guy is a person who plays video games all day and night so he is kind of
odd and dumb and does not know it better. ... Show more content on Helpwriting.net ...
It is like completely opposite. If you read articles now, some pro gamers schedule is like worse than everything I have ever seen in my life. They
get up at 8 in the morning and hit the gym for two hours, then they practice from 11 am to 7 pm and then like they get like an hour for their social
life. It is a full time job. It is not a terrible thing and people think you are wasting time playing
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Doge Dialectical Journal
Doge was chilling along in a noob server one day doing his 360 noscope morning routine. "You better be ready to get #wrecked...prepare." He said that
in his real MLG Voice too. He was aiming down his sight, then unscoped. Doge said in voice Chat: "Oh No i will not die to you i am Doge!...THE
DOGE!" As soon as he said that the Xx_MLGNoscoper_xX noscoped him. Doge had one death. He was flabbergasted,he had not gotten wrecked
since he was a basic noobis. He had to get revenge. The next morning he went to the same map where The Xx_MLGNoscoper_.xX was there with
his buddies trolling all the noobs. He said in voice chat: It's me again doge I am here to destroy you and your little 2 year olds. Doge was fighting them
he beat all the 2 year olds and... Show more content on Helpwriting.net ...
Most of them were from Battlefield and Call Of Duty Campaigns. Some where from TF2. Spy, Heavy, Sniper, Soldier and Demoman came from
TF2. The next thing they did was upgrade their weapons all the way and got stacked on Ammunition. There transportation was from battlefield.
Helicopters planes and tanks all roamed to the illuminati base. Once they got there they found it completely sealed there was no way in. The
helicopters try blowing it up same with the tanks but nothing happened. Soon demoman got mad and tried his sticky bomb launcher. That only
cracked it. Then spy got an idea. He said every explosive fire at the crack! It worked. They were in, some short people who couldn't get up to the
hole got boosted by Heavy. They found one thing inside. A empty table in the shape of a triangle. They knew what they had to do. They had to break
the table to summon Illuminati Members then kill them. So they threw heavy on the table. Nothing happened. Then they lifted a jeep from Battle
field over and tried to break it with that. Nothing happened once again. Doge realized it wasn't about ACTUALLY Breaking it. They had to do the
doge fighting spell. Doge grabbed everyone's hands and they all whispered the Spell. It instantly broke. Out popped about 10 celebrities They broke
down the walls with Magic and everyone rushed outside to get to the tanks. The celebrities just stood there, everyone had their guns pointed at them.
Then
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Are Video Games Making Children Smarter?
Are video games making children smarter?
Video games have become a new form of entertainment that is gradually forming part of the daily life and increasingly taking the free time of
children. Children under the age of five have a surprisingly ability to master new technology. From smart phones to tablets and video games, it is not
unusual to see a child under the age of five intuitively slide the screens and press the buttons with security. Even parents enjoy the momentary peace
produced by giving the child a small appliance to play, it secretly worries them that their child is suffering brain damaged by the time spend in front of
the device. But apparently, video games are beneficial for learning and the more interactive the better. The great response that this medium has had is
due to the fact that it contains action; it encourages competition and brings a real world by their images and sound.
A video game is an interactive application oriented to entertain through certain commands or controls to simulate experiences on the screen of a
television, a computer or other electronic devices. A video game could also be defined as a computer, HD programs which connects to a TV system
and integrates audio and video, allowing the user to enjoy fantastic adventures and sports, with their imagination users can fully explore. Video games
differ from other forms of entertainment, such as movies, they are interactive; in other words users must actively engage with the content. To do
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Culture As Defined By Video Games
Culture as Defined By Video Games In a society, culture has always been defined by the particular arts, beliefs and customs of that community and
formed a representation of what that society has to offer. Ancient Greece was well known for its achievements in the field of arts and literature with
examples being the Iliad or the tales of Greek gods such as Zeus. Each and every society had a unique aspect that acted as an equivalent for what their
culture meant to them and could be considered a defining element of that group, and in modern times the advancements in technology have created a
medium that provides both audio and visual stimulations for individuals that can showcase not only one, but thousands of cultures through the use of
video games. These tools can be manipulated to represent anything the developer wants to address to an audience, such as japanese folklore or the
controversial issue of sameВsex romances in traditional media (Moravec). While some games are created with the sole purpose of teaching the
player about a culture or philosophy that exist in the real world there are many other games in the world that people believe create their own worlds,
their own cultures the likes of which have never been seen before in history. The argument is questioning whether or not video games merely reflect
cultures that can be found in the real world or if they create a new culture of their own instead, and if they do what complications arise with this new
culture. Student
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The Effects Of Video Games On Pop Culture
Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as
television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular
culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely
enough, some fads are made to transform and actually become a mainstay in the varying international cultures. One such example might be familiar as
it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the general public they weren't
all that... Show more content on Helpwriting.net ...
This led to a market that was flooded with consoles and left many consumers confused. Adding to this confusion was the fact that there wasn't many
reliable sources for game information. The market was overwhelmed with lackluster and poorly made games and no one was being informed as to
which games these were. So eventually people just stopped buying games. All of this mixed with Atari manufacturing too many console units and
games led to a market crash many call "The Video Game Crash of '83" causing many to label video games as a dying fad. Several years had passed and
a Japanese company by the name of Nintendo decided it wanted to enter the market. Nintendo's Family Computer, or Famicom, was doing well in
Japan and Nintendo wanted to try and find success in North America. This proved to be difficult because America was still wary on the idea of game
consoles after the crash. To try and avoid the skepticism that came with items labeled as a game console, Nintendo rebranded the Famicom as the
Nintendo Entertainment System and marketed it as a toy. Believe it or not, this actually worked and Nintendo became a household name. In order to
keep their success going Nintendo took steps to avoid another market crash. Nintendo would put developers under a contract that kept them on their
console and would keep them from developing games for developers. Developers also had a limited amount of games they could release in a year as
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Video Games Have On Culture
The Far Reaching Influence Video Games Have on Culture
All you can see on screen is a pair of arms holding a gun as you proceed down a poorly lit, grungy tunnel. Looking down, you can't see your own
feet–not because of the gloom, they simply weren't included in the design. A heads up display shows ammo, health, shields, and a motion tracker
in the corner while an aiming reticule sits in the center of the screen. The graphics are shoddy at best by today's standards, but at the time it was
released this was considered to be the cutting edge of video games. This is Halo: Combat Evolved, released in 2001, not even two decades ago. Now
known as the first in the Halo series, at the time it was an example of how far video games had come; today it ... Show more content on Helpwriting.net
...
"In books, everything is laid before you," he says. "There is nothing left for you to discover. Video games are the only forms of artistic expression that
allow the authoritative voice of the author to remain true while allowing the observer to explore and experiment." This is especially true when looking
at older creations, when the graphics and narratives were limited by the current technology, forcing players to draw heavily from their imaginations,
becoming what Melissinos calls the game's "third voice," the first voice being the designer of the game, and the second voice being the mechanics of
the game itself (Tucker).
One of the most memorable parts of any game is its main theme, the song that plays during the title screen . Originally simple 8–bit tunes meant to
draw attention at arcades, a video game's soundtrack was handled by the programmers, limited to whatever space was left over after the game itself
was complete (Hsu). As a result, early games such as Tetris had a single short, repetitive song that would loop constantly in the background,
eventually becoming embedded in the player's brain. As technology developed to allow for more efficient data storage, companies were able to add
longer and more complex songs. Eventually, as games became more immersive, the soundtrack became a way to emphasize what was occurring on
screen (Hsu). With video games becoming an increasingly competitive
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Steven Johnson Everything Bad Is Good For You Analysis
In his book 'Everything bad is good for you', Steven Johnson expresses his opinion about popular culture – especially television programs and video
games – how it changes our lives in a positive way and how it's making the society smarter. The author is trying to convince the readers that 'popular
culture has, on average, grown more complex and intellectually challenging over the past thirty years.' The author also explains the 'sleeper curve '
concept witch refers to the following idea: as time passes, the median level of cognitive complexity provided by popular culture is increasing ('I
believe that the Sleeper Curve is the single most important new force altering the mental development of young people today, and I believe it is largely a
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Do we get rewards for reading? Not really; the action of reading is actually really demanding: we need to be able to process the information, we need to
concentrate and we also need to pay a lot of attention, we can't be distracted while reading. We all have to decide if we read for pleasure or because we
are forced to. If we read for pleasure, we will sure get a reward, a personal one; by reading a book for pleasure, we can create our own images based on
the words. The story is quite different regarding rewards in a game. You can also get a reward after accomplish your tasks. Real life is also full of
rewards, which is one of the reasons why there are so many forms of addiction. The author still believes that printed word remain the most powerful
vehicle for conveying complicated information and he aims to persuade the readers with two important things: 1. 'by almost all the standards we use to
measure reading's benefits – attention, memory, following threads and so on– the non–literary popular culture has been steadily growing more
challenging over the past thirty years' and 2. 'Increasingly, the non–literary popular culture is honing different mental skills that are just as important as
the ones exercised by reading books.'
In the past few years, we can notice a certain type of story regarding gaming culture which reduces to the idea that computer game aren't actually a
complete waste of time. This story points to
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The Effects Of Video Games On Our Culture Today
ABSTRACT
Video games have become a driving force in our culture today, and the effects, both positive and negative are scrutinized on a daily basis. The violent
aspects of this form of media are a cause of concern, but to what effect remains an important question. This research proposal aims to look at a gap in
the literature on this topic by qualitatively accessing aggression and enjoyment of players based on varying difficulty levels and numerous genre types
available in the market today. The ultimate goal is to understand if the difficulty is an additional cause for potential aggressive behavior.
INTRODUCTION
In the Entertainment Software Association's 2013 report, information on the video game industry can summarized as: "1) 59% of Americans play
video games, 2) Consumers spent $21.83 billion on video game hardware/accessories and video games, 3) 48% of all gamers are women, and 4)
51% of US households own a dedicated console, and those that do own an average of two." (theesa.com, 2014). The facts speak for themselves:
video games have become a significant part of our culture today, and can also be seen internationally. I personally worked for gaming retailer
GameStop for almost 8 years, and utilizing that knowledge base, I intend to be a part of the growing industry. However, it is important to understand
that the past–time so many enjoy can have adverse effects, as legal battles over the violent content of games have attempted to argue. Various school
shootings
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Anti Gamergate Analysis
An Anti–Gamergate documentary by Chris Haines will not be made due to the lack of financial support. Sadly, The project was close to reaching
their goal. As they only needed $47,667 more to reach their $50,000 target. If the kickstarter deadline was extended for a couple of days, who know
what could've happened?
What is #Gamer?
The project is advertised to the public as a neutral–stance documentary on #Gamergate. This documentary is supposed to cut through all the lies and
manipulation to get right to the truth by presenting both the Anti–Gamergate's and Pro–Gamergate's perspective on what #gamergate is all about.
However, brief description about the documentary on its kickstarter's page tell a different tale to those actually similar with ... Show more content on
Helpwriting.net ...
It's obvious to anyone who pay attentions that GamerGate is far from dead. Haines also brought into the assumption that gaming communities are
divided due to Gamergate when it isn't. Today, gamers are more united than ever before under one banner. Hatred and Huniepop were extremely
successful despite widespread criticism from anti–gg. In contrast, anti–gg games such as Sunset flopped spectacularly despite all the supports and
biased reviews.
Most importantly, Haines believed in the talking point shared by anti–gg and SJWs in trying to make the internet a more positive place for everybody
because there's too much "harassment" and everyone need "safe space." They want everyone on the internet to be govern by social rules because
they themselves get offended by texts they read on a monitor screen sent by a random person. They want everyone to be on their absolute best
behavior as if they are on a date with their girlfriend's parent. If people want to act like they do in real life then they wouldn't be on the internet to
begin with.
Anti–Gamergate the
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Learning Theory, Video Games, And Popular Culture By Paul...
Some may object that violent video games does not affect the human's behavior, but in fact exercises the brain. Take the example of the article of
"Learning Theory, Video Games, and Popular Culture" written by Paul James Gee. He leads the article in a way where video games, good or bad,
can lead us to good things as it process in our brain. For example, he states, "The content in a game like Grand Theft Auto: San Andreas involves
poverty, an African–American community, and crime. However, the gameplay involves solving problems strategically, problems like how to ride a bike
through city streets so as to evade pursuing cars and follow a map to end up safely where you need to go" (197). As it explains that Grand theft Auto
is labeled as a crime
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The MOBA Game League Of Legends
Earlier this year Microsoft announced for the first time their Halo tournament will have a prize of one million dollars. Two colleges, the University of
Pikeville and Robert Morris University, have recognized the MOBA game League of Legends as a varsity sport offering scholarships, and creating a
program with the same requirements as any traditional college sports team. The college's League of Legends team would have to meet the same gpa
requirements as student athletes, they have practice time and video time to study other teams for competition. This has sparked debate, can a video game
be a sport. Some critics claim that video games do not involve physical activity, and E–sports aren't real sports. Despite tens of millions of fans and ...
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Besides pushing more active sports, the campaign focused on developing training plans and fitness plans for professional and recreational gamers to
perform at higher levels. Many see this as legitimizing E–sports and the IeSF as a legitimate sports organization. The United States government also
recognized E–Sports as an official sport, and participants as athletes. Recently the United States government allowed people participating in E–Sports
competitions coming here from other countries to do so with the same visas as professional athletes. Nick Allen, Riot Games E–Sports Manager said
"This was a lengthy process; we had a lot of people fighting for this and it wasn't something that happened overnight. This was a constant back and
forth of 'show us more proof... is this realistic?' and that sort of thing. Eventually it got to the point where they were like 'we have no reason to say
no... okay, this is legitimate." These visas now apply to eight official League Championship Series teams in the United
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How Twitch Has Become The Most Popular Content Essay
Twitch is a live streaming video platform owned by Twitch Interactive, a subordinate of Amazon. Twitch is a spinoff of Justin.tv. A spin off is the
creation of an independent company by a parent company. The parent company, Justin.tv, a general interest streaming platform was launched in 2007
by Justin Kan and Emmett Shear. This site was divided into different content categories. It's gaming category quickly became the most popular content
on the site. In 2014, Justin.tv's parent company shut down and rebranded as Twitch Interactive to represent a shift in focus to the gaming category.
Twitch has been financially supported by investments of venture capital, capital invested in a new or expanding business. The company became
profitable in correlation with the shutdown of its direct competitor Own3d.tv. Twitch has become the most popular e–sports streaming service by a
large margin, referred to as a monopoly on the market. On August 25th, 2014 Amazon bought Twitch Interactive for $970 million dollars. Twitch Prime
services those with Amazon Memberships. These users can use Twitch ad–free, they receive video games published by Amazon's game division as well
as in–game content for popular games streamed on twitch, and they also get one free channel membership every 30–days.
"Twitch is the world's leading social video platform and community for gamers, video game culture, and the creative arts." (Twitch, 2016) Everyday,
almost 10 million visitors watch and chat about video games
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Professional Gamer Negative Outcomes Of An Elite Gamer
Professional Gamer Negative Outcomes It's preposterous and a dream come true, the profession of an elite gamer. In this day and age, this recreational
activity is considered a career. The professional sports they had in previous generations are transitioning into eSports, one of the fastest growing
industries in the United States, South Korea, and other places around the world. "To put the skyrocketing of eSport viewership into perspective, the
2013 League of Legends Season 3 World Championship's thirty–two million viewers surpassed both the BCS National Championship and game seven
of the NBA Finals by seven million, and more than doubled the viewership of the World Series." (Kasten) With this career, however retirement comes
quickly and fame dissipates gradually. The career of a famous professionalgamer is very dynamic and never set in stone. Although it is theoretically an
enjoyable career, professional gamers develop huge drawbacks which include persistent stress, video–game related health problems, and early
retirement, which leaves the gamer living under inhumane circumstances. The negative outcomes that result from the famous gamer profession,
greatly outweigh the positives.
In theory, the life of a professional gamer is the ultimate dream. To make thousands of dollars while virtually kicking your enemies ass in a game of
StarCraft, League of Legends, or Counter–Strike. It is very easy to enter the world of eSports, no college education is required, so any gamer
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How Do Violent Video Games Affect American Culture
Over time, America has evolved both positively and negatively. In fact, our country has changed in more of a negative way than positive. Violent video
games and movies are a source of entertainment which includes violence that is causing the American culture to decline. The American culture has
become very violent through entertainment.
Video games are a form of entertainment which have violence in them. Some violent video games are "Call of Duty" and "Star Wars Galaxies." The
younger audience love to play these games and quickly become addicted to them. A news education correspondent stated, ""Violent" games were
defined as those where players acted out the killing, maiming, decapitating or mutilating of other human characters" (Coughlan). Usually, the goal of a
violent video game is that humans are targeted to be killed. A science reporter from the "New York Times" states, "The issue is especially relevant
today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower
rates and are significantly less likely to play violent games" (Carey). In society, boys will play more video games and play more violent ones rather
than girls. On the other hand, girls will play videogames lesser and play less violent games too. In addition, the video games are horrific and traumatic.
Carey also ... Show more content on Helpwriting.net ...
Movies portray very violent events. Some violent movies are "Word War Z," "American Sniper," and "Saw." These movies portray killing in a
positive way, which should never be the case. Throughout America, the violence in movies has increased which has increased its audience as well.
Many kids today are shown violent themes in movies at a very young age. So, overtime kids will become more adapted to the violence in
entertainment. Today, movies which portray violence as a positive aspect are still increasing in popularity today in the American
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Real Sport Research Paper
Personal Interest Project (PIP)
Should Esports be considered a real sport?
By Bogdan Josic
Fairfield High School
Teacher: Mr. Curtis
Contents
Introduction
The influence of technology throughout the 21st century has been significant, affecting every aspect of society, including sport. Technology has created
an unofficial, esports (Electronic Sports), which has grown rapidly over the past 4 years, erecting various Tournaments and bringing in millions of
viewers. This interests me due to my passion for video games and sports, a combination of the two being extremely enticing; however, the real interest
lies in the controversial issue of, "Should Esports be considered a real sport?" The purpose of this Personal ... Show more content on Helpwriting.net ...
Streamers are people who broadcast them playing video games through a broadcasting service. This service is 'twitch', as it has a monopoly on the
video game broadcasting market. The broadcasters gain ad revenue and viewers can subscribe to streams, allowing them to gain an income from
streaming and interacting with viewers, however, it is a free service and can be viewed by anyone without any payments needing to be made. Esports
has influenced this due to the immense amount of organisations requiring professional players to implement streaming in their day–to–day activities.
Streaming is an integral part of a professional gamer's life in the western world due to the ad revenue it provides. Companies attempt to raise the profile
of the players through content on youtube such as gaming house tours, making the players seem more likeable and approachable, directly influencing
the user interaction gained from streaming, thus, increasing revenue. By observing twitch streams I was able to find that the top 3 twitch streams on
avg. at any one time would have 10–20 thousand viewers in the 'League of Legends' section alone, as supported by statistic gathering website
'Socialblade', with the other 7 in the top 10 averaging 1–7 thousand. Many other sections such as 'Counter–Strike: Global Offensive' and 'Hearthstone'
also have similar statistics. This done not include
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Should Gaming Be A Sport Essay
Should Gaming Be A Sport?
I for one am for gaming be considered a sport. I am one of the guilty ones who can play them hours at a time and maybe 8 hours straight but that's
rare now. I've had experience with gaming since I was only three years old at which I had a gaming console, the Xbox 360. There are of course the
people who hate gamers and call them lazy then telling them to do something productive. Sure they could be right in some aspect but what they don't
realize what our brains are doing. That is a key point in which this topic will be discussed.
Again with the people who hate gaming, most of them haven't even touched a game before and if they have they most likely hated or didn't want
anything to do with it. It's all about how you want to play and getting better at it. Many people believe gaming is a useless effort which does no
good for your brains or body, while the body part can be true for those who don't actually do anything proactive as a hobby can gain weight if they eat
a lot while gaming or lose weight if they starve themselves to ... Show more content on Helpwriting.net ...
In my opinion yes, in some, no. It's all personal preference. The thing is, gaming already is a sport somewhat, it's something called an eSport
(electronic sport). Sure you can argue about how it's not a true sport but it's mainly a hobby that doesn't require much physique to do. There are
tournaments all over the world that take place every year and many years before now and those that will come after. In July 2014, an outstanding
11,000 people stuffed themselves into a basketball arena in Seattle. They were not there to watch a basketball game, but to watch gamers compete for
$11 million in prize money. These tournaments make gamers be competitive and sometimes rage induced for these kinds of events for a good cause.
Gaming takes an immense amount of practice, focus, and dedication which is why gaming should be considered an official
... Get more on HelpWriting.net ...
Pokemon-Go Research Papers
Living a virtual life can be great in the beginning until you abandon your true existence. In the generation we live in now, virtual living is our
morning coffee. When you walk outside nowadays, every direction you may look, someone is on their phone. What could they be doing that is so
interesting? Reading a story? Maybe, but more than likely that is not the case. According to smartinsights.com, 80 percent of people use their cellular
device globally. That is a large number, which in no doubt will increase. Why don't the numbers decrease? There are always going to be something or
someone that will preserve your cell–phone usage, which caused virtual living to settle here. People have access to games everywhere they go in this
generation.... Show more content on Helpwriting.net ...
I realized how much I was missing out on. In my opinion, video games, social media, or augmented reality, in general, is not the route we should
take. Pokemon Go does have its pros, but it should not have to take a video game to enjoy life. I interviewed my father and close friend, my age,
about their feelings and experiences with and without technology. My father did not grow up with technology. He exclaimed how he appreciates not
having the internet because he is a brighter crayon in the box. He was not consumed in the television but actually interacted with his peers and family.
When the internet came about, he did not find a use for it. Now in this generation, he has the newest iPhone. He knows how to use it for the most part,
but he only uses it when he needs it. He is not caught up in the virtual world. My close friend Lauren thought otherwise. She believes without the
internet, she would not have passed her classes, she would not be able to interact with her friends when they are not together, and that she would have
no social
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Negative Effects Of Video Games
Many people believe that gamers are antisocial, raged filled, and mentally unstable people. These false actuations of games can have a negative
impact on its player base. Such as; games lower your intelligence of its players, it makes them more violent, and isolates them from human contact.
Video games have always had a bad wrap from the start and being constantly bombarded from several relentless media outlets. For example, ever
since shooting games became popular it's been the source of blame for recent shootings. When really the real problem isn't video games, but the
person who doesn't have a reasonable process of thinking or simply you could call them deranged. There's just so many factors you can debate about
saying why or just finding an escape goat. I simply can't handle when people come to a conclusion of saying the source of the problem is video games
because that person plays them. When people make that statement I just find them insanely ludicrous.
A very popular debated topic over video games is that video games are harmful to a person's intelligence. The answer is no and I'm not just saying
that, but there's been several tests done and prove that these games aren't as mindless as many want you to believe. It's been proven that game do
increase "your problem solving, strategic planning, and how your brain functions." (Robert Weis) Most games do implement some sort of puzzle or
enigma that the player has to solve. May that be finding a well
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Game Username Essay
In Game Username: bjalm
Age: 13
Gender: Female
Location and Timezone: Australia UTC +10:00
How many staff applications have you made, when was your last application made?
I've probably only made about 5 and my last application sent was about 3 or 4 months ago.
How long have you been playing Minecraft?
I have been playing minecraft for about 5 years now.
How long have you been playing on the server?
I have been on this server for about 2 – 3 years.
How active are you on the Server?
I try to be as active as i can, but I'm normally on everyday.
How active are you on the Forums?
I try to get on the Forums but sometimes my computer wont let me, and I'm pretty active.
How active are you on TeamSpeak?
Pretty Active but i prefer ... Show more content on Helpwriting.net ...
Another way i would benefit the server is to help keep hackers and known power abusers off of the forums by commenting and reporting that a
known power abuser is not accepted no matter how good the application is. Here are some of the required responsibilities and how i plan to fulfill
these requirements.
1. Job Chat
1.The first thing a staff member must do in chat is to make sure spammers don't continuously spam things like spam joining when is on causing the
whole chat to be filled up with Welcome back LOL Or just strait up spamming rude things or anything really.
2.Advertising.
Advertising other servers and spamming ips that aren't vanquish is considered a mute/ban punishment. My job will be to mute these advertisers and if
they continue to advertise, i will post a ban report on the forums or tell an admin.
3. General Friendliness.
Staff need to be kind to all players and not be like HA HA NOOB but to say OK this is how you sell obsidian or this is the shop or forum website.
Staff also need to keep the chat itself clean and friendly by warning a few times then muting rude players or people who continuously use foul or
inappropriate language like swear words and other rude things. Mainly involving Your Mum And just plain old being rude to others and especially in a
racist manner.
4. Overall Helping (Surprise, Surprise)
A staff members main job is to help people. People
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Why Video Games Have Made A Shift Into Mainstream Pop Culture
The term pop culture can be defined as 'The culture of the people' a culture that flourishes through social interaction and mass media that is most
actively involved in by the public. Pop culture can cover a wide range of materials and as such should be looked at as a topic open to discussion,
interpretation as to why it is popular and what makes it popular. Since pop culture includes an expansive spectrum of subjects I am going to be
focusing on one of those and that is Video games. In this essay I will be exploring the ideas and theories of why I believe video games have made a
shift into mainstream pop culture.
Culture
Before I start discussing video games I would like to explore the ideas of how cultures emerge and how this eventually relates to my study. Lehman, D.
R., Chiu, C.–Y., & Schaller, M. (2004) in 'Annual review of Psychology' define culture as "represents a coalescence of discrete behavioural norms
and cognitions shared by individuals within some definable population that are distinct from those shared within other populations" These beliefs
and behaviour whatever they may be in any culture can give us a backing for realising individual or group goals that can often be categorised in a
variety of formal or informal ways. For example we could look at the eSports international events of League of legends as a formal organization of a
culture in effect, we have official merchandise, promotions, advertising, a massive fan base and of course the athletes
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The On The Surface Level
On the surface level, all the games presented for this assignment are directly applicable to the everyday lives that the student gamers or their parents
and guardians are exposed at school or in life. While some of the games were developed to be more deliberate in their approach to reach certain
content or social agenda, these games could easily be incorporated into school curricula if planned carefully. In fact, a couple of games in this week's
offerings could be a more than relevant supplement to certain core subjects and specific units of instruction and still be engaging and challenging
enough to hold their attention to think critically. Additionally, one or two of the games allow for the student gamer to take learning into their own
hands and create games that help themselves and their peers. Yet conversely, there was one that may be too grand in instructional scope that students
may be thrown off by the amount effort just to progress within gameplay. Nevertheless, all of these games have the potential of being placed in
day–to–day school instruction.
FlipQuiz
While more of a study tool as opposed to an online video game, FlipQuiz allows for students, teachers, and other to create their own games using the
instructional content of their choice. The whole format is reminiscent of the television game show Jeopardy; one has a number of categories and a
series of tiered questions of different point value to choose from. Unlike Jeopardy, the answers do not have to come in
... Get more on HelpWriting.net ...
The Influence Of Video Games On American Culture
Video games have been known as a key factor in consumption in the past ten years. A valid argument can be made that more people spend their
money on video games than films and music. In today's generation, video games have become a part of our American culture. Some of the most
precious memories kids have upon their childhood are the video games they played when they were young. For example, I grew up playing
Pokemon, Guitar Hero, Kingdom Hearts, Mario Kart, and list goes on and on. My friends grew up playing Call of Duty, Super Smash Brothers, and
several different types of sports games. Adults may have spent time in the arcade when they were young playing Pacman, Donkey Kong, and Pong.
For the most part, video games have had a positive... Show more content on Helpwriting.net ...
The micro–scale are individual thoughts and actions of people, while macro–scale are groups, organizations, cultures, society, and the world. The
macro–scale in this situation are the media and the news. The macro–scale are telling the population that video games are the reason they cause
violence because the perpetrators are known to playing these violent games. They believe that the realism in video games manipulates people into
causing these heinous actions. They are saying that playing violent video games is a deviance to society. These organizations have a goal to convince
the population that their beliefs are right. These bureaucracies such as Fox News want to gain the attention of people on their viewpoint of
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Video Games Should Not Be A Sport Essay
The gaming community has recently seen a major rise in "Esports" as a way for the best gamers to show off their skill in competitions. One of the
most recent Esports events that took place this summer was the Overwatch World Cup. According to the ESM.One project, over 5 million people
watched the tournament on Twitch. Twitch is an online service for people to livestream their gameplay while making money through donations,
subscription, and advertisements. So with the influx of viewership and the massive popularity, should video games and Esports be considered a sport?
According to the Oxford Dictionary a sport is defined as, "an activity involving physical exertion and skill in which an individual or team competes
against another or others for entertainment." If someone were to ask me, "What sports do you play?" I would never respond with video games. A video
game should be categorized as a competitive activity but not a sport. ... Show more content on Helpwriting.net ...
Unless moving fingers is considered physical exertion, video games should not be regarded as a sport. Some advocators for video games being sports
might say they have athletic ability. They have natural ability and tremendous concentration to play games at a competitive level. In an article from
The Daily Kansan the writer says, "Video games are largely an exercise in mental ability and lack any component of bodily exertion." Watching the
best players in the world is tremendous. Video games require mass amounts of diligence to be played at a high level, but these games are not similar
to traditional sports. An athlete goes to practice to keep themself in shape for their next game or match. Gamers practice toning their mental skills and
strategy. There is a visible barrier between the physical aspect of a sport and the mental aspect of a video
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Cons And Disadvantages Of Video Games
De La Salle University
A PAPER SUBMITTED TO
Mr. Teodoro Ocampo
IN PARTIAL FULFILLMENT OF THE
REQUIREMENTS FOR THE COURSE
CSRGROVE
BY:
Arden John B. Sarmiento
Abstract:
This study is about how Video Games Stimulates Social Innovation and in what why can it help on service learning projects. The Video game about this
paper can either be online or offline. It also aims to know about the History of video games, the negative and positive effects of playing it , and some
popular people who believed that playing video games will be beneficial or will give us advantages
Keywords: Video games, Social innovation, Service learning projects
Introduction:
Social innovations are everywhere and it largely influences our lives. With Social... Show more content on Helpwriting.net ...
I mainly focused on the advantages of the Playing video games that it could really help us to develop ourselves. In the future, I will further search if
there already results that have been made on some articels and journals if playing video games is a big help to our community.
New learning's
"Digital games are now being used to teach babies the alphabet, to help kids monitor their diabetes and overcome ADD, to teach both practical and
tactical skills to the military, to teach financial derivatives to auditors and to teach CAD software to engineers, among many other things. And this is
just the beginning" Marc Prensky (2001)
Since many video games are now educational and help socialization, Organization s focus on improving video games. They really invested on it and
since it's really hot in the market today. Now I can prove after reading different articles and journals that Video games has it advantages. Other people
just don't manage their time or restrict themselves on things that will give negative behavior on them. It's just like other things, for example is power
or money. Once you abused it, It will give negative effects on your surrounding or on
... Get more on HelpWriting.net ...
Sexism In Video Games
Video Games. Video Gaming has been a popular form of entertainment in modern pop culture since the early 1980's. From the early beginnings of
software producers such as Nintendo, they have been creating games that have become favorable classics in only a few decades. With the most
popular classic video games including Super Mario Bros. (1985), Donkey Kong (1981), Pac–Man (1980), and The Legend of Zelda: Ocarina of Time
(1998), we can quickly note some patterns. One of the patterns that we can note is all of the main playable protagonists within these games are male.
The second pattern that we can note is the majority of the games listed above have a storyline written about rescuing a princess – one of the only
notable female characters within the game. Along with this, the female characters are only story–advancing non–playable characters (NPC's). When
the online gaming community was first introduced and popularized in the early 2000's, females in the gaming community quickly faced another
obstacle; sexism. Anonymity within the gaming community has become more than a tactic to hide your identity. For the majority of female gamers in
the gaming community, anonymity has become a crucial aid to avoid sexist comments and actions from other online players. According to a 2006
Consumer Electronics Association (CEA) report, women who were aged between 25–34 were out–playing males during non–console competitive
gaming. Also from this report, we can note that in the UK women have
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Questions And Questions On Games
Games
1.History of games , Games were found since the ancient human past and Stone age , Games are important part of all cultures and is one of the oldest
forms of Social interaction between human.
1.1.There is no doubt that through 5,750 years of Ancient Egypt , Games was a big part of their daily life
1.2.Some games was designed just for Adults while there was other kind of games for all ages , Also there was special games for the royal families
likeRamsis's Family.
1.3.Archeologists discovered that a lot of games was played back in Ancient Egypt , but yet they didn't discover the rules for that games nor the way
they were played.
1.4.The oldest game from ancient Egypt was called Senet , It was played by the royal families , it ... Show more content on Helpwriting.net ...
The progress of video games in the re–arrest shaping and reflect reality with the progress of the available means in the past ten years, the shaping
made tremendous progress in Hollywood fore/aft suspension of the identities of the fact of life with the merger of some of the historical figures
imaginary.
3.2.It's a fact that vedio games cannot physically harm youngsters in encouragement to smoking or damage their life But if it damages oneself then it is
as poor as any addiction mainly because in conditions of addictions, it could be anything which includes movie game.
3.3.Some games in particular are designed purely to help us learn and progress our skills forward in life, and for these styled games, whether they are
brain training or quizzes
3.4.If mother and father do not carry handle more than their child concerning movie games, it could rob him of his time for leisure and study, His
efficiency for specific issue at college could come to be weak and boost insufficient concentration
4.Companies that contributed in developing games throughout the time, and helped in enhancing the graphics of console games / Pc games.
4.1.Activation , This company was founded in 1978 , and it was the world's first developer
... Get more on HelpWriting.net ...

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Video Games Vs Pop Culture

  • 1. Video Games Vs Pop Culture You're bored it's winter no ones available and there's nothing on TV. You love to experience a good story , but you don't know what type of story you want to see a video game or a movie.Video games and movies something nobody thought could happen 20 years ago, but video games have grown a lot and have more mature Audiences and they have a matured Themselves with amazing stories and complicated plots.Is there a chance that video games can take on megalith movies in terms of story.Movies are and have been a staple of entertainment for a century. It shows having worked its way into pop culture, but lately one video games have grown in power.Video games the once small form of entertainment made for kids has grown into a booming industry where new advancements in technology have lead to some really interesting video games stories with deep characters and plenty of plot.Because video games are getting better and bigger at filling themselves to the brim with content, but are they now better at telling a story ... Show more content on Helpwriting.net ... In this aspect movies have the same problem from what I said several times before the limited time makes it harder for movies to establish ... Get more on HelpWriting.net ...
  • 2. Gender Stereotypes In Video Game Culture With customers paying about $20.77 billion dollars on video games, hardware, and accessories only in 2012, the video game industry has been converted to a mass medium commonly relished by a varied viewers. 58 per cent of Americans play video games and the typical game player is 30 years old and has been playing for over 13 years (Mibba creative writings, 2013) The demographics of video game culture have evolved following the 1980s and 90s, when video games were perceived as something of interest predominantly to young men. Women constitute about half of all game players as of the 2010s. This has subsidized to industry professionals and media increasingly paying attention to matters related to sexism in video gaming (Association, April 2014). ... Show more content on Helpwriting.net ... Even though that is just absurd, it fuse just right into the unconventional, weird and subconscious mentality held by most teenage boys that women only exist to please men while concurrently creating more of their kind. Male characters are found two times more represented on game covers than females and the male characters again are portrayed as super masculine beings with huge weapons and presented as the heroes with an active role whereas female characters are shown to hold weapons stroking it in a suggestive way and their fighting skill limited, rather portrayed as a sexy, supportive cheerleader (Burgess, et al., 2007) Player interactions within the Game culture In a research that measured harassment in an online gaming setting, conclusions revealed that women stood a chance of receiving negative comments, three times compared to men (Kuznekoff, 2012). The evidence does not discontinue in quantifiable data, but evidence has been proved in qualitative statistics through women gamers' experiences in distinct online populations; these are often documented in the system of blogs. Gray's 2012 study discloses that these women formulate groups within the video gaming society by making their own clans, and limit connection of these groups to other women. The tenacity of such groups is driven by the coercions experienced by the women within the space (Gray, ... Get more on HelpWriting.net ...
  • 3. Gaming and its Benefits Gaming and its benefits "You are wasting our time in front of those computers, throwing away our life as we are not getting anything back." I would hear this every time coming from my parents as I reach for the power button of my laptop. It seems like with the growing belief, "time is something priceless", we need not to spend time on wasteful things such as video games. But, why video games receive such an outrage from the people in the first place? Probably because of its long history associated with violence and addiction, video games' stereotype had become a practice unconsciously accepted by people from every culture. To this day, gamers are still placed at the bottom of the ladder being the worthless one, receiving labels that do not describe who they are as a person, but criticizing what they like to do. However, as our society moved forward with technology and better understands, video games have proven to be outweighed any criticism out there with its benefits for individual and society. (which all dated back to the purpose of its creation) Games originally created a world in which players freely becomes what they want by working hard enough. It is unlike any real world situation as they require no social status from you and based purely on the brain's talent. This gives rise to a lot of people from different places around the country. The poor class, the underrepresented people succeeded at video game received admirations which were not easily obtainable outside ... Get more on HelpWriting.net ...
  • 4. Breaking Bad Research Papers I have developed an endless runner game for smartphones and tablets based on the hit television show, Breaking Bad. Breaking Bad tells the story of Walter White, an ordinary chemistry teacher who finds out that he has cancer and Jesse Pinkman, a local street gangster who befriends Walter. Both Walter and Jesse decides to produce methamphetamine in order for Walter to pay for his medical bills and support his family. With the added advantage of Walter's knowledge in chemistry, their product takes off and they both turn to a life of crime and encounter dangerous events that changes their lives forever. They come across various psychopaths. A mad drug lord named Tuco Salamanca, a no –nonsense authoritarian like meth distributor called Gustavo Fring and a white supremacist gang. As Walter White gets into various criminal activities, he puts his life and his family's life in danger. My concept for the game is a platform–based endless runner for smartphones and tablets, not to be confused for an endless runner in the third person perspective. The game will have the two main characters playable at the start, Walter White and Jesse Pinkman. As one progresses in game, they will be able to unlock other characters such as Walter's brother in law Hank, Gustavo Fring, the iconic RV from the show, Heisenberg (Walt's clandestine alias) and Saul Goodman, their lawyer who uses unorthodox ways to get Walt and Jesse out of legal trouble. The reason I decided to make only two playable ... Get more on HelpWriting.net ...
  • 5. Incorporation Of Digital Game Based Learning For Our... Thank you for your consideration to allow the incorporation of Digital Game Based Learning for our students here at XXXXX middle school. With careful planning, delivering, and administration of digital games, we may not only augment the development of student citizenship, yet also the culture of the school and surrounding community. It is with hope that my suggestions will lead to a fulfilling learning experience for students. The game I am proposing for our school's curricular development is the Learning Games Network's Quandary; a game that has received some notoriety in recent years. The game is set in a fictional world 32 light years away and the gamer's avatar is a leader of a growing space colony named Braxos. The task of the leader is to make decisions dealing with sustainability within conflicts among the colony's inhabitants. However, the avatar consults the student gamer as the delegate from Earth to assist in listening to the thoughts, opinions, and practical facts of the colonists in order to make informed decisions about certain scenarios on behalf of the survival of the colony. These scenarios include dealing with predators native to the ecosystem that threaten local food resources, issues with water supplies, and even favoritism through clothing that highlight concerns about social class and identity. In essence, the preceding description of how to delegate is the true beauty of the Quandary learning experience. It causes student gamers to critically think ... Get more on HelpWriting.net ...
  • 6. Video Games in Popular Culture: an Exposition Essay Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it's up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say "don't leave us out here to die!" As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying "scenic overlook" on your right, the broken... Show more content on Helpwriting.net ... This video game was actually backed by the department of Energy, and used an oscilloscope (an electric testing device, commonly used to detect brainwaves or cardiac pulses) as the display. The 1960's gave rise to one of the first widely acceptable titles, "Spacewar!" along with the invention of the light gun. However, when the 1970's arrived, video games began to take off. In 1971 Nolan Bushnell and Ted Dabney created a coin operated version of "Spacewar!" Called "Computer Space." These two men would later found Atari in 1972. The first game published by Atari was also the first video game to garner media attention, the insanely popular "PONG." "PONG" was a major turning point in the industry, but it was the Taito Corporation that ushered in the "golden age of arcade games" with "Space Invaders" in 1978. The 1970's also saw the rise of the first video game consoles, with the Magnavox Odyssey in 1972. The 1980's is when the video game industry began to take off in earnest. In 1977 came the Atari 2600. Intellivision came next, introduced by Mattel in 1980. Intellivision, which featured better graphics compared to the older Atari 2600, became very popular. The ColecoVision, the most powerful console to date, appeared in 1982. Like the others, its sales also grew. However, having three major consoles on the market, a ... Get more on HelpWriting.net ...
  • 7. Compare And Contrast The Stereotypes Of Gamers A gamer is someone who plays video games as a hobby. Gamers are usually quite good at this hobby. Gaming has been around since 1958. It's ancient. Few people in the United States have gone untouched by video games at some point in their lives. In fact, it is estimated that the number of gamers around the world is about 1.2 billion people. That is a good portion of Earth's 7.2 billion population. Gaming is huge. Despite that, there are quite a few stereotypes regarding gamers. Some people seem to think that gamers are all a bunch of nerdy losers who do nothing but sit around and waste their lives behind a monitor and with a controller in their hands. No matter how many gamers are not like this, there will always be at least one individual who will fit this stereotype perfectly. But, this paper will bring to light some things that are more typically true of most gamers, regardless of what other stereotypes they may happen to fit. Believe it or not, video games can actually be ... Show more content on Helpwriting.net ... For example, the act of playing a video game gives the brain a break from day–to–day life and helps the brain cool down by focusing on other, less stressful things. While video games do have the tendency to be violent and fast–paced, there are plenty of games that are meant to be a relaxing experience. For example, flash games like 'Flow' are accessible to anyone on the Internet. 'Flow' is a game where the player starts off as a tiny organism consisting of only a mouth and a torso. The calm, tranquil music of the game ease the mind into a state of relaxation as the gamer play and develop into a higher functioning organism in the game. Other flash games are good for people whose brains won't "sit still" and who have trouble concentrating. So one can argue that gamers are highly adapted at finding ways to relax and hone their focus. Though relaxing games do a great job at calming the mind, ironically, violent games can calm the mind, as the following paragraph will ... Get more on HelpWriting.net ...
  • 8. Video Game Culture Over The Youth Of The Nation With the video game culture taking over the youth of the nation it's easy to forget where the beginning of this colossal enterprise started. With the lack of video games in the past the original family games started with classic board games resembling Monopoly and life. These timeless games gave birth to their own culture that allowed players to become immersed in fantasy worlds. This included the creation of games like Dungeons & Dragons which would spawn its own generation of gamers. Recently the popularity in these fantasy, and strategy based games has been growing. The reasons that is drawing groups to participate in an archaic form of gaming is unclear. It's imperative to understand why this subculture gaining in popularity, and how it's attracting people with the lure of mages and spells. During my initial visits to my filed location I have observed how the building was laid out, some of the unspoken rules of the community, and how different groups of board gamers frequent the location. Without knowing what to observe first during I decided that I would get a good idea on how the building was laid out. I decided to arrive to the gaming store on a Saturday at noon. I was hoping that this would give me a chance to observe a smaller crowd of the culture separate from the massive amount of people that would show up for the tournament style gaming. Thinking that the location would be less populated on a Saturday was a mistake. After walking into the main lobby with five ... Get more on HelpWriting.net ...
  • 9. Why Video Games Matter: An Article on the Feelings Evoked... Tom Bissell presents an article in 2010, to college students of which is "Why Video Games Matter." Bissell isn't intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity. Bissell comically explains what he would say to ... Show more content on Helpwriting.net ... Where did the time pass? Articles like these are depicted to speak to college students and adults alike. Moreover, Bissell is describing the emotions and feelings brought about in participating in video game activity. College students, when not overwhelmed with work, have free time and can sometimes indulge most of that time in shooting enemies or in racing exhilarating super–cars. Bissell explains, "My rationalization was that, provided a game was fun to play, certain failures could be overlooked (358)." This is truly how gamers think. The author of this essay, is not intending to persuade the reader to feel a type of way. What he is expressing ideally are his opinions on said games. Yet, one is somewhat persuaded, because of how he speaks, clarifies, and uses rhetoric in his writing. It really makes someone want to stop what they are doing and get on the nearest gaming system. In fact, it is consolidating to know that he isn't characterizing the game as just a game, but an aesthetic and an art. Tom Bissell questions himself, "To what part of me do games speak, and on which frequency (361)?" We all would like to know the answer to this question, because there have been so many games, some good and some awful. However, we as a world continue to try and try again. Some of the appeals that Bissell uses in his argument were emotional and descriptive. Basically, in the entire article he described to the audience in intimate detail the world of ... Get more on HelpWriting.net ...
  • 10. Walt Disney : A Bad Idea I was warned not to open the box then I looked inside and I saw Dead Walt Disney! I knew it from the start I was right all along. I thought it was strange mickey mouse was running away from the building just after he told me not to look in the box with his isis illuminati justin bieber TMNT foot clan faze clan squad following him with chloroform doritos tons of mountain dew and a silenced glock. There plan was to take control of disneyland and one direction they they would be able to cripple the world and take total control. I was running for my life I should have known that besides all the measles and creepy mascots disneyland was a bad idea. As I was running I could hear all the screams of terror from poor civilians as Justin bieber sang... Show more content on Helpwriting.net ... North korea was now defenseless . So of course the only the obvious happened literally everyone in Africa saw it as the first time any of them could actually manage to take over another country so they all headed over there to fight to the dearth for the land but since none of them could afford cars they all had to walk. But then the unthinkable happened that shocked everyone at disneyland every single gaming n00b on the planet had came marching in and closed in on the front gates which alone was strange but then that 's when I ... Get more on HelpWriting.net ...
  • 11. Video Games in Pop-Culture. Video games in pop–culture. Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn't occur until the seventies with the appearance of Pac–man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out there when the video game boom begun they wouldn't be able to understand what was so attractive (and addictive?) about Pac–man and Frogger? The truth is, video games from over three decades ago share the same basic principles with the games we have ... Show more content on Helpwriting.net ... While the living out these activities might be a bit complicated for a variety of reasons starting from time and ending with money, their virtual representation are readily available in a digital format. There are literally tons of video games out there that simulate all sorts of sports, their popularity is especially high among Americans who idealize a fit, toned and healthy body image and an active lifestyle. Video games also burrow heavily from other forms of popular entertainment such as movies, cartoons, books, music, television game shows, commix etc. These genres sometimes attempt to do the same and burrow content from video games only to fail miserably every single time (Bloodrayne, Doom, Dungeons and Dragons). Perhaps, the reason why this happens is because video games in addition to mind blowing special effects and often great story lines and excellent voice–over/soundtrack also offer interactivity (active participation f the player). Refined of participation element video game–to–movie adaptations are like about as entertaining as a video game with no controller to manipulate the characters and the outcomes. This gives evidence that shows that although video games represent a humongous industry and have a great diversity of products, they are nothing without the social world. Whether we're simulating a football game, controlling an army of monsters or flying on a magic carpet we're doing nothing else but living out our ... Get more on HelpWriting.net ...
  • 12. Videogames A Sport Is the art of playing video games a sport? Video games are indisputably a sport. The biggest argument over the past years has been that video games should not be considered a sport due to the lack of physical exertion. People claim that a sport is an activity that has to do with your body physically moving like basketball, football, etc. but take for instance chess. Chess is considered a sport in Asia, Europe, and in America; in fact, there is even an Olympiad for chess, in which no physical movement is involved. Just like any other sport, the art of playing video games include intensive training, elaborate strategy, and elite competitions which are exactly what constitutes a sport. Gaming takes an immense amount of practice and dedication. ... Get more on HelpWriting.net ...
  • 13. Video Games Are A Form Of Art Video games are a form of art. As a result, they capture relevant social opinions of the time and are encoded with history and culture. By interacting with players they force their audience to think critically about situations and to form opinions about the society around them. Games accomplish this through authorship and agency, which allows them record individual viewpoints. The construction of a game influences its value as a lasting work. The different constructions of video games (whether rhizomatic or maze–like) results in different opinions being formed by the user. As Bogost mentioned in his article, "The Rhetoric of Video Games," by using "procedurality... [to] create possibility spaces that can be explored through play" (125) creators of games can produce more agency in a game, which in turn allows the audience to make more choices. Tough decisions may then resonate with the audience, and cause them to form opinions about the game and society as a whole. A maze–like game can be compared to a linear story. It is simple, with little flourish and little thought contributed by the audience. In general it has a clear beginning and end, is direct, and is easy to understand. In contrast, a rhizomatic videogame is like a non–linear story. Audience members have to be engaged wholeheartedly in order to truly understand what is occurring and the meaning behind it. An author's intent is often hidden deep within the game. Rhizomatic video games can have multiple meanings, be ... Get more on HelpWriting.net ...
  • 14. Stereotypes Of Gamers Traditional views of gamers have been often related with the negative stereotypes as males who are lazy, nerd, geek, fat, socially awkward and time wasters. Even though these stereotypes have been improving with the growing population of eSports athletes and its recognition as a collegiate sport in many campuses, participants shared their thoughts on the stigmas of gaming that are still present in our society and how they respond to these stigmas. Jeffrey, 5th year, majoring in music, shared his story of the stigmas of gaming he heard from his father, They had Street Fighter finals on ESPN 2 this past summer. I was watching it with my dad who knows nothing about the game and competitive play then he's watching and he is constantly interrupting saying like.. When the winner was announced, this guy is a person who plays video games all day and night so he is kind of odd and dumb and does not know it better. ... Show more content on Helpwriting.net ... It is like completely opposite. If you read articles now, some pro gamers schedule is like worse than everything I have ever seen in my life. They get up at 8 in the morning and hit the gym for two hours, then they practice from 11 am to 7 pm and then like they get like an hour for their social life. It is a full time job. It is not a terrible thing and people think you are wasting time playing ... Get more on HelpWriting.net ...
  • 15. Doge Dialectical Journal Doge was chilling along in a noob server one day doing his 360 noscope morning routine. "You better be ready to get #wrecked...prepare." He said that in his real MLG Voice too. He was aiming down his sight, then unscoped. Doge said in voice Chat: "Oh No i will not die to you i am Doge!...THE DOGE!" As soon as he said that the Xx_MLGNoscoper_xX noscoped him. Doge had one death. He was flabbergasted,he had not gotten wrecked since he was a basic noobis. He had to get revenge. The next morning he went to the same map where The Xx_MLGNoscoper_.xX was there with his buddies trolling all the noobs. He said in voice chat: It's me again doge I am here to destroy you and your little 2 year olds. Doge was fighting them he beat all the 2 year olds and... Show more content on Helpwriting.net ... Most of them were from Battlefield and Call Of Duty Campaigns. Some where from TF2. Spy, Heavy, Sniper, Soldier and Demoman came from TF2. The next thing they did was upgrade their weapons all the way and got stacked on Ammunition. There transportation was from battlefield. Helicopters planes and tanks all roamed to the illuminati base. Once they got there they found it completely sealed there was no way in. The helicopters try blowing it up same with the tanks but nothing happened. Soon demoman got mad and tried his sticky bomb launcher. That only cracked it. Then spy got an idea. He said every explosive fire at the crack! It worked. They were in, some short people who couldn't get up to the hole got boosted by Heavy. They found one thing inside. A empty table in the shape of a triangle. They knew what they had to do. They had to break the table to summon Illuminati Members then kill them. So they threw heavy on the table. Nothing happened. Then they lifted a jeep from Battle field over and tried to break it with that. Nothing happened once again. Doge realized it wasn't about ACTUALLY Breaking it. They had to do the doge fighting spell. Doge grabbed everyone's hands and they all whispered the Spell. It instantly broke. Out popped about 10 celebrities They broke down the walls with Magic and everyone rushed outside to get to the tanks. The celebrities just stood there, everyone had their guns pointed at them. Then ... Get more on HelpWriting.net ...
  • 16. Are Video Games Making Children Smarter? Are video games making children smarter? Video games have become a new form of entertainment that is gradually forming part of the daily life and increasingly taking the free time of children. Children under the age of five have a surprisingly ability to master new technology. From smart phones to tablets and video games, it is not unusual to see a child under the age of five intuitively slide the screens and press the buttons with security. Even parents enjoy the momentary peace produced by giving the child a small appliance to play, it secretly worries them that their child is suffering brain damaged by the time spend in front of the device. But apparently, video games are beneficial for learning and the more interactive the better. The great response that this medium has had is due to the fact that it contains action; it encourages competition and brings a real world by their images and sound. A video game is an interactive application oriented to entertain through certain commands or controls to simulate experiences on the screen of a television, a computer or other electronic devices. A video game could also be defined as a computer, HD programs which connects to a TV system and integrates audio and video, allowing the user to enjoy fantastic adventures and sports, with their imagination users can fully explore. Video games differ from other forms of entertainment, such as movies, they are interactive; in other words users must actively engage with the content. To do ... Get more on HelpWriting.net ...
  • 17. Culture As Defined By Video Games Culture as Defined By Video Games In a society, culture has always been defined by the particular arts, beliefs and customs of that community and formed a representation of what that society has to offer. Ancient Greece was well known for its achievements in the field of arts and literature with examples being the Iliad or the tales of Greek gods such as Zeus. Each and every society had a unique aspect that acted as an equivalent for what their culture meant to them and could be considered a defining element of that group, and in modern times the advancements in technology have created a medium that provides both audio and visual stimulations for individuals that can showcase not only one, but thousands of cultures through the use of video games. These tools can be manipulated to represent anything the developer wants to address to an audience, such as japanese folklore or the controversial issue of sameВsex romances in traditional media (Moravec). While some games are created with the sole purpose of teaching the player about a culture or philosophy that exist in the real world there are many other games in the world that people believe create their own worlds, their own cultures the likes of which have never been seen before in history. The argument is questioning whether or not video games merely reflect cultures that can be found in the real world or if they create a new culture of their own instead, and if they do what complications arise with this new culture. Student ... Get more on HelpWriting.net ...
  • 18. The Effects Of Video Games On Pop Culture Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely enough, some fads are made to transform and actually become a mainstay in the varying international cultures. One such example might be familiar as it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the general public they weren't all that... Show more content on Helpwriting.net ... This led to a market that was flooded with consoles and left many consumers confused. Adding to this confusion was the fact that there wasn't many reliable sources for game information. The market was overwhelmed with lackluster and poorly made games and no one was being informed as to which games these were. So eventually people just stopped buying games. All of this mixed with Atari manufacturing too many console units and games led to a market crash many call "The Video Game Crash of '83" causing many to label video games as a dying fad. Several years had passed and a Japanese company by the name of Nintendo decided it wanted to enter the market. Nintendo's Family Computer, or Famicom, was doing well in Japan and Nintendo wanted to try and find success in North America. This proved to be difficult because America was still wary on the idea of game consoles after the crash. To try and avoid the skepticism that came with items labeled as a game console, Nintendo rebranded the Famicom as the Nintendo Entertainment System and marketed it as a toy. Believe it or not, this actually worked and Nintendo became a household name. In order to keep their success going Nintendo took steps to avoid another market crash. Nintendo would put developers under a contract that kept them on their console and would keep them from developing games for developers. Developers also had a limited amount of games they could release in a year as ... Get more on HelpWriting.net ...
  • 19. Video Games Have On Culture The Far Reaching Influence Video Games Have on Culture All you can see on screen is a pair of arms holding a gun as you proceed down a poorly lit, grungy tunnel. Looking down, you can't see your own feet–not because of the gloom, they simply weren't included in the design. A heads up display shows ammo, health, shields, and a motion tracker in the corner while an aiming reticule sits in the center of the screen. The graphics are shoddy at best by today's standards, but at the time it was released this was considered to be the cutting edge of video games. This is Halo: Combat Evolved, released in 2001, not even two decades ago. Now known as the first in the Halo series, at the time it was an example of how far video games had come; today it ... Show more content on Helpwriting.net ... "In books, everything is laid before you," he says. "There is nothing left for you to discover. Video games are the only forms of artistic expression that allow the authoritative voice of the author to remain true while allowing the observer to explore and experiment." This is especially true when looking at older creations, when the graphics and narratives were limited by the current technology, forcing players to draw heavily from their imaginations, becoming what Melissinos calls the game's "third voice," the first voice being the designer of the game, and the second voice being the mechanics of the game itself (Tucker). One of the most memorable parts of any game is its main theme, the song that plays during the title screen . Originally simple 8–bit tunes meant to draw attention at arcades, a video game's soundtrack was handled by the programmers, limited to whatever space was left over after the game itself was complete (Hsu). As a result, early games such as Tetris had a single short, repetitive song that would loop constantly in the background, eventually becoming embedded in the player's brain. As technology developed to allow for more efficient data storage, companies were able to add longer and more complex songs. Eventually, as games became more immersive, the soundtrack became a way to emphasize what was occurring on screen (Hsu). With video games becoming an increasingly competitive ... Get more on HelpWriting.net ...
  • 20. Steven Johnson Everything Bad Is Good For You Analysis In his book 'Everything bad is good for you', Steven Johnson expresses his opinion about popular culture – especially television programs and video games – how it changes our lives in a positive way and how it's making the society smarter. The author is trying to convince the readers that 'popular culture has, on average, grown more complex and intellectually challenging over the past thirty years.' The author also explains the 'sleeper curve ' concept witch refers to the following idea: as time passes, the median level of cognitive complexity provided by popular culture is increasing ('I believe that the Sleeper Curve is the single most important new force altering the mental development of young people today, and I believe it is largely a ... Show more content on Helpwriting.net ... Do we get rewards for reading? Not really; the action of reading is actually really demanding: we need to be able to process the information, we need to concentrate and we also need to pay a lot of attention, we can't be distracted while reading. We all have to decide if we read for pleasure or because we are forced to. If we read for pleasure, we will sure get a reward, a personal one; by reading a book for pleasure, we can create our own images based on the words. The story is quite different regarding rewards in a game. You can also get a reward after accomplish your tasks. Real life is also full of rewards, which is one of the reasons why there are so many forms of addiction. The author still believes that printed word remain the most powerful vehicle for conveying complicated information and he aims to persuade the readers with two important things: 1. 'by almost all the standards we use to measure reading's benefits – attention, memory, following threads and so on– the non–literary popular culture has been steadily growing more challenging over the past thirty years' and 2. 'Increasingly, the non–literary popular culture is honing different mental skills that are just as important as the ones exercised by reading books.' In the past few years, we can notice a certain type of story regarding gaming culture which reduces to the idea that computer game aren't actually a complete waste of time. This story points to ... Get more on HelpWriting.net ...
  • 21. The Effects Of Video Games On Our Culture Today ABSTRACT Video games have become a driving force in our culture today, and the effects, both positive and negative are scrutinized on a daily basis. The violent aspects of this form of media are a cause of concern, but to what effect remains an important question. This research proposal aims to look at a gap in the literature on this topic by qualitatively accessing aggression and enjoyment of players based on varying difficulty levels and numerous genre types available in the market today. The ultimate goal is to understand if the difficulty is an additional cause for potential aggressive behavior. INTRODUCTION In the Entertainment Software Association's 2013 report, information on the video game industry can summarized as: "1) 59% of Americans play video games, 2) Consumers spent $21.83 billion on video game hardware/accessories and video games, 3) 48% of all gamers are women, and 4) 51% of US households own a dedicated console, and those that do own an average of two." (theesa.com, 2014). The facts speak for themselves: video games have become a significant part of our culture today, and can also be seen internationally. I personally worked for gaming retailer GameStop for almost 8 years, and utilizing that knowledge base, I intend to be a part of the growing industry. However, it is important to understand that the past–time so many enjoy can have adverse effects, as legal battles over the violent content of games have attempted to argue. Various school shootings ... Get more on HelpWriting.net ...
  • 22. Anti Gamergate Analysis An Anti–Gamergate documentary by Chris Haines will not be made due to the lack of financial support. Sadly, The project was close to reaching their goal. As they only needed $47,667 more to reach their $50,000 target. If the kickstarter deadline was extended for a couple of days, who know what could've happened? What is #Gamer? The project is advertised to the public as a neutral–stance documentary on #Gamergate. This documentary is supposed to cut through all the lies and manipulation to get right to the truth by presenting both the Anti–Gamergate's and Pro–Gamergate's perspective on what #gamergate is all about. However, brief description about the documentary on its kickstarter's page tell a different tale to those actually similar with ... Show more content on Helpwriting.net ... It's obvious to anyone who pay attentions that GamerGate is far from dead. Haines also brought into the assumption that gaming communities are divided due to Gamergate when it isn't. Today, gamers are more united than ever before under one banner. Hatred and Huniepop were extremely successful despite widespread criticism from anti–gg. In contrast, anti–gg games such as Sunset flopped spectacularly despite all the supports and biased reviews. Most importantly, Haines believed in the talking point shared by anti–gg and SJWs in trying to make the internet a more positive place for everybody because there's too much "harassment" and everyone need "safe space." They want everyone on the internet to be govern by social rules because they themselves get offended by texts they read on a monitor screen sent by a random person. They want everyone to be on their absolute best behavior as if they are on a date with their girlfriend's parent. If people want to act like they do in real life then they wouldn't be on the internet to begin with. Anti–Gamergate the ... Get more on HelpWriting.net ...
  • 23. Learning Theory, Video Games, And Popular Culture By Paul... Some may object that violent video games does not affect the human's behavior, but in fact exercises the brain. Take the example of the article of "Learning Theory, Video Games, and Popular Culture" written by Paul James Gee. He leads the article in a way where video games, good or bad, can lead us to good things as it process in our brain. For example, he states, "The content in a game like Grand Theft Auto: San Andreas involves poverty, an African–American community, and crime. However, the gameplay involves solving problems strategically, problems like how to ride a bike through city streets so as to evade pursuing cars and follow a map to end up safely where you need to go" (197). As it explains that Grand theft Auto is labeled as a crime ... Get more on HelpWriting.net ...
  • 24. The MOBA Game League Of Legends Earlier this year Microsoft announced for the first time their Halo tournament will have a prize of one million dollars. Two colleges, the University of Pikeville and Robert Morris University, have recognized the MOBA game League of Legends as a varsity sport offering scholarships, and creating a program with the same requirements as any traditional college sports team. The college's League of Legends team would have to meet the same gpa requirements as student athletes, they have practice time and video time to study other teams for competition. This has sparked debate, can a video game be a sport. Some critics claim that video games do not involve physical activity, and E–sports aren't real sports. Despite tens of millions of fans and ... Show more content on Helpwriting.net ... Besides pushing more active sports, the campaign focused on developing training plans and fitness plans for professional and recreational gamers to perform at higher levels. Many see this as legitimizing E–sports and the IeSF as a legitimate sports organization. The United States government also recognized E–Sports as an official sport, and participants as athletes. Recently the United States government allowed people participating in E–Sports competitions coming here from other countries to do so with the same visas as professional athletes. Nick Allen, Riot Games E–Sports Manager said "This was a lengthy process; we had a lot of people fighting for this and it wasn't something that happened overnight. This was a constant back and forth of 'show us more proof... is this realistic?' and that sort of thing. Eventually it got to the point where they were like 'we have no reason to say no... okay, this is legitimate." These visas now apply to eight official League Championship Series teams in the United ... Get more on HelpWriting.net ...
  • 25. How Twitch Has Become The Most Popular Content Essay Twitch is a live streaming video platform owned by Twitch Interactive, a subordinate of Amazon. Twitch is a spinoff of Justin.tv. A spin off is the creation of an independent company by a parent company. The parent company, Justin.tv, a general interest streaming platform was launched in 2007 by Justin Kan and Emmett Shear. This site was divided into different content categories. It's gaming category quickly became the most popular content on the site. In 2014, Justin.tv's parent company shut down and rebranded as Twitch Interactive to represent a shift in focus to the gaming category. Twitch has been financially supported by investments of venture capital, capital invested in a new or expanding business. The company became profitable in correlation with the shutdown of its direct competitor Own3d.tv. Twitch has become the most popular e–sports streaming service by a large margin, referred to as a monopoly on the market. On August 25th, 2014 Amazon bought Twitch Interactive for $970 million dollars. Twitch Prime services those with Amazon Memberships. These users can use Twitch ad–free, they receive video games published by Amazon's game division as well as in–game content for popular games streamed on twitch, and they also get one free channel membership every 30–days. "Twitch is the world's leading social video platform and community for gamers, video game culture, and the creative arts." (Twitch, 2016) Everyday, almost 10 million visitors watch and chat about video games ... Get more on HelpWriting.net ...
  • 26. Professional Gamer Negative Outcomes Of An Elite Gamer Professional Gamer Negative Outcomes It's preposterous and a dream come true, the profession of an elite gamer. In this day and age, this recreational activity is considered a career. The professional sports they had in previous generations are transitioning into eSports, one of the fastest growing industries in the United States, South Korea, and other places around the world. "To put the skyrocketing of eSport viewership into perspective, the 2013 League of Legends Season 3 World Championship's thirty–two million viewers surpassed both the BCS National Championship and game seven of the NBA Finals by seven million, and more than doubled the viewership of the World Series." (Kasten) With this career, however retirement comes quickly and fame dissipates gradually. The career of a famous professionalgamer is very dynamic and never set in stone. Although it is theoretically an enjoyable career, professional gamers develop huge drawbacks which include persistent stress, video–game related health problems, and early retirement, which leaves the gamer living under inhumane circumstances. The negative outcomes that result from the famous gamer profession, greatly outweigh the positives. In theory, the life of a professional gamer is the ultimate dream. To make thousands of dollars while virtually kicking your enemies ass in a game of StarCraft, League of Legends, or Counter–Strike. It is very easy to enter the world of eSports, no college education is required, so any gamer ... Get more on HelpWriting.net ...
  • 27. How Do Violent Video Games Affect American Culture Over time, America has evolved both positively and negatively. In fact, our country has changed in more of a negative way than positive. Violent video games and movies are a source of entertainment which includes violence that is causing the American culture to decline. The American culture has become very violent through entertainment. Video games are a form of entertainment which have violence in them. Some violent video games are "Call of Duty" and "Star Wars Galaxies." The younger audience love to play these games and quickly become addicted to them. A news education correspondent stated, ""Violent" games were defined as those where players acted out the killing, maiming, decapitating or mutilating of other human characters" (Coughlan). Usually, the goal of a violent video game is that humans are targeted to be killed. A science reporter from the "New York Times" states, "The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games" (Carey). In society, boys will play more video games and play more violent ones rather than girls. On the other hand, girls will play videogames lesser and play less violent games too. In addition, the video games are horrific and traumatic. Carey also ... Show more content on Helpwriting.net ... Movies portray very violent events. Some violent movies are "Word War Z," "American Sniper," and "Saw." These movies portray killing in a positive way, which should never be the case. Throughout America, the violence in movies has increased which has increased its audience as well. Many kids today are shown violent themes in movies at a very young age. So, overtime kids will become more adapted to the violence in entertainment. Today, movies which portray violence as a positive aspect are still increasing in popularity today in the American ... Get more on HelpWriting.net ...
  • 28. Real Sport Research Paper Personal Interest Project (PIP) Should Esports be considered a real sport? By Bogdan Josic Fairfield High School Teacher: Mr. Curtis Contents Introduction The influence of technology throughout the 21st century has been significant, affecting every aspect of society, including sport. Technology has created an unofficial, esports (Electronic Sports), which has grown rapidly over the past 4 years, erecting various Tournaments and bringing in millions of viewers. This interests me due to my passion for video games and sports, a combination of the two being extremely enticing; however, the real interest lies in the controversial issue of, "Should Esports be considered a real sport?" The purpose of this Personal ... Show more content on Helpwriting.net ... Streamers are people who broadcast them playing video games through a broadcasting service. This service is 'twitch', as it has a monopoly on the video game broadcasting market. The broadcasters gain ad revenue and viewers can subscribe to streams, allowing them to gain an income from streaming and interacting with viewers, however, it is a free service and can be viewed by anyone without any payments needing to be made. Esports has influenced this due to the immense amount of organisations requiring professional players to implement streaming in their day–to–day activities. Streaming is an integral part of a professional gamer's life in the western world due to the ad revenue it provides. Companies attempt to raise the profile of the players through content on youtube such as gaming house tours, making the players seem more likeable and approachable, directly influencing the user interaction gained from streaming, thus, increasing revenue. By observing twitch streams I was able to find that the top 3 twitch streams on avg. at any one time would have 10–20 thousand viewers in the 'League of Legends' section alone, as supported by statistic gathering website 'Socialblade', with the other 7 in the top 10 averaging 1–7 thousand. Many other sections such as 'Counter–Strike: Global Offensive' and 'Hearthstone' also have similar statistics. This done not include
  • 29. ... Get more on HelpWriting.net ...
  • 30. Should Gaming Be A Sport Essay Should Gaming Be A Sport? I for one am for gaming be considered a sport. I am one of the guilty ones who can play them hours at a time and maybe 8 hours straight but that's rare now. I've had experience with gaming since I was only three years old at which I had a gaming console, the Xbox 360. There are of course the people who hate gamers and call them lazy then telling them to do something productive. Sure they could be right in some aspect but what they don't realize what our brains are doing. That is a key point in which this topic will be discussed. Again with the people who hate gaming, most of them haven't even touched a game before and if they have they most likely hated or didn't want anything to do with it. It's all about how you want to play and getting better at it. Many people believe gaming is a useless effort which does no good for your brains or body, while the body part can be true for those who don't actually do anything proactive as a hobby can gain weight if they eat a lot while gaming or lose weight if they starve themselves to ... Show more content on Helpwriting.net ... In my opinion yes, in some, no. It's all personal preference. The thing is, gaming already is a sport somewhat, it's something called an eSport (electronic sport). Sure you can argue about how it's not a true sport but it's mainly a hobby that doesn't require much physique to do. There are tournaments all over the world that take place every year and many years before now and those that will come after. In July 2014, an outstanding 11,000 people stuffed themselves into a basketball arena in Seattle. They were not there to watch a basketball game, but to watch gamers compete for $11 million in prize money. These tournaments make gamers be competitive and sometimes rage induced for these kinds of events for a good cause. Gaming takes an immense amount of practice, focus, and dedication which is why gaming should be considered an official ... Get more on HelpWriting.net ...
  • 31. Pokemon-Go Research Papers Living a virtual life can be great in the beginning until you abandon your true existence. In the generation we live in now, virtual living is our morning coffee. When you walk outside nowadays, every direction you may look, someone is on their phone. What could they be doing that is so interesting? Reading a story? Maybe, but more than likely that is not the case. According to smartinsights.com, 80 percent of people use their cellular device globally. That is a large number, which in no doubt will increase. Why don't the numbers decrease? There are always going to be something or someone that will preserve your cell–phone usage, which caused virtual living to settle here. People have access to games everywhere they go in this generation.... Show more content on Helpwriting.net ... I realized how much I was missing out on. In my opinion, video games, social media, or augmented reality, in general, is not the route we should take. Pokemon Go does have its pros, but it should not have to take a video game to enjoy life. I interviewed my father and close friend, my age, about their feelings and experiences with and without technology. My father did not grow up with technology. He exclaimed how he appreciates not having the internet because he is a brighter crayon in the box. He was not consumed in the television but actually interacted with his peers and family. When the internet came about, he did not find a use for it. Now in this generation, he has the newest iPhone. He knows how to use it for the most part, but he only uses it when he needs it. He is not caught up in the virtual world. My close friend Lauren thought otherwise. She believes without the internet, she would not have passed her classes, she would not be able to interact with her friends when they are not together, and that she would have no social ... Get more on HelpWriting.net ...
  • 32. Negative Effects Of Video Games Many people believe that gamers are antisocial, raged filled, and mentally unstable people. These false actuations of games can have a negative impact on its player base. Such as; games lower your intelligence of its players, it makes them more violent, and isolates them from human contact. Video games have always had a bad wrap from the start and being constantly bombarded from several relentless media outlets. For example, ever since shooting games became popular it's been the source of blame for recent shootings. When really the real problem isn't video games, but the person who doesn't have a reasonable process of thinking or simply you could call them deranged. There's just so many factors you can debate about saying why or just finding an escape goat. I simply can't handle when people come to a conclusion of saying the source of the problem is video games because that person plays them. When people make that statement I just find them insanely ludicrous. A very popular debated topic over video games is that video games are harmful to a person's intelligence. The answer is no and I'm not just saying that, but there's been several tests done and prove that these games aren't as mindless as many want you to believe. It's been proven that game do increase "your problem solving, strategic planning, and how your brain functions." (Robert Weis) Most games do implement some sort of puzzle or enigma that the player has to solve. May that be finding a well ... Get more on HelpWriting.net ...
  • 33. Game Username Essay In Game Username: bjalm Age: 13 Gender: Female Location and Timezone: Australia UTC +10:00 How many staff applications have you made, when was your last application made? I've probably only made about 5 and my last application sent was about 3 or 4 months ago. How long have you been playing Minecraft? I have been playing minecraft for about 5 years now. How long have you been playing on the server? I have been on this server for about 2 – 3 years. How active are you on the Server? I try to be as active as i can, but I'm normally on everyday. How active are you on the Forums? I try to get on the Forums but sometimes my computer wont let me, and I'm pretty active.
  • 34. How active are you on TeamSpeak? Pretty Active but i prefer ... Show more content on Helpwriting.net ... Another way i would benefit the server is to help keep hackers and known power abusers off of the forums by commenting and reporting that a known power abuser is not accepted no matter how good the application is. Here are some of the required responsibilities and how i plan to fulfill these requirements. 1. Job Chat 1.The first thing a staff member must do in chat is to make sure spammers don't continuously spam things like spam joining when is on causing the whole chat to be filled up with Welcome back LOL Or just strait up spamming rude things or anything really. 2.Advertising. Advertising other servers and spamming ips that aren't vanquish is considered a mute/ban punishment. My job will be to mute these advertisers and if they continue to advertise, i will post a ban report on the forums or tell an admin. 3. General Friendliness. Staff need to be kind to all players and not be like HA HA NOOB but to say OK this is how you sell obsidian or this is the shop or forum website. Staff also need to keep the chat itself clean and friendly by warning a few times then muting rude players or people who continuously use foul or inappropriate language like swear words and other rude things. Mainly involving Your Mum And just plain old being rude to others and especially in a racist manner. 4. Overall Helping (Surprise, Surprise) A staff members main job is to help people. People ... Get more on HelpWriting.net ...
  • 35. Why Video Games Have Made A Shift Into Mainstream Pop Culture The term pop culture can be defined as 'The culture of the people' a culture that flourishes through social interaction and mass media that is most actively involved in by the public. Pop culture can cover a wide range of materials and as such should be looked at as a topic open to discussion, interpretation as to why it is popular and what makes it popular. Since pop culture includes an expansive spectrum of subjects I am going to be focusing on one of those and that is Video games. In this essay I will be exploring the ideas and theories of why I believe video games have made a shift into mainstream pop culture. Culture Before I start discussing video games I would like to explore the ideas of how cultures emerge and how this eventually relates to my study. Lehman, D. R., Chiu, C.–Y., & Schaller, M. (2004) in 'Annual review of Psychology' define culture as "represents a coalescence of discrete behavioural norms and cognitions shared by individuals within some definable population that are distinct from those shared within other populations" These beliefs and behaviour whatever they may be in any culture can give us a backing for realising individual or group goals that can often be categorised in a variety of formal or informal ways. For example we could look at the eSports international events of League of legends as a formal organization of a culture in effect, we have official merchandise, promotions, advertising, a massive fan base and of course the athletes ... Get more on HelpWriting.net ...
  • 36. The On The Surface Level On the surface level, all the games presented for this assignment are directly applicable to the everyday lives that the student gamers or their parents and guardians are exposed at school or in life. While some of the games were developed to be more deliberate in their approach to reach certain content or social agenda, these games could easily be incorporated into school curricula if planned carefully. In fact, a couple of games in this week's offerings could be a more than relevant supplement to certain core subjects and specific units of instruction and still be engaging and challenging enough to hold their attention to think critically. Additionally, one or two of the games allow for the student gamer to take learning into their own hands and create games that help themselves and their peers. Yet conversely, there was one that may be too grand in instructional scope that students may be thrown off by the amount effort just to progress within gameplay. Nevertheless, all of these games have the potential of being placed in day–to–day school instruction. FlipQuiz While more of a study tool as opposed to an online video game, FlipQuiz allows for students, teachers, and other to create their own games using the instructional content of their choice. The whole format is reminiscent of the television game show Jeopardy; one has a number of categories and a series of tiered questions of different point value to choose from. Unlike Jeopardy, the answers do not have to come in ... Get more on HelpWriting.net ...
  • 37. The Influence Of Video Games On American Culture Video games have been known as a key factor in consumption in the past ten years. A valid argument can be made that more people spend their money on video games than films and music. In today's generation, video games have become a part of our American culture. Some of the most precious memories kids have upon their childhood are the video games they played when they were young. For example, I grew up playing Pokemon, Guitar Hero, Kingdom Hearts, Mario Kart, and list goes on and on. My friends grew up playing Call of Duty, Super Smash Brothers, and several different types of sports games. Adults may have spent time in the arcade when they were young playing Pacman, Donkey Kong, and Pong. For the most part, video games have had a positive... Show more content on Helpwriting.net ... The micro–scale are individual thoughts and actions of people, while macro–scale are groups, organizations, cultures, society, and the world. The macro–scale in this situation are the media and the news. The macro–scale are telling the population that video games are the reason they cause violence because the perpetrators are known to playing these violent games. They believe that the realism in video games manipulates people into causing these heinous actions. They are saying that playing violent video games is a deviance to society. These organizations have a goal to convince the population that their beliefs are right. These bureaucracies such as Fox News want to gain the attention of people on their viewpoint of ... Get more on HelpWriting.net ...
  • 38. Video Games Should Not Be A Sport Essay The gaming community has recently seen a major rise in "Esports" as a way for the best gamers to show off their skill in competitions. One of the most recent Esports events that took place this summer was the Overwatch World Cup. According to the ESM.One project, over 5 million people watched the tournament on Twitch. Twitch is an online service for people to livestream their gameplay while making money through donations, subscription, and advertisements. So with the influx of viewership and the massive popularity, should video games and Esports be considered a sport? According to the Oxford Dictionary a sport is defined as, "an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment." If someone were to ask me, "What sports do you play?" I would never respond with video games. A video game should be categorized as a competitive activity but not a sport. ... Show more content on Helpwriting.net ... Unless moving fingers is considered physical exertion, video games should not be regarded as a sport. Some advocators for video games being sports might say they have athletic ability. They have natural ability and tremendous concentration to play games at a competitive level. In an article from The Daily Kansan the writer says, "Video games are largely an exercise in mental ability and lack any component of bodily exertion." Watching the best players in the world is tremendous. Video games require mass amounts of diligence to be played at a high level, but these games are not similar to traditional sports. An athlete goes to practice to keep themself in shape for their next game or match. Gamers practice toning their mental skills and strategy. There is a visible barrier between the physical aspect of a sport and the mental aspect of a video ... Get more on HelpWriting.net ...
  • 39. Cons And Disadvantages Of Video Games De La Salle University A PAPER SUBMITTED TO Mr. Teodoro Ocampo IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE COURSE CSRGROVE BY: Arden John B. Sarmiento Abstract: This study is about how Video Games Stimulates Social Innovation and in what why can it help on service learning projects. The Video game about this paper can either be online or offline. It also aims to know about the History of video games, the negative and positive effects of playing it , and some popular people who believed that playing video games will be beneficial or will give us advantages Keywords: Video games, Social innovation, Service learning projects Introduction: Social innovations are everywhere and it largely influences our lives. With Social... Show more content on Helpwriting.net ... I mainly focused on the advantages of the Playing video games that it could really help us to develop ourselves. In the future, I will further search if there already results that have been made on some articels and journals if playing video games is a big help to our community. New learning's
  • 40. "Digital games are now being used to teach babies the alphabet, to help kids monitor their diabetes and overcome ADD, to teach both practical and tactical skills to the military, to teach financial derivatives to auditors and to teach CAD software to engineers, among many other things. And this is just the beginning" Marc Prensky (2001) Since many video games are now educational and help socialization, Organization s focus on improving video games. They really invested on it and since it's really hot in the market today. Now I can prove after reading different articles and journals that Video games has it advantages. Other people just don't manage their time or restrict themselves on things that will give negative behavior on them. It's just like other things, for example is power or money. Once you abused it, It will give negative effects on your surrounding or on ... Get more on HelpWriting.net ...
  • 41. Sexism In Video Games Video Games. Video Gaming has been a popular form of entertainment in modern pop culture since the early 1980's. From the early beginnings of software producers such as Nintendo, they have been creating games that have become favorable classics in only a few decades. With the most popular classic video games including Super Mario Bros. (1985), Donkey Kong (1981), Pac–Man (1980), and The Legend of Zelda: Ocarina of Time (1998), we can quickly note some patterns. One of the patterns that we can note is all of the main playable protagonists within these games are male. The second pattern that we can note is the majority of the games listed above have a storyline written about rescuing a princess – one of the only notable female characters within the game. Along with this, the female characters are only story–advancing non–playable characters (NPC's). When the online gaming community was first introduced and popularized in the early 2000's, females in the gaming community quickly faced another obstacle; sexism. Anonymity within the gaming community has become more than a tactic to hide your identity. For the majority of female gamers in the gaming community, anonymity has become a crucial aid to avoid sexist comments and actions from other online players. According to a 2006 Consumer Electronics Association (CEA) report, women who were aged between 25–34 were out–playing males during non–console competitive gaming. Also from this report, we can note that in the UK women have ... Get more on HelpWriting.net ...
  • 42. Questions And Questions On Games Games 1.History of games , Games were found since the ancient human past and Stone age , Games are important part of all cultures and is one of the oldest forms of Social interaction between human. 1.1.There is no doubt that through 5,750 years of Ancient Egypt , Games was a big part of their daily life 1.2.Some games was designed just for Adults while there was other kind of games for all ages , Also there was special games for the royal families likeRamsis's Family. 1.3.Archeologists discovered that a lot of games was played back in Ancient Egypt , but yet they didn't discover the rules for that games nor the way they were played. 1.4.The oldest game from ancient Egypt was called Senet , It was played by the royal families , it ... Show more content on Helpwriting.net ... The progress of video games in the re–arrest shaping and reflect reality with the progress of the available means in the past ten years, the shaping made tremendous progress in Hollywood fore/aft suspension of the identities of the fact of life with the merger of some of the historical figures imaginary. 3.2.It's a fact that vedio games cannot physically harm youngsters in encouragement to smoking or damage their life But if it damages oneself then it is as poor as any addiction mainly because in conditions of addictions, it could be anything which includes movie game. 3.3.Some games in particular are designed purely to help us learn and progress our skills forward in life, and for these styled games, whether they are brain training or quizzes 3.4.If mother and father do not carry handle more than their child concerning movie games, it could rob him of his time for leisure and study, His efficiency for specific issue at college could come to be weak and boost insufficient concentration 4.Companies that contributed in developing games throughout the time, and helped in enhancing the graphics of console games / Pc games. 4.1.Activation , This company was founded in 1978 , and it was the world's first developer ... Get more on HelpWriting.net ...