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Video Games
Introduction: Video games are a prime source of entertainment for teens in today's world. These
games are progressing every year, and as technology gets better so do the games, with more realistic
sound effects, graphics and story lines. This trend is bringing the industry to produce more games
than before. These games are becoming more realistic and violent. In recent years the production of
video games centered around violence has increased with the release of games like Call of Duty:
Modern Warfare, Halo, Gears of War and Grand Theft Auto, to name a few. Kids, teens and adults
spend hours glued to the screen playing these games, meaning hours of non–stop gun shooting and
knife swiping. Recently parents and psychologists have been ... Show more content on
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The method used in this experiment was primarily observation and survey based, which is weak
evidence. The data does not support the claim and does not take into account outside factors such as
susceptibility to aggression and one's perception of aggressive behavior. These subjective variables
cause error in the results and bring data, which is insufficient. These findings also measured short–
term effects.
Christopher Ferguson and colleagues from Texas A&M International University and University of
Wisconsin also studied the relationship between exposures to violent video games and aggression.
This study was done primarily through observing behavior of subjects. In their first study
participants were either randomized or allowed to choose to play a violent or nonviolent game.
Although males were more aggressive than females, neither randomized exposure to violent–video–
game conditions nor previous real–life exposure to violent video games caused any differences in
aggression (Ferguson). Study 2 looked at correlations between trait aggression, violent criminal acts,
and exposure to both violent games and family violence. Results indicated that trait aggression,
family violence, and being male were predictive of violent crime, but exposure to violent games was
not (Ferguson). From the data collected it could be seen that family violence and innate aggression
were
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Video Games : Video Game
Eli McKinney
Mrs. Weist
4th Hour English 132
9 March 2015
Video Games A video game is an electronic game that involves human interaction to generate visual
feedback on a video device. The word video in video game means any type of display device that
can produce two– or three–dimensional images. The electronic systems used to play video games
are called platforms; examples of these are video game consoles and personal computers. Platforms
can range from small handheld devices to large computers. Some video games can become popular
and over a few year decrease in use. Video games have gone on to become an art form and an
industry. Video games can also have many positive and negative effects on children, both mentally
and physically. The input device primarily used to manipulate video games is called a game
controller, and varies across platforms. For example, a controller might consist of a button and a
joystick, while another controller may consist of two joy sticks and several buttons. Early personal
computer games would require a keyboard for gameplay, or more commonly, required the user to by
a separate joystick with at least one button. Modern computer games allow or require the user to use
the mouse and keyboard simultaneously. A few of the most common game controllers are gamepads,
mouses, keyboards, and joysticks. In the recent years, additional methods of input have emerged
such as camera–based observation for video game consoles and touch–sensitive screens on
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The Video Game Video Games
The first video games appeared in the 1960s.[1] They were played on massive computers connected
to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game
in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video
game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box",
featured changeable game modes and was demonstrated to several TV manufacturers, ultimately
leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which
could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches
that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox
replaced the switch design with separate cartridges for each game. Although Baer had sketched up
ideas for cartridges that could include new components for new games, the carts released by
Magnavox all served the same function as the switches and allowed gamers to choose from the
Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was
not until Atari 's arcade game Pong popularized video games, that the public began to take more
notice of the emerging industry. By autumn 1975, Magnavox, bowing
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Video Games : The Video Game Industry
The video game industry is one that continues to grow exponentially with consumers spending over
$22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the
opportunity to produce a stream of games that continue to expand in their nature and impact on their
audience. Video games are now artistic, social and collaborative, with many allowing massive
numbers of people to participate simultaneously (htt). The collaboration of the video gaming
industry doesn't stop at the multiplayer options, or online gaming forums, but has surpassed that and
has delved into intertextuality ("any text is constructed as a mosaic of quotations; any text is the
absorption and transformation of another") (Kristeva, 1986) where we are seeing video games riffled
with real life advertising coded into their layers. The demand in growth in the industry means video
game creators are constantly pushing the boundaries in the types of media they can produce, and
with improvements in video game technology games are becoming more realistic with increased
graphics and point of view play, allowing for more lifelike depictions of violence to be brought to
their eagerly awaiting audiences.
The release of Grand Theft Auto came with a storm of negative news media attracting controversy
over violent content and concerns about the effects it might have on its players. The media generated
frequent stories drawing connections between video games and violent behaviour, headlines
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Video Games and Violent Video Games' Effect
A video game is "an electronic game in which players control images on a television or computer
screen" (Merriam–Webster). Video games have been entertaining and challenging gamers since the
Game Boy to modern console games. Despite the simplicity of the definition of video games, a
video game, especially ones containing violence can have a large effect on the gamer. Because of
the realism and advancements in the video game industry, video games can influence the player, and
can make the gamer more aggressive, even if the game is not a violent video game. Even though
video games have grown in popularity over the past decade, some have not been too popular with
parents, for the reason that they are too violent. Violent video games affect ... Show more content on
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Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing
World of Warcraft for 24 hours straight, he passed out because he started experiencing social
withdrawal, the kid was lacking contact with other humans, and his body's response to the problem
was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a
week playing video games, she eventually "dropped out of school, stopped exercising, and even
stopped bathing" (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept
playing video games because she was addicted to the game. When people are addicted to a game,
there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence
of playing violent video games, many teen gamers struggle with real world relationships, this is
because they form close virtual relationships with people they meet online. A man in Wisconsin has
formed a tremendously close relationship with a group of guys he plays online with, he discusses
politics with them and they send each other Christmas gifts even though they do not know each
other (Marcovitz 70–72). Video games can also affect the players mental and their physiological
state.
Video games, especially violent video games have a strong influence because of their many aspects.
First of all, most violent video games are played
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The Splatterhouse Video
Before watching the clips, I was feeling content. I was not frustrated with anything or anyone, I was
calm and I just watched a few funny videos, which brought my mood up even more. During the first
video, immediately, my thoughts were about the quality of the animation and the story line. As for
the violence, I didn't like looking at it. I tried to turn away a few times. I think that there was an
excessive amount of gore that could have been easily cut out, but it wasn't, because the viewers or
the gamers like it.
The second video was a lot "worse" in my opinion. The Splatterhouse video had some sort of story
line beside the gore, but this video only showed a first–point view of a person killing people in
many different ways. Because of the quality of the video, I didn't actually see anything too graphic,
but just the idea of people enjoying this game made me a little scared for our society.
During the third video, I thought about how believable the scenes were. The lighting ... Show more
content on Helpwriting.net ...
Gore and violence doesn't interest me and I actually turn away from the screen any time there's a
graphic scene in a movie, which explains why these clips didn't have any effect on me. The only clip
that slightly interested me was Saw. I thought that the story line was interesting, but I still wouldn't
watch the actual movie, because of the violent scenes that I would have to watch. Though I had
almost no interest in these videos and found most of the scenes repulsive, I caught myself on the
thought that by the time I was watching the fourth video, I got used to the violence portrayed in
these videos. If the first video made me want to turn away from the screen, the last video had no
effect on me at all. I believe that this explains the mere exposure theory. The only thing I did was sit
and watch a few clips, but the effect was that I became "immune" to the violence for at least some
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Video Games
This review is an experimental study on the way playing video games, against watching violent
video games, effects children's aggressive behavior. This study was conducted by Utrecht University
students, in Utrecht, The Netherlands. The research conducted, and article written was by Hanneke
Polman, Bram Orobio de Castro, and Marcel A.G van Aken, and copy–written in year 2008. The
hypothesis behind this article is how does playing a violent video, rather than just watching one,
affect a child's aggressive behavior in real life.
In this new world of technology, children are exposed and entertained by watching television and
playing video games. "One study showed that children spend up to 25 hours a week watching
television and 9 hours a ... Show more content on Helpwriting.net ...
This is an example of a naturalistic observational study. The researchers are observing the children
in their own environments, which helps the participants feel comfortable to act as they normally
would act. (Wade & Travis, 2012) For the last activity of the day, the children took a questionnaire
based on their peers and the aggression they witnessed amongst one another. This is an example of
the survey testing method. The researchers are gathering information through questioner; by asking
the children about how often they play video games and how much violence they have witnessed
from their peers in the play sessions following the video game play. (Wade & Travis, 2012)
The first questionnaires was based on how often the participants played video games and was set on
a 1–5 scale, 1 being almost never and 5 being once or more per day. (Polman, de Castro, & van
Aken, 2008) The next questionnaire was based on the aggression of other children. "The six
categories used were "hit, kick, or push someone", "fight with someone," "name calling or have a
quarrel," "tease someone", "frighten someone off to get what he/she wanted," and "gossip.""
(Polman, de Castro, & van Aken, 2008) Then asked to specify if they felt the intentions were meant
to be in a joking manner or to be intentionally mean. The reason being is if the children are playing
and joking then this is just considered rough– and tumble, not necessarily a hostile
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Video Game : Violent Video Games
The video game industry possible causing behavioral problems for people of all ages. Video game
violence isn't breaking news for years people have played games with murder and sexual innuendos.
People ask why violent video games are so attractive, maybe it's a way to escape from real life or
even therapeutic. History shows us that human being like violence, in roman time gladiators killed
people and animals for sport with huge number of people as an audience. Today the video game
industry has found a way to bring that same violent killing times ten, straight to your living room
TV. Tons of people play violent games both adults and children, but which are more effected by the
violence and should stricter guide lines be set in making violent games. Violent video games for
adults are rated adult, "content suitable only for adults ages 18 and up. May include prolonged
scenes of intense violence, graphic sexual content and/or gambling with real currency" (Impact).
"The average game player is age 35, and adults 18 plus make up 75% of overall violent video game
players" (Charts). Adults that play violent games are constantly repeating violent actions throughout
the course of the average 40 hours of game play. The time it takes to complete the average 40 hour
game is equivalent to the average work week in America. One good thing that has come from
playing video games in general is an increase in hand eye coordination, but the damages from
playing the violent games outweigh the
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Video Games And The Video Game
Have you ever played a video game and wonder? How does this thing work? Who invented it? Well
you're in luck because I have all the information that you'll need to know all about the history of
video games. How video games have advanced right along with technology that we use in everyday
life. If you ask people. When video games did first came out? Most people would say in the 1970 's
and they would be wrong. "In 1958, William A. Higginbotham, an engineer working for the United
States government, came up with first game played on a type of screen. It was a two player tennis
game played on an oscilloscope, a piece of electronic equipment with a 5 inch display". (The history
of video games) In 1961, Steve Russell developed the first game played on a computer called
"Space war". The game was a hit with people, but only a very few would really have the chance to
enjoy it. The reason was because back then a computer was the size of a car and very expensive this
system cost about $120,000. Only about fifty of these computer were ever sold. In the mid–1960 the
Military wanted some sort of device that would develop the reflexes of the military personnel. In
1966 Ralph Baer, an employee of defense contractor Sanders Associates, addressed this demand
when he came up with the concept of a "television gaming apparatus." (Miller) It took four more
year to get a working system. When Baer did he showed it to Magnavox, which then signed him to a
licensing agreement in 1971. In January
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Fighting Video Games Addiction : Video Game Addiction
Running Head: FIGHTING VIDEO GAME ADDICTION 1
FIGHTING VIDEO GAME ADDICTION 11
Fighting Video Game Addiction
Gabriel Rosario
Baker College
When parental neglect ends up being the cause of death for a child, it seems like the whole news
cycle starts. Whether it 's a mother or father leaving an infant or toddler strapped inside a car on a
hot day, or a child who sits day after day while her parents get their methamphetamine fix over and
over, it 's a story that grabs at the hearts of those who read it. So when a Korean child named Sarang
starved to death at the age of three months because her parents were too busy playing a video game
to feed her, the whole Internet stopped and took notice. The fact that the name ?Sarang? means ?
love? only added to the irony of the whole situation. Her parents met online, players in Prius, a
popular Internet game that has since gone under. The father was 41 when their baby died...and the
mother was almost two decades younger than him. They had made avatars so that they could solve
the game?s central quest: to bring up a virtual child together. Players who complete the quest would
get an Anima, or the final key for the game. In the meantime, Sarang 's mother was pregnant in real
life. She only saw a doctor one time before having Sarang ? and then jumped right back on the
game, although the couple would say that it was to make the money that
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Personal Narrative-The Insanity Of A Video Production Company
If you have ever involved yourself with video production companies you are aware that they can be
frustrating. When I say frustration, the point I'm trying to emphasize on is that there are several to
choose from, which makes it difficult and annoying finding the right one. The finality of the
experience will literally create insanity or drinking excessively.
I was in the market for a professional video production company to help with some infomercial
companies. Literally, there are hundreds of companies to select from on the internet. Every single
one of those so called companies promised to do exactly what I wanted. Of course, they'll say
anything to get your business. When in actuality, these companies hire immature employees with no
experience, or knowledge of the task at hand. Yeah, ... Show more content on Helpwriting.net ...
Even though I was only concerned with production videos for my infomercial companies, I found
myself intrigued at what other services they were offering. If I ever have the need for another
venture I will be calling them first. By bypassing the headaches in the first place, my life will be so
much easier and give me time to concentrate on what I do excel in.
I almost forgot to include my end results. When I received the finished videos I couldn't contain
myself and my enthusiasm. My videos exceeded far beyond my expectations. I was so excited to get
them up and running. I just knew from the quality and sincere dedication that they were going to be
well received by the public. My infomercial companies are thriving and I am beginning to receive a
lot of positive feedback. Success is just within my grasp; it's hard not to boast about a company who
has created excellence.
Please take my advice, before you go on a mad hunt to find a production company that is not all
cracked up to be what they say they are, first call Vertex Media. I've provided the companies contact
information to make the process
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Video Conferencing : Stepping Forward With Technology
Date: September 23, 2015
To: Pat Caring, Chairperson
From: Zakaria Bakkal, Director of Communications
Subject: Video Conferencing: Stepping forward with technology
Our company is quickly expanding across Canada, which means travel expenses will continue to
increase. The Management group continues to hold meetings in many different cities across Canada.
I believe that it would be a major benefit for us to look at investing in video conferencing software.
Conferencing systems continue to improve with prices decreasing as well as many different software
options being available every day.
How Video Conferencing works:
Video conferencing is one of the quickest and easiest ways to hold meetings with colleagues
anywhere in the world. All you need to allow the conferencing software to work is an Internet
connection, a computer, a webcam, and a microphone (if not already within the webcam). During
your video conference session you are able to send and receive data, share desktops, hold training
sessions, and much more. Instead of having to travel 8 hours to see a colleague in London GB, you
are now able to have that same meeting in the comfort of your office. By not having to pay for travel
you are saving yourself time and your company money, which is easy and beneficial for all parties
involved.
Top Video Conferencing brands:
Adobe Connect–
According to PC Magazine, Adobe Connect is one of the best on the market today. It has a low cost
of $55 per month and only $45 per month
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Video Games And The Video Game
Over the years, our generation endured lots of changes some for the best and others for the rest.
When it comes the video gaming industry, companies like Microsoft, Sony, and Nintendo have
developed new ways for the population to enjoy new entertainment and hobbies. However, when
these companies create new systems to be flawless, users always seem to find at least one problem.
The problem is not the gaming consoles themselves, but the the violent video games that companies
create for these consoles. Allowing children to purchase these games, are one of many reasons why
the youth in this generation exhibit violent behavior. This stems from amount of violence that appear
in these video games. THe United States as a country, have experienced many mass shooting
scenarios that mirror the violent content of these video games.
Today, people will wait outside at midnight to a copy of the latest video game, i can admit that i
have done this. Video games have a variety of genres, but ironically the most popular genre is games
that are rated M for Mature. By law, companies mark each game with a rating depending on the
context of the game. "EC" is for Early Children for younger children, "E" for Everyone, "E 10+" for
Everyone ages ten and up, "T" for Teen for ages thirteen and up, "M" for Mature for ages seventeen
and up, and/or A(O) for Adults Only ages eighteen and up ("ESRB Ratings Guide"). Companies
deliberately put these ratings on the box for consumers, mainly parents to read
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The Importance Of Video Games
Video games are generally seen as a waste of time and nothing good can come out of playing them.
People usually associate video games with nerds and adults who stay in the basements of their
parent's house. With all these negative associations with video games, it is hard to see that video
games can actually be helpful and beneficial to an individual's mental and physical health. The
negative associations of video games started from the Video game crash of 1983. The crash led to
bankruptcy of numerous companies that were producing computers and video game consoles. Due
to the bankruptcy, the majority of the population believed that working for computer companies and
video games would be a waste of time since job security was not high. Presently, both computer and
video games companies are successful, but the majority of the population still believes the negative
aspect of video games. While it was about job security before, the negativity aspect associated with
video games has changed. The big negative aspect associated with gaming is that it is a waste of
time and can only negatively affect an individual's mental and physical health. Chris Regal, an
author of Health Central who wrote 8 Ways Video Games Are Bad For Your Health, argued that
video games increases obesity, increases aggressive behavior, and more likely to become less
educated. While these claims can be true, these claims also focus on individuals who have spent the
majority of their time playing video games. I can see Regal's conclusion because there are cases that
prove that his points. The increase in obesity is true because individuals are more and more of their
time playing video games instead of exercising. People believe it increases aggressive behavior
because most action games are usually aggressive, but in reality, individuals with high aggressive
behavior are usually the ones who play aggressive action games. Individuals are also more likely to
be less educated because children who go to school would not focus on studying or doing their
homework because they want to play video games more. Since the majority of the population
believe these claims, a new derogatory was created to describe gamers which is NEET. NEET is
short for Not in
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Violent Video Games
Since the first iteration of the Nintendo game console, video games have become integral part of our
entertainment experience. In the last 20 years the improvements in video technology has only
bolstered the appeal of video games, making them one of the top forms of entertainment for all ages
and genders. The amount of people playing video games continues to rise at an alarming rate. Video
games are a great way to alleviate stress, they allow you to relax, escape from reality and just
decompress from life.
Violent video games desensitize players, glorify violence, smoking, drinking, illicit drug abuse, and
perpetuate violence toward women. Another concern is that they promote a gangster lifestyle in
society. Violent video games play to our more carnal behaviors, while allowing us to engage in
immoral and unethical experiences in a virtual world. Video game creators argue that responsibility
falls on the consumer and their ability to choose whether or not to purchase violent video games.
The creators are faced with a dilemma regarding the questionable game simulations and the ethical
responsibility they have as producers, and the possible impact these games may or may not have on
their audience. Using Reynolds' Seven–Step Ethical Decision–Making Approach I will attempt to
come to an ethically balanced conclusion.
The Facts
Playing video games may increase aggressive behavior if violent acts are continually repeated
during video game play. Repetition is an effective
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The Development of Video Games
In society's current era of technological advancement, video games have gone a long way since they
were first created. Video games in the twenty–first century are no longer just toys or junk in the
lifestyles of the youth. They have become innovative inventions that not only entertain its users, but
also help aid the people in both the academic field and in jobs. The influences that video games
bring about in the culture of the youth today are, in fact, not the negative influences that most people
think. Video games are actually this generation's new medium for educating the youth. The
information they learn are also mostly positive and useful things that they may apply in their future
lives (Prensky 4). In a generation that ... Show more content on Helpwriting.net ...
These forgeries resulted to the crash of Atari. Following this, many gamers wanted more fun,
meaningful and higher quality games (Tobias and Fletcher, eds. 22). Atari's comeback came with its
console called the "Video Computer System" which was like a computer with an eight–bit processor.
(Kent 100). Then in 1982, the VCS version of Atari's Pac–Man was released and was also one of the
most anticipated video game cartridges of all time. Atari even manufactured twelve million Pac–
Man cartridges based on the demand of its consumers (Kent 227). By the end of 1982, Atari had
come up with a new console called the Atari 5200. Many reviewers were impressed with the 5200
and considered it as a huge improvement over the past console Atari created. The Atari 5200 was
praised for its high–resolution color graphics, special effects, and powerful system (Kent 230). It
was also in the period of the 80s that Nintendo released its first game in the United States called
"Radarscope," which did not sell well despite its positive standing in Japan. Three thousand copies
of "Radarscope" were shipped to the U.S. and because it did not appeal to American audiences,
Nintendo only sold one thousand units (Kent 156). Although Nintendo was able to get in the
American market, their games were not able to attract business. Nintendo's "Space Fever" and
"Sheriff" did not appeal to American gamers and arcade owners (Kent
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Video Games And The Video Game Industry
According to several studies, women are now making up a significant portion of the gaming
demographic, but the industry hasn't done much to make them feel welcome. During the last decade,
the mainstream video game industry has seemed to operate under the same apparent assumptions:
girls don't play big action games, boys like the sexualization of girls in video games and won't play
as a female character unless she is heavily sexualized, and that girls play video games for the
attention of boys. These assumptions are what allows the gaming industry to continue to focus on
their male players, particularly young men, despite the fact that the number of women playing
games today may someday soon rival the number of men.
For many years, the video game industry catered to the tastes of young men with their overly–
sexualized, one–dimensional female characters, and their beefy male protagonists (to identify with
or aspire to). Of course there are exceptions, as there are with anything. There have been many
fully–realized, non–sexualized, and interesting female characters, notably more modern characters
such as Chloe Price in Dontnod's second game, Life is Strange, Amita in Far Cry 4, and Square
Enix's more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider,
but despite the occasional good example, there are many poor examples to go along; Polygon cites
Metal Gear Solid: Ground Zeroes as "[one of] the worst depictions of women in gaming {in 2014}"
in
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The Video Is A Music Video
Me!Me!Me! is a music video and animated short that was created for the Japan Animator Expo in
2014, but was released in the US in 2015 through Vimeo with English subtitles. The song in the
video was made by the electronic music artist Teddyloid feat. Daoko, a Japanese singer. The
audience of this video would be all fans of anime and electronic music, i.e. presumably young
people who proactively use electronic devices. The video is set in three main sequences, each
revolving around the main character, a young teenage boy. It follows his dreamy haze of his break–
up, and his interactions with idealized, semi–human females. My interpretation of this video was
that this young man lost all meaningful relationships in his life because of his unrealistic
expectations of women due to pornography and the representation of women in popular culture, and
how his addiction to these forms of media only made it worse. The purpose of this video is to
highlight the issues with unnecessary sexualization of women, escapism and addiction, as well as
heartbreak and regret. This author's intent was to prove director Hibiki Yoshizaki was an amazing
storyteller and animator, and for the video to gain attention and views, through the use of hyper–
sexualized imagery. This is shown in the video by the depiction of women inside his mind as two
conflicting personalities, his loving girlfriend, and nightmarish girls who, as the video description
states, "attack and ravish" him, and the environment they
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Video Poker Online: The History Of Video Poker Online
Video Poker Online
Video poker is one of the most commonly played online gambling games, and it has a huge presence
in the land–based casino world, too. But if you haven't given the game a shot before, just what is
video poker? What kinds of games can you play, and how does it work? Our guide to video poker
will provide you with all of the ins and outs of this successful gambling game. But where do we
begin? Let's start with a little bit of history.
The history of video poker
Believe it or not, video poker used to be played on televisions. When it was first launched in the
1970s, standalone poker machines were huge pieces of hardware. Throughout the 1980s, the
technology improved, causing video poker machines to get smaller and smaller. They used to be just
like those arcade games you used to play. You could stand in front of them for hours, attempting to
win. Although they have got smaller, and the technology has got better, most land–based casinos
still ... Show more content on Helpwriting.net ...
The player can choose how many cards he or she wishes to discard, before pocketing new cards for
those which he or she has rid themselves of. This second hand forms your final poker hand. It will
be measured against the paytable on the screen, to determine if there is a match. If you have one of
the hands on the paytable, you will pocket a win based on how much you wagered.
How popular is video poker?
After all these years, video poker has remained relatively the same. Even the modern video poker
games which are played online and on mobile phones contain the same simplistic interface and
graphics. These timeless classics are much loved by people, though, especially those who only wish
to hone their poker skills, or aren't skilled enough to take on dealers and other players. Video poker
games are so popular that they are found in virtually all major casinos. In fact, it is almost
impossible to find an online casino which doesn't carry video poker games.
Top video poker
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Video Games And The Video Game
During the mid 1970's through 1990's the general public had introduced a new revolutionary way of
entertainment which was the video game. It all started with Atari's first console, which only had a
simple game of tennis. Since then, many other companies released game consoles such as the Xbox,
Playstation, and Nintendo 64. Although many adults participated in this association, children were
the main crowd of this attraction, in the next following decades, children that play video games will
gain remarkable techniques. As a result, video games have positively influenced children that would
enhance mental and social structure in their future. Video games with their interactive and decision
affecting nature are great tools for improving problem solving skills. In the early years of a young
child they spend most of their time playing video games for countless of hours. As a result, the
challenge of the video game produces attentiveness, these challenges permit children to improve
quick–thinking skills. Children also get used to multitasking, as children's brain begins to develop,
the games become more complex, children must juggle different objectives while keeping track of
all the changing elements and connecting ideas. Accordingly, to a cognitive scientist Daphne
Bavelier of the
University of Rochester, a study that found people or kids become more attuned to their
environments and are able to navigate through places by remembering techniques they have learned
while
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Video Games Controversy
Did you know that the Mario franchise is the most successful video game series, selling over 225
million games since Mario's first debut in 1981? Many video games, such as the many Mario games,
can be used for hours of entertainment. Many people debate about video games and if they have a
positive or negative effect on our lives. Video games can be used for educational purposes, such as
improving and helping develop better motor skills and coordination. There are even video games
that can improve reaction times and multitasking skills with quick paced rounds where the player
has to spell multiple words ranging in complexity and length to get rid of targets while being sure
not to get hit themselves. However, video games can also have powerful ... Show more content on
Helpwriting.net ...
First person shooter games tend to give players the same visual perspective as the character in the
game and award points for aggressive behavior, which some people see as an act of encouraging
aggression. In addition to that, exposure to violence could cause players to become less sensitive to
the pain of others, which can easily spark fights in–between people. While there is always the
chance of making new friends over public chats in video games, there is also the chance of
encountering cyber bullying, which can be hard to handle as time goes on. Video games some
sometimes used as a way for someone to escape what is going on around them, sometimes even
making the player lose track of time spent playing. Like any electronic device with a bright screen,
video games can cause sleep loss by reducing melatonin, the chemical signal that tells your brain
when to sleep, which can cause
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Video games in Hollywood
Super Mario Bros, Doom, BloodRayne, and Mortal Kombat. These are all great, classic, or
memorable video games in their own right, but their silver screen counterparts? Not so much. Why
though? Why is it that video games can not translate into the same box office success that has been
experienced by comic books and novels since the early 2000s? I have identified four crucial reasons
why video games will never see the same commercial success as other mediums have: video games
are not respected as an art form, Hollywood does not understand gaming, video games are difficult
to translate from an interactive to non–interactive medium, and unqualified directors, who are
unfamiliar with both video games and the source material from which they are adapting from.
Besides a few select directors such a Sam Raimi or Peter Jackson, Hollywood generally views
gaming as a novelty in its infancy and gamers as a select demographic to profit from. Since video
games are viewed less seriously compared to novels or other artistic mediums, they have been
treated as such. By definition, video games cannot be considered art, as they are inherently popular,
while art serves to appeal to a niche audience. Video games as an art form have been debated
feverishly in the past decade, with the general consensus being that video game are not an art form
but an extension of artistic expression or at the very best, art in a non–traditional sense. Roger Ebert
argued that due to the nature of video games they
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Video Games And The Video Game
I've been playing video games and watching various forms of animation for years. I started to play
video games on my Sega Genesis, like Sonic the Hedgehog and Phantasy Star. From then on, I
advanced in gaming platforms and experienced games from Nintendo since the Nintendo
Entertainment System (NES) and from Sony on the first PlayStation. I spent countless hours playing
video games. However, I also spent a fair amount of time watching animation. I'd wake up on
Saturday mornings to watch shows like Pokémon and Dragon Ball. Additionally, there was the
occasional marathon of Disney VHS tapes. Through video games, I was able to explore new realms
through virtual reality. In role–playing games (RPG's), I'd be able to take on the role of a protagonist
that would save different worlds and trek across lands teeming with adventure and evil to vanquish.
Similarly, these experiences were also found in the characters of the cartoons I watched. As a result,
I became inspired to create my own characters and even illustrate the ones I watched from those
Saturday morning cartoons. At the time, my room was decorated with multiple drawings and posters
of cartoons characters along with '90s gaming posters that displayed advertisements for the
Nintendo 64 console and Mortal Kombat games. It was there in that room, where I was able to cross
over to other worlds and experience journeys to distant lands. In a sense, my room was the
equivalent of Narnia's wardrobe. I was able to enjoy video
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Video Games : Video Game More Than Women
Prizes in Video Games It is agreeable to say that there are video games that are good in mental
processing for the brain. It is an entertaining hobby to play. Not many video gamers would pay
attention to characters such as their role or development because of the enjoyment of playing
computerize gaming consoles like Nintendo and PlayStation. One offensive pattern that has been
cycling through in gaming is how women characters are presented. Females in video gaming are
sexualized across the gaming media and are used as a key factor of a selling success in the market.
Women are objectified as objects, rewards and as sexual entertainment. That is to say that one
obvious point is men are more likely to play video game more than women. Since men play more,
creators showcase women as sexual objects give entertainment for them. Its offending for a female
to play and then to see how other female characters in the games are. The stereotype is that video
games are established for men and it is unusual for a woman to play. It is more common and a norm
for a guy to play but for a girl who is less likely to. When it comes to costumes in characters, women
are dressed up in more revealing clothing while men are dressed as more ordinary or masculine.
Females would show more skin and private parts. In other terms, bigger breasts or more cleavage
are shown. Being shown as "Sexy" is a key idea of the game selling. Video game creators gives no
explanation to why skin is shown more besides
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Video Games And The Video Game
Some people may not know this, but there was a time when video games were not around. Like a lot
of things in the world that are distinctly human, video games were made out of a combination of
innovation, necessity, and curiosity. The early video game creators would be making something that
would seem clunky, and somewhat crude at first. But that would completely change in time by the
innovators, and entrepreneurs to something that would some day be consider an art form. (Art of
Video Games) According to the Entertainment Software Association (ESA), Sales of "family
entertainment" video games more than doubled in 2007, making it the fastest growing segment of
the video game market. The average game player (or gamer) has been playing video ... Show more
content on Helpwriting.net ...
(Raymond Chris) This system, which is responsible for rating every video game and matching them
with the corresponding gaming age, is effective and prevents phycological problems if the parents
can keep track of what there kids are playing. The categories for video game ratings go as followed:
E for everyone, T for teen, and M for mature (which is 17+). There are also ratings that fit in–
between. eC for early childhood, E for everyone 10+, and Adults only 18+ (which is made from
excessive nudity, or just unsuitable for people under the age of 18). Now do parents really control
what their kids play? 73% of parents believe that the parental controls available in all new video
game consoles are useful. (Changed) Also parents control time usage on video games more than any
other entertainment industry out there. 94% of the time, parents are present at the time games are
purchased or rented, and 88% of the time parents report always, or sometimes monitoring the games
their children play. (Changed) So what are video games? Well the word video game actually goes to
the RGB (red, green, and blue) raster (or video display) devise. For example when you look at an
image of Mario from the game Super Mario Bros for the Nintendo, and you enlarge the image. You
will see a bit map of the individual pixels as squares. When you zoom in even further they can now
be analyzed, and their colors constructed by
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The Causes Of Video Game Addiction In Video Games
Many people of our generation like to play video games in some point of their life, whether it is
Pokémon Go, Candy Crush, Flappy Bird, Mario, Sonic, Call of Duty, Minecraft, or Skyrim. Over
the past few decades of their existence, video games have been a major form of entertainment. As
time goes by video games improve in graphics, sound, and storyline. It's only natural that people
would become more and more immersed in them, and Many gamers will claim that videogames are
not addictive, and even on the same level of entrainment as any other hobbies like sports, reading
books, or playing music. However, there are people who become far too immersed in them. They
begin to lose touch with their true lives; instead they essentially give all ... Show more content on
Helpwriting.net ...
Later another company "Atari" came up with whole new industry "Arcade" and released the first
video game "Pong". People at that time could play only in malls, bars, and restaurants. The nature of
the games was to compete between the players but only on the same screen and record it on the
board. As the technology was developing, video games were expanding in the world and improving
very quickly, by mid 1980's people could play at home as well. The real revolution in gaming came
when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming
took the gaming community to a new level because it allowed fans to compete and interact from
different computers, which improved the social aspect of gaming. This key step set the stage for the
large–scale interactive gaming that modern gamers currently enjoy. The introduction of high
powered devices such as Play Station and Xbox has revolutionized the gaming concept and helped it
to become more popular.
Many scientists and psychologists find that video games can actually have many benefits – the main
one is making kids smart. Video games may actually teach kids high–level thinking skills that they
will need in their future. According to University of Wisconsin psychologist C. Shawn Green "Video
games change your brain". Playing video games change the brain's physical structure the same way
as do learning to read, playing the piano, or navigating using a map. Similar exercise can build
muscle, the
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Video Games And The Video Game
The 2000's and 2010's has become the most transformative age for video games and the gamers who
make them popular. Within the last 15 years the amount of gaming devices in homes has risen to
eighty–eight percent. This is a large leap from where the original "Brown Box" console created by
Ralph Baer in nineteen sixty–seven, but video games didn't just go through a cut scene and
magically appear in everyone's homes. They have had it rough from lawsuits, heavy competition
between companies, and even government intervention. After all that though they have become a
staple in many people's life's and have granted many young adults from across the world gather a
major following and earn a living all from home. The two big stars from the first in home consoles
came from Sega and Nintendo. These two video game giants had such a strong competition that it
became an all–out war known today as the "console war". Sega released their Master System to
combat Nintendo's Nintendo Entertainment System (NES). While Nintendo was still enjoying their
success with the NES in 1985, Sega attempted take a strong hold in this battle with their Master
System. This console failed to do the job as Nintendo was a more well–known company at the time
and due to that they won to the consumers. Sega quickly developed an idea. Consoles at that time
were all 8–bit and Nintendo was no different. Sega rather than releasing a console to compete with
Nintendo, they were going to release a console with no
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Video Game Violence : Video Games
Video Game Violence On December 14, 2012, a twenty year old boy named Adam Lanza shot
twenty children and six staff at Sandy Hook Elementary School in Newtown, Connecticut. Before
arriving to the school, he shot his mother then committed suicide after the shooting. The reports say
that he was influenced to shooting others by the video game "Call of Duty". Video game violence is
defined as a behavior including physical violence intended to hurt, damage, or kill someone or
something impacted by video games. Video games can increase the aggressiveness of kids and
young adults. According to technology fox news, video games stimulate aggressive thoughts. In the
study, children ages of eight to seventeen who constantly play video games exhibit a more
aggressive behavior such as pushing, hitting in comparison to three years before playing video
games. In the meantime, the individuals who diminished the measure of time they spent playing
fierce video games saw an abatement in forceful conduct, the specialists say. The explanation behind
the increment in forceful conduct was the youngsters who play a great deal of brutal video games
had an increment in forceful considerations: for example, they will probably decipher an uncertain
demonstration, similar to somebody catching them, as unfriendly, said study analyst Craig
Anderson, a therapist and teacher at Iowa State University. They were additionally more prone to
see forceful conduct as a proper approach to react to incitement,
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Video Games And The Video Game Industry
In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019
analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES
MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today,
1983 was looking great for the future of video games. However, unlike today, 1983 did not go great
for the video game industry, it went awfully. In 1983, the video game industry crashed and has not
fully recovered to the value of the market since. ("Video Games in the United States"). Due to the
unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and
poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show
more content on Helpwriting.net ...
In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly
new industry. As well, the market was not fully utilized and allowed new small startups to be
formed. These startups were making games as fast as they could, because as soon as any game hit
the market it sold swiftly. As time went on, the number of startups grew and the market value could
not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so
full of games, most which were rushed, terrible excuses for a game, that the market finally popped
like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the
Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit
appears to have been a flood of poor quality games" (Boyd). These poor quality games sold
abysmally and if the company, making the game, was not large enough, the company would fail as
most could only make one game before losing all of their money. The startups failing left and right,
and the enormous amount of bad games were causing many to lose interest in games, further hurting
the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to
write off home video games altogether, referring to them as a passing fad" (Boyd). Like all
industries, if the consumers losses interest then the consumer 's' money losses interest in the
industry. With the overflowing number of crappy
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Video Addiction : Video Game Addiction
Video Game Addiction
Video game addiction is just like any other addiction in the world! Though it might not be as deadly
or destructive to the body as smoking or drinking alcohol, it can be just as dangerous. According to
psychiatrist Michael Brody, MD, a definition of addiction would be:
1. The person needs more and more of a substance or behavior to keep him going.
2. If the person does not get more of the substance or behavior, he becomes irritable and miserable
(Bakker)
According to the definition given above, compulsive gaming meets these criteria, and withdrawal
symptoms can occur. "The lure of a fantasy world is especially pertinent to online role–playing
games. These are games in which a player assumes the role of a fictional character and interacts
with other players in a virtual world. As Young puts it, an intelligent child who is unpopular at
school can "become dominant in the game." The virtual life becomes more appealing than real life."
(Bakker). Video game addiction might not seem like a big deal when compared to drug or alcohol
addiction but it can and will ruin a life. If a child spends 4 to 5 hours a day playing a video game by
the time he is 21 he will only have the social skills of a 12 year old. If he gives of playing sports or
going to hang out with his friends he wont know how to talk to women when he is older and or be
lazy and unathletic. If an older person becomes an addict to video games it can jeopardize their job
or relationship.
According to
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Video Games And The Video Game Industry
Video Games and the Video Game Industry
The video game Pong was introduced in 1972 and can be considered the beginning of the video
gaming industry. Unlike the game Pong, the controversies surrounding video games today are not
quite as simple. Certain media outlets often portray video games to be bad for individual's health
and behaviour. There are still some people in the world that believe video games are contributing to
the decline of today's generation. However, video games and their industry are much more
beneficial than they are perceived to be. Today the video gaming industry employs thousands of
people worldwide. The video gaming industry has grown to support other industries. In the 21st
century, the video game industry produces ... Show more content on Helpwriting.net ...
Stories, visual art forms and music are contained in video games to help provide entertainment.
There are few other mediums that utilize all of the art forms used in video games. Video games have
been accepted as its own art form in modern society. Inside the Smithsonian American Art Museum
there is a video game exhibit that showcases the progression of video games. More artists can thrive
in today's world now that a new art form exists. Video games have positively influenced our culture,
for it allows artists to express themselves and inspire creativity in others.
The video game industry has become a large contributor to the global economy. The creation of a
video game requires collaboration from artists, musicians, authors and programmers. The effect of
video games is not just local, but global as different companies from across the globe are involved in
producing and distributing video games. Profits surrounding the video game industry are substantial
in Canada and other countries. The video game industry adds 2.3 billion dollars to Canada's GDP
every year (Entertainment Software Association of Canada, 2014, p. 4). The result of this growing
industry is more employment to develop and produce video games. The video gaming industry also
employs those who play video games competitively. The competitive gaming environment is known
as esports or electronic sports. There are several video games that are played and watched in a
competitive
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Video Editing Experience : My Video Editing Experience
My Video Editing Experience
A long time I decided to live the zombie life as a video editor and during that time I had to
experience a lot of workflow to get good at it. In the beginning of learning it was difficult and there
were so many different programs to edit with, but during the time I did not know about which were
professional or not. For example, when I first started I used a program called Window Movie Maker,
and without doubt it was not very useful since there were only limited tools that the program holds;
Since I did not know any better at the time I easily continued to work with the program for a couple
months, which was the most difficult start of my experience. For example, there were obstacles such
as slow render, 15 effects or less, and very rigid transitions from clips to clips. When it came to
actual editing, I was amateurish as well, but that's normal for anyone that's new to a hobby that they
want to learn by experience; The way I synched the lyrics or beats to my clips were off at first, as
well as the quality, which was poor. In fact, I did not even know how to discover a source to
download the type of footage I worked with at the time. After 3 or 4 months of editing, I finally
made my first friend that does the same hobby as me, and he then helped me locate high quality
clips. My friend was from Germany and of course I was from the United States, so we both helped
each other grow as editors as time passed, even as it was difficult we had fun
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Video Game Industry
I – Introduction:
Video games are teachers that involve players into the virtual world. Nowadays, many video games
include violence in many of its aspects such as war, stealing, slaying and many more. According to
Video Games ProCon, "10 of the top 20 best–selling video games in the US contained violence."
(ProCon, 2014), they also believe that violent video games have not only cons but also pros; they
stated that "Violent juvenile crime in the United States has been declining as violent video game
popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and
2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video
game sales have more than quadrupled." (ProCon, 2014). However, the RWJF Blog team stated that
the California law describes Violent Video Games as a "video game in which the range of options
available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a
human being." (Fisk, 2010) meaning that when playing those games, the player is not left with any
option to resolve the issue but the previous ones. Many people believe that Violent Video Games
may have a negative impact on minors. According to the case, the legislature of the California state
propagated a law that bans underage minors from buying or renting video games that include any
form of violence, they believe that those games promotes the feelings of aggression among minor
players. The law was
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Video Games : Video Game Addiction
Xiaomin Tong
Professor Rebecca Gray
Writing 39C
30 April 15
Video Games Addiction in Asia For the past decades, video games have been accessible to varied
kinds of groups all over the world, which are from children to adults. Meanwhile, problems of
online games addiction are arising particularly rapid and evident, especially in Asia. According to
the news "Gaming Addiction On the Rise in Asia" by Paul Gaita, nearly 1.2 billion out of 84 million
of world wide online gamers are Asians, which has led Asia to be the chief of video game addiction.
(Gaita) Also, Andrei Dinu, an author at Lerablog, points out that even though Asia is at the
technological cutting–edge, it unluckily becomes the boss of video game addiction. (Dinu) With this
fast growth of video gaming popularity, the public has voiced their concerns. For example, Mary
Schlimme, in her research paper, she declared, "All addictions can be dangerous and harmful to the
addicted person and others around him; however, video game addiction can be particularly
detrimental to children." (Schlimme) In other words, computer games indulgence hurts people with
no boundary, but especially to children. Even though a lot of researchers put forward their argument
that violent video games could release one's desire for acting violently, there is an increasing number
of evidence proving that excessively playing video games can lead to a higher level of poor physical
health and aggressive behavior on teens and pre–teens.
1. History
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Video Game Violence : Violent Video Games
Brandon P. Student
Ms. Dunn and Mrs. Davis
English III
27 March 2015
Video Game Violence Violent video games have been being created since the first console. Yet only
recently have we been blaming them for aggression in the player. We as humans have a tendency to
blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in
many ways in this situation but mainly people point to the anger that's brought out in the real world
after the game or maybe it's the gamers' tendency to have outburst will playing the game. Both these
thing show anger but do they really show that the game is what caused it. This same situation could
be put in the place of me eating a potato and getting angry right after is it really the potatoes fault
no. everyone get frustrated here and there could it not be that the player is only getting frustrated
with the game same as if I was to get frustrated with trying to open something. Anger is a
mysterious thing we all have it just some of us choose to show it more than others whether it be for
one reason or another. Aggression is not the same thing a assertiveness. will playing games that
include a vs. mode if the player was to die or be defeated by another player they usually want to
retaliate and most people call this aggression but it's not it's the player trying to show his
assertiveness over the other or that he's better so basically if you have in aggressive beaver
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Video Games : Video Game
Video Games
People will be surprise for what I am going to talk about. To start I have to tell a little bit about the
topic "video games". Video games is any electronically game played with the help of controller and
consoles connected to a television or a computer. People can find different kinds of video games as
action, shooters action adventure, and management simulation, role playing games, strategy and
racing. The first video games were created by scientist and programmers after the Second World
War. The first video games simulated shot missiles to objects flying. But until 1972 was created the
first home video system called Magnavox Odyssey. This video games were too simple that people
only can move and objet down and up. One of the famous games was called "Ping Pong". But
Sonny and Microsoft revolutionized video games making them more enjoyable and complex. Now
days people can play video games everywhere and anytime with the help of a console or computer.
People can play online with gamers from different countries around the world. Now I can start,
people hear about video games always think about violence. But what they do not know it is that
besides violence exist other big problem that can be new for all of them. It is called addictions. Aviv
Malkiel Weinstein said that "Computer game addiction is excessive or compulsive use of computers
and video games that may interfere with daily life". How a person who play video games can
become an addicted? It can be
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The Right Motion Designer For Your Video Essay
How to Find the Right Motion Designer for Your Video
Hiring a designer for your video can be a nerve–wracking endeavour – especially if you're from a
completely different field and don't know what things to pay attention to. So we've collected some
useful tips for you to help you find the perfect motion graphic designer to make all your video
dreams come true.
How and where to find a motion designer or video production company
Word of mouth
Ask your colleagues, friends, acquaintances or your mum. Who do they work with or whom have
they used in the past? If you're lucky, you'll get several recommendations. And the best is, since they
have worked with the designer in the past, they'll be able to give you a first–hand account of their
experience with the designer in question.
Check out pages and designs you like
Are there any videos that you like because they're smart and well designed? They grab your
attention, convey a clear message and are just stunning works of art? Then find out who made them.
Often you will find the name of the designer or the studio in the credits, otherwise just email the
company to find out. If you like the style and require something similar, that person might be a good
fit. And even if it doesn't work out they might recommend someone else to you.
Post a job ad
Let them come to you. The advantage with a job posting is that you can just wait for applications to
come in. However, you'll miss out on personal recommendations and you might have a lot
... Get more on HelpWriting.net ...
Video Gameplay Of Video Games
Video Gaming has played a major factor for video gamers worldwide, this brings the expertise of
video game developers to develop the next generation of video games. Video gamers(?) in Japan and
the United States share the enjoyment in playing video games. What is the history behind video
games? What are the prices of video games in Japanese? What are the prices of video games in the
United States? How are American and Japanese video games are different? There are similarities
and differences in both cultures in video games. The history behind video games all started with
theis console, invented was a rectangular brown cube with two attached controllers, and its name
was "Brown Box". Ralph H. Baer was the inventor of this console, which it was released in 1967.
He made it to where it can be connected to any ordinary television set. They were six games for this
console including: Ping–Pong, tennis, handball, volleyball, chase games and a light–gun game. In
1975, Atari marketed the PONG arcade machine. In the same year Magnavox released Odyssey 100
and 200. Nintendo released its first console in Japan in 1977. In the 1980's video games became
very popular. Many people became bored of the PONG like games and wanted something new. They
made games such as Pac–man (1980), Mario Bros (1983), The Legend of Zelda (1986), Final
Fantasy (1987), Golden Axe (1988), etc. The video game industry soon shifted to making cartridge
video games instead of built in games (this is a direct
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Video Games And The Video Game Industry
The video game industry has changed a lot since its inception, and a large part of that is due to the
video game crash of 1983. Despite this, the market itself has remained roughly the same except for
the actual devices in it. The quality of the video games has drastically improved over the years.
Unfortunately, something that will never change are the greedy companies looking for a quick buck.
While the video game industry has grown and improved since the crash, some similarities are
starting to arise. The market for video games has remained the same except for the actual devices in
it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles
ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net
...
However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that
"honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating
gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there
is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part,
the quality of video games has improved since the crash. The company Nintendo puts their seal of
quality on all of their games. Gamers also act like quality control for video games, however it is
usually after the game is released. Gamers, typically, expect a certain standard for their video games,
and some will advocate not buying a game so the company will learn from their mistake. For the
most part, this does work, but some bad games can still slip through the cracks. A tragic example of
this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies. In
2011, at the video game convention E3, a demo was shown to demonstrate this new game.
Unfortunately, this demo was completely fabricated. When the game was released, it lacked the
realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example
from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam
Workshop is a place where normal people can sell their own created games. However, there is no
quality control.
... Get more on HelpWriting.net ...

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Video Games

  • 1. Video Games Introduction: Video games are a prime source of entertainment for teens in today's world. These games are progressing every year, and as technology gets better so do the games, with more realistic sound effects, graphics and story lines. This trend is bringing the industry to produce more games than before. These games are becoming more realistic and violent. In recent years the production of video games centered around violence has increased with the release of games like Call of Duty: Modern Warfare, Halo, Gears of War and Grand Theft Auto, to name a few. Kids, teens and adults spend hours glued to the screen playing these games, meaning hours of non–stop gun shooting and knife swiping. Recently parents and psychologists have been ... Show more content on Helpwriting.net ... The method used in this experiment was primarily observation and survey based, which is weak evidence. The data does not support the claim and does not take into account outside factors such as susceptibility to aggression and one's perception of aggressive behavior. These subjective variables cause error in the results and bring data, which is insufficient. These findings also measured short– term effects. Christopher Ferguson and colleagues from Texas A&M International University and University of Wisconsin also studied the relationship between exposures to violent video games and aggression. This study was done primarily through observing behavior of subjects. In their first study participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent–video– game conditions nor previous real–life exposure to violent video games caused any differences in aggression (Ferguson). Study 2 looked at correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and being male were predictive of violent crime, but exposure to violent games was not (Ferguson). From the data collected it could be seen that family violence and innate aggression were ... Get more on HelpWriting.net ...
  • 2.
  • 3. Video Games : Video Game Eli McKinney Mrs. Weist 4th Hour English 132 9 March 2015 Video Games A video game is an electronic game that involves human interaction to generate visual feedback on a video device. The word video in video game means any type of display device that can produce two– or three–dimensional images. The electronic systems used to play video games are called platforms; examples of these are video game consoles and personal computers. Platforms can range from small handheld devices to large computers. Some video games can become popular and over a few year decrease in use. Video games have gone on to become an art form and an industry. Video games can also have many positive and negative effects on children, both mentally and physically. The input device primarily used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of a button and a joystick, while another controller may consist of two joy sticks and several buttons. Early personal computer games would require a keyboard for gameplay, or more commonly, required the user to by a separate joystick with at least one button. Modern computer games allow or require the user to use the mouse and keyboard simultaneously. A few of the most common game controllers are gamepads, mouses, keyboards, and joysticks. In the recent years, additional methods of input have emerged such as camera–based observation for video game consoles and touch–sensitive screens on ... Get more on HelpWriting.net ...
  • 4.
  • 5. The Video Game Video Games The first video games appeared in the 1960s.[1] They were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2] In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games. The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing ... Get more on HelpWriting.net ...
  • 6.
  • 7. Video Games : The Video Game Industry The video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers of people to participate simultaneously (htt). The collaboration of the video gaming industry doesn't stop at the multiplayer options, or online gaming forums, but has surpassed that and has delved into intertextuality ("any text is constructed as a mosaic of quotations; any text is the absorption and transformation of another") (Kristeva, 1986) where we are seeing video games riffled with real life advertising coded into their layers. The demand in growth in the industry means video game creators are constantly pushing the boundaries in the types of media they can produce, and with improvements in video game technology games are becoming more realistic with increased graphics and point of view play, allowing for more lifelike depictions of violence to be brought to their eagerly awaiting audiences. The release of Grand Theft Auto came with a storm of negative news media attracting controversy over violent content and concerns about the effects it might have on its players. The media generated frequent stories drawing connections between video games and violent behaviour, headlines ... Get more on HelpWriting.net ...
  • 8.
  • 9. Video Games and Violent Video Games' Effect A video game is "an electronic game in which players control images on a television or computer screen" (Merriam–Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamer more aggressive, even if the game is not a violent video game. Even though video games have grown in popularity over the past decade, some have not been too popular with parents, for the reason that they are too violent. Violent video games affect ... Show more content on Helpwriting.net ... Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing World of Warcraft for 24 hours straight, he passed out because he started experiencing social withdrawal, the kid was lacking contact with other humans, and his body's response to the problem was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a week playing video games, she eventually "dropped out of school, stopped exercising, and even stopped bathing" (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept playing video games because she was addicted to the game. When people are addicted to a game, there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence of playing violent video games, many teen gamers struggle with real world relationships, this is because they form close virtual relationships with people they meet online. A man in Wisconsin has formed a tremendously close relationship with a group of guys he plays online with, he discusses politics with them and they send each other Christmas gifts even though they do not know each other (Marcovitz 70–72). Video games can also affect the players mental and their physiological state. Video games, especially violent video games have a strong influence because of their many aspects. First of all, most violent video games are played ... Get more on HelpWriting.net ...
  • 10.
  • 11. The Splatterhouse Video Before watching the clips, I was feeling content. I was not frustrated with anything or anyone, I was calm and I just watched a few funny videos, which brought my mood up even more. During the first video, immediately, my thoughts were about the quality of the animation and the story line. As for the violence, I didn't like looking at it. I tried to turn away a few times. I think that there was an excessive amount of gore that could have been easily cut out, but it wasn't, because the viewers or the gamers like it. The second video was a lot "worse" in my opinion. The Splatterhouse video had some sort of story line beside the gore, but this video only showed a first–point view of a person killing people in many different ways. Because of the quality of the video, I didn't actually see anything too graphic, but just the idea of people enjoying this game made me a little scared for our society. During the third video, I thought about how believable the scenes were. The lighting ... Show more content on Helpwriting.net ... Gore and violence doesn't interest me and I actually turn away from the screen any time there's a graphic scene in a movie, which explains why these clips didn't have any effect on me. The only clip that slightly interested me was Saw. I thought that the story line was interesting, but I still wouldn't watch the actual movie, because of the violent scenes that I would have to watch. Though I had almost no interest in these videos and found most of the scenes repulsive, I caught myself on the thought that by the time I was watching the fourth video, I got used to the violence portrayed in these videos. If the first video made me want to turn away from the screen, the last video had no effect on me at all. I believe that this explains the mere exposure theory. The only thing I did was sit and watch a few clips, but the effect was that I became "immune" to the violence for at least some ... Get more on HelpWriting.net ...
  • 12.
  • 13. Video Games This review is an experimental study on the way playing video games, against watching violent video games, effects children's aggressive behavior. This study was conducted by Utrecht University students, in Utrecht, The Netherlands. The research conducted, and article written was by Hanneke Polman, Bram Orobio de Castro, and Marcel A.G van Aken, and copy–written in year 2008. The hypothesis behind this article is how does playing a violent video, rather than just watching one, affect a child's aggressive behavior in real life. In this new world of technology, children are exposed and entertained by watching television and playing video games. "One study showed that children spend up to 25 hours a week watching television and 9 hours a ... Show more content on Helpwriting.net ... This is an example of a naturalistic observational study. The researchers are observing the children in their own environments, which helps the participants feel comfortable to act as they normally would act. (Wade & Travis, 2012) For the last activity of the day, the children took a questionnaire based on their peers and the aggression they witnessed amongst one another. This is an example of the survey testing method. The researchers are gathering information through questioner; by asking the children about how often they play video games and how much violence they have witnessed from their peers in the play sessions following the video game play. (Wade & Travis, 2012) The first questionnaires was based on how often the participants played video games and was set on a 1–5 scale, 1 being almost never and 5 being once or more per day. (Polman, de Castro, & van Aken, 2008) The next questionnaire was based on the aggression of other children. "The six categories used were "hit, kick, or push someone", "fight with someone," "name calling or have a quarrel," "tease someone", "frighten someone off to get what he/she wanted," and "gossip."" (Polman, de Castro, & van Aken, 2008) Then asked to specify if they felt the intentions were meant to be in a joking manner or to be intentionally mean. The reason being is if the children are playing and joking then this is just considered rough– and tumble, not necessarily a hostile ... Get more on HelpWriting.net ...
  • 14.
  • 15. Video Game : Violent Video Games The video game industry possible causing behavioral problems for people of all ages. Video game violence isn't breaking news for years people have played games with murder and sexual innuendos. People ask why violent video games are so attractive, maybe it's a way to escape from real life or even therapeutic. History shows us that human being like violence, in roman time gladiators killed people and animals for sport with huge number of people as an audience. Today the video game industry has found a way to bring that same violent killing times ten, straight to your living room TV. Tons of people play violent games both adults and children, but which are more effected by the violence and should stricter guide lines be set in making violent games. Violent video games for adults are rated adult, "content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency" (Impact). "The average game player is age 35, and adults 18 plus make up 75% of overall violent video game players" (Charts). Adults that play violent games are constantly repeating violent actions throughout the course of the average 40 hours of game play. The time it takes to complete the average 40 hour game is equivalent to the average work week in America. One good thing that has come from playing video games in general is an increase in hand eye coordination, but the damages from playing the violent games outweigh the ... Get more on HelpWriting.net ...
  • 16.
  • 17. Video Games And The Video Game Have you ever played a video game and wonder? How does this thing work? Who invented it? Well you're in luck because I have all the information that you'll need to know all about the history of video games. How video games have advanced right along with technology that we use in everyday life. If you ask people. When video games did first came out? Most people would say in the 1970 's and they would be wrong. "In 1958, William A. Higginbotham, an engineer working for the United States government, came up with first game played on a type of screen. It was a two player tennis game played on an oscilloscope, a piece of electronic equipment with a 5 inch display". (The history of video games) In 1961, Steve Russell developed the first game played on a computer called "Space war". The game was a hit with people, but only a very few would really have the chance to enjoy it. The reason was because back then a computer was the size of a car and very expensive this system cost about $120,000. Only about fifty of these computer were ever sold. In the mid–1960 the Military wanted some sort of device that would develop the reflexes of the military personnel. In 1966 Ralph Baer, an employee of defense contractor Sanders Associates, addressed this demand when he came up with the concept of a "television gaming apparatus." (Miller) It took four more year to get a working system. When Baer did he showed it to Magnavox, which then signed him to a licensing agreement in 1971. In January ... Get more on HelpWriting.net ...
  • 18.
  • 19. Fighting Video Games Addiction : Video Game Addiction Running Head: FIGHTING VIDEO GAME ADDICTION 1 FIGHTING VIDEO GAME ADDICTION 11 Fighting Video Game Addiction Gabriel Rosario Baker College When parental neglect ends up being the cause of death for a child, it seems like the whole news cycle starts. Whether it 's a mother or father leaving an infant or toddler strapped inside a car on a hot day, or a child who sits day after day while her parents get their methamphetamine fix over and over, it 's a story that grabs at the hearts of those who read it. So when a Korean child named Sarang starved to death at the age of three months because her parents were too busy playing a video game to feed her, the whole Internet stopped and took notice. The fact that the name ?Sarang? means ? love? only added to the irony of the whole situation. Her parents met online, players in Prius, a popular Internet game that has since gone under. The father was 41 when their baby died...and the mother was almost two decades younger than him. They had made avatars so that they could solve the game?s central quest: to bring up a virtual child together. Players who complete the quest would get an Anima, or the final key for the game. In the meantime, Sarang 's mother was pregnant in real life. She only saw a doctor one time before having Sarang ? and then jumped right back on the game, although the couple would say that it was to make the money that ... Get more on HelpWriting.net ...
  • 20.
  • 21. Personal Narrative-The Insanity Of A Video Production Company If you have ever involved yourself with video production companies you are aware that they can be frustrating. When I say frustration, the point I'm trying to emphasize on is that there are several to choose from, which makes it difficult and annoying finding the right one. The finality of the experience will literally create insanity or drinking excessively. I was in the market for a professional video production company to help with some infomercial companies. Literally, there are hundreds of companies to select from on the internet. Every single one of those so called companies promised to do exactly what I wanted. Of course, they'll say anything to get your business. When in actuality, these companies hire immature employees with no experience, or knowledge of the task at hand. Yeah, ... Show more content on Helpwriting.net ... Even though I was only concerned with production videos for my infomercial companies, I found myself intrigued at what other services they were offering. If I ever have the need for another venture I will be calling them first. By bypassing the headaches in the first place, my life will be so much easier and give me time to concentrate on what I do excel in. I almost forgot to include my end results. When I received the finished videos I couldn't contain myself and my enthusiasm. My videos exceeded far beyond my expectations. I was so excited to get them up and running. I just knew from the quality and sincere dedication that they were going to be well received by the public. My infomercial companies are thriving and I am beginning to receive a lot of positive feedback. Success is just within my grasp; it's hard not to boast about a company who has created excellence. Please take my advice, before you go on a mad hunt to find a production company that is not all cracked up to be what they say they are, first call Vertex Media. I've provided the companies contact information to make the process ... Get more on HelpWriting.net ...
  • 22.
  • 23. Video Conferencing : Stepping Forward With Technology Date: September 23, 2015 To: Pat Caring, Chairperson From: Zakaria Bakkal, Director of Communications Subject: Video Conferencing: Stepping forward with technology Our company is quickly expanding across Canada, which means travel expenses will continue to increase. The Management group continues to hold meetings in many different cities across Canada. I believe that it would be a major benefit for us to look at investing in video conferencing software. Conferencing systems continue to improve with prices decreasing as well as many different software options being available every day. How Video Conferencing works: Video conferencing is one of the quickest and easiest ways to hold meetings with colleagues anywhere in the world. All you need to allow the conferencing software to work is an Internet connection, a computer, a webcam, and a microphone (if not already within the webcam). During your video conference session you are able to send and receive data, share desktops, hold training sessions, and much more. Instead of having to travel 8 hours to see a colleague in London GB, you are now able to have that same meeting in the comfort of your office. By not having to pay for travel you are saving yourself time and your company money, which is easy and beneficial for all parties involved. Top Video Conferencing brands: Adobe Connect– According to PC Magazine, Adobe Connect is one of the best on the market today. It has a low cost of $55 per month and only $45 per month ... Get more on HelpWriting.net ...
  • 24.
  • 25. Video Games And The Video Game Over the years, our generation endured lots of changes some for the best and others for the rest. When it comes the video gaming industry, companies like Microsoft, Sony, and Nintendo have developed new ways for the population to enjoy new entertainment and hobbies. However, when these companies create new systems to be flawless, users always seem to find at least one problem. The problem is not the gaming consoles themselves, but the the violent video games that companies create for these consoles. Allowing children to purchase these games, are one of many reasons why the youth in this generation exhibit violent behavior. This stems from amount of violence that appear in these video games. THe United States as a country, have experienced many mass shooting scenarios that mirror the violent content of these video games. Today, people will wait outside at midnight to a copy of the latest video game, i can admit that i have done this. Video games have a variety of genres, but ironically the most popular genre is games that are rated M for Mature. By law, companies mark each game with a rating depending on the context of the game. "EC" is for Early Children for younger children, "E" for Everyone, "E 10+" for Everyone ages ten and up, "T" for Teen for ages thirteen and up, "M" for Mature for ages seventeen and up, and/or A(O) for Adults Only ages eighteen and up ("ESRB Ratings Guide"). Companies deliberately put these ratings on the box for consumers, mainly parents to read ... Get more on HelpWriting.net ...
  • 26.
  • 27. The Importance Of Video Games Video games are generally seen as a waste of time and nothing good can come out of playing them. People usually associate video games with nerds and adults who stay in the basements of their parent's house. With all these negative associations with video games, it is hard to see that video games can actually be helpful and beneficial to an individual's mental and physical health. The negative associations of video games started from the Video game crash of 1983. The crash led to bankruptcy of numerous companies that were producing computers and video game consoles. Due to the bankruptcy, the majority of the population believed that working for computer companies and video games would be a waste of time since job security was not high. Presently, both computer and video games companies are successful, but the majority of the population still believes the negative aspect of video games. While it was about job security before, the negativity aspect associated with video games has changed. The big negative aspect associated with gaming is that it is a waste of time and can only negatively affect an individual's mental and physical health. Chris Regal, an author of Health Central who wrote 8 Ways Video Games Are Bad For Your Health, argued that video games increases obesity, increases aggressive behavior, and more likely to become less educated. While these claims can be true, these claims also focus on individuals who have spent the majority of their time playing video games. I can see Regal's conclusion because there are cases that prove that his points. The increase in obesity is true because individuals are more and more of their time playing video games instead of exercising. People believe it increases aggressive behavior because most action games are usually aggressive, but in reality, individuals with high aggressive behavior are usually the ones who play aggressive action games. Individuals are also more likely to be less educated because children who go to school would not focus on studying or doing their homework because they want to play video games more. Since the majority of the population believe these claims, a new derogatory was created to describe gamers which is NEET. NEET is short for Not in ... Get more on HelpWriting.net ...
  • 28.
  • 29. Violent Video Games Since the first iteration of the Nintendo game console, video games have become integral part of our entertainment experience. In the last 20 years the improvements in video technology has only bolstered the appeal of video games, making them one of the top forms of entertainment for all ages and genders. The amount of people playing video games continues to rise at an alarming rate. Video games are a great way to alleviate stress, they allow you to relax, escape from reality and just decompress from life. Violent video games desensitize players, glorify violence, smoking, drinking, illicit drug abuse, and perpetuate violence toward women. Another concern is that they promote a gangster lifestyle in society. Violent video games play to our more carnal behaviors, while allowing us to engage in immoral and unethical experiences in a virtual world. Video game creators argue that responsibility falls on the consumer and their ability to choose whether or not to purchase violent video games. The creators are faced with a dilemma regarding the questionable game simulations and the ethical responsibility they have as producers, and the possible impact these games may or may not have on their audience. Using Reynolds' Seven–Step Ethical Decision–Making Approach I will attempt to come to an ethically balanced conclusion. The Facts Playing video games may increase aggressive behavior if violent acts are continually repeated during video game play. Repetition is an effective ... Get more on HelpWriting.net ...
  • 30.
  • 31. The Development of Video Games In society's current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty–first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation's new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that ... Show more content on Helpwriting.net ... These forgeries resulted to the crash of Atari. Following this, many gamers wanted more fun, meaningful and higher quality games (Tobias and Fletcher, eds. 22). Atari's comeback came with its console called the "Video Computer System" which was like a computer with an eight–bit processor. (Kent 100). Then in 1982, the VCS version of Atari's Pac–Man was released and was also one of the most anticipated video game cartridges of all time. Atari even manufactured twelve million Pac– Man cartridges based on the demand of its consumers (Kent 227). By the end of 1982, Atari had come up with a new console called the Atari 5200. Many reviewers were impressed with the 5200 and considered it as a huge improvement over the past console Atari created. The Atari 5200 was praised for its high–resolution color graphics, special effects, and powerful system (Kent 230). It was also in the period of the 80s that Nintendo released its first game in the United States called "Radarscope," which did not sell well despite its positive standing in Japan. Three thousand copies of "Radarscope" were shipped to the U.S. and because it did not appeal to American audiences, Nintendo only sold one thousand units (Kent 156). Although Nintendo was able to get in the American market, their games were not able to attract business. Nintendo's "Space Fever" and "Sheriff" did not appeal to American gamers and arcade owners (Kent ... Get more on HelpWriting.net ...
  • 32.
  • 33. Video Games And The Video Game Industry According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasn't done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls don't play big action games, boys like the sexualization of girls in video games and won't play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may someday soon rival the number of men. For many years, the video game industry catered to the tastes of young men with their overly– sexualized, one–dimensional female characters, and their beefy male protagonists (to identify with or aspire to). Of course there are exceptions, as there are with anything. There have been many fully–realized, non–sexualized, and interesting female characters, notably more modern characters such as Chloe Price in Dontnod's second game, Life is Strange, Amita in Far Cry 4, and Square Enix's more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider, but despite the occasional good example, there are many poor examples to go along; Polygon cites Metal Gear Solid: Ground Zeroes as "[one of] the worst depictions of women in gaming {in 2014}" in ... Get more on HelpWriting.net ...
  • 34.
  • 35. The Video Is A Music Video Me!Me!Me! is a music video and animated short that was created for the Japan Animator Expo in 2014, but was released in the US in 2015 through Vimeo with English subtitles. The song in the video was made by the electronic music artist Teddyloid feat. Daoko, a Japanese singer. The audience of this video would be all fans of anime and electronic music, i.e. presumably young people who proactively use electronic devices. The video is set in three main sequences, each revolving around the main character, a young teenage boy. It follows his dreamy haze of his break– up, and his interactions with idealized, semi–human females. My interpretation of this video was that this young man lost all meaningful relationships in his life because of his unrealistic expectations of women due to pornography and the representation of women in popular culture, and how his addiction to these forms of media only made it worse. The purpose of this video is to highlight the issues with unnecessary sexualization of women, escapism and addiction, as well as heartbreak and regret. This author's intent was to prove director Hibiki Yoshizaki was an amazing storyteller and animator, and for the video to gain attention and views, through the use of hyper– sexualized imagery. This is shown in the video by the depiction of women inside his mind as two conflicting personalities, his loving girlfriend, and nightmarish girls who, as the video description states, "attack and ravish" him, and the environment they ... Get more on HelpWriting.net ...
  • 36.
  • 37. Video Poker Online: The History Of Video Poker Online Video Poker Online Video poker is one of the most commonly played online gambling games, and it has a huge presence in the land–based casino world, too. But if you haven't given the game a shot before, just what is video poker? What kinds of games can you play, and how does it work? Our guide to video poker will provide you with all of the ins and outs of this successful gambling game. But where do we begin? Let's start with a little bit of history. The history of video poker Believe it or not, video poker used to be played on televisions. When it was first launched in the 1970s, standalone poker machines were huge pieces of hardware. Throughout the 1980s, the technology improved, causing video poker machines to get smaller and smaller. They used to be just like those arcade games you used to play. You could stand in front of them for hours, attempting to win. Although they have got smaller, and the technology has got better, most land–based casinos still ... Show more content on Helpwriting.net ... The player can choose how many cards he or she wishes to discard, before pocketing new cards for those which he or she has rid themselves of. This second hand forms your final poker hand. It will be measured against the paytable on the screen, to determine if there is a match. If you have one of the hands on the paytable, you will pocket a win based on how much you wagered. How popular is video poker? After all these years, video poker has remained relatively the same. Even the modern video poker games which are played online and on mobile phones contain the same simplistic interface and graphics. These timeless classics are much loved by people, though, especially those who only wish to hone their poker skills, or aren't skilled enough to take on dealers and other players. Video poker games are so popular that they are found in virtually all major casinos. In fact, it is almost impossible to find an online casino which doesn't carry video poker games. Top video poker ... Get more on HelpWriting.net ...
  • 38.
  • 39. Video Games And The Video Game During the mid 1970's through 1990's the general public had introduced a new revolutionary way of entertainment which was the video game. It all started with Atari's first console, which only had a simple game of tennis. Since then, many other companies released game consoles such as the Xbox, Playstation, and Nintendo 64. Although many adults participated in this association, children were the main crowd of this attraction, in the next following decades, children that play video games will gain remarkable techniques. As a result, video games have positively influenced children that would enhance mental and social structure in their future. Video games with their interactive and decision affecting nature are great tools for improving problem solving skills. In the early years of a young child they spend most of their time playing video games for countless of hours. As a result, the challenge of the video game produces attentiveness, these challenges permit children to improve quick–thinking skills. Children also get used to multitasking, as children's brain begins to develop, the games become more complex, children must juggle different objectives while keeping track of all the changing elements and connecting ideas. Accordingly, to a cognitive scientist Daphne Bavelier of the University of Rochester, a study that found people or kids become more attuned to their environments and are able to navigate through places by remembering techniques they have learned while ... Get more on HelpWriting.net ...
  • 40.
  • 41. Video Games Controversy Did you know that the Mario franchise is the most successful video game series, selling over 225 million games since Mario's first debut in 1981? Many video games, such as the many Mario games, can be used for hours of entertainment. Many people debate about video games and if they have a positive or negative effect on our lives. Video games can be used for educational purposes, such as improving and helping develop better motor skills and coordination. There are even video games that can improve reaction times and multitasking skills with quick paced rounds where the player has to spell multiple words ranging in complexity and length to get rid of targets while being sure not to get hit themselves. However, video games can also have powerful ... Show more content on Helpwriting.net ... First person shooter games tend to give players the same visual perspective as the character in the game and award points for aggressive behavior, which some people see as an act of encouraging aggression. In addition to that, exposure to violence could cause players to become less sensitive to the pain of others, which can easily spark fights in–between people. While there is always the chance of making new friends over public chats in video games, there is also the chance of encountering cyber bullying, which can be hard to handle as time goes on. Video games some sometimes used as a way for someone to escape what is going on around them, sometimes even making the player lose track of time spent playing. Like any electronic device with a bright screen, video games can cause sleep loss by reducing melatonin, the chemical signal that tells your brain when to sleep, which can cause ... Get more on HelpWriting.net ...
  • 42.
  • 43. Video games in Hollywood Super Mario Bros, Doom, BloodRayne, and Mortal Kombat. These are all great, classic, or memorable video games in their own right, but their silver screen counterparts? Not so much. Why though? Why is it that video games can not translate into the same box office success that has been experienced by comic books and novels since the early 2000s? I have identified four crucial reasons why video games will never see the same commercial success as other mediums have: video games are not respected as an art form, Hollywood does not understand gaming, video games are difficult to translate from an interactive to non–interactive medium, and unqualified directors, who are unfamiliar with both video games and the source material from which they are adapting from. Besides a few select directors such a Sam Raimi or Peter Jackson, Hollywood generally views gaming as a novelty in its infancy and gamers as a select demographic to profit from. Since video games are viewed less seriously compared to novels or other artistic mediums, they have been treated as such. By definition, video games cannot be considered art, as they are inherently popular, while art serves to appeal to a niche audience. Video games as an art form have been debated feverishly in the past decade, with the general consensus being that video game are not an art form but an extension of artistic expression or at the very best, art in a non–traditional sense. Roger Ebert argued that due to the nature of video games they ... Get more on HelpWriting.net ...
  • 44.
  • 45. Video Games And The Video Game I've been playing video games and watching various forms of animation for years. I started to play video games on my Sega Genesis, like Sonic the Hedgehog and Phantasy Star. From then on, I advanced in gaming platforms and experienced games from Nintendo since the Nintendo Entertainment System (NES) and from Sony on the first PlayStation. I spent countless hours playing video games. However, I also spent a fair amount of time watching animation. I'd wake up on Saturday mornings to watch shows like Pokémon and Dragon Ball. Additionally, there was the occasional marathon of Disney VHS tapes. Through video games, I was able to explore new realms through virtual reality. In role–playing games (RPG's), I'd be able to take on the role of a protagonist that would save different worlds and trek across lands teeming with adventure and evil to vanquish. Similarly, these experiences were also found in the characters of the cartoons I watched. As a result, I became inspired to create my own characters and even illustrate the ones I watched from those Saturday morning cartoons. At the time, my room was decorated with multiple drawings and posters of cartoons characters along with '90s gaming posters that displayed advertisements for the Nintendo 64 console and Mortal Kombat games. It was there in that room, where I was able to cross over to other worlds and experience journeys to distant lands. In a sense, my room was the equivalent of Narnia's wardrobe. I was able to enjoy video ... Get more on HelpWriting.net ...
  • 46.
  • 47. Video Games : Video Game More Than Women Prizes in Video Games It is agreeable to say that there are video games that are good in mental processing for the brain. It is an entertaining hobby to play. Not many video gamers would pay attention to characters such as their role or development because of the enjoyment of playing computerize gaming consoles like Nintendo and PlayStation. One offensive pattern that has been cycling through in gaming is how women characters are presented. Females in video gaming are sexualized across the gaming media and are used as a key factor of a selling success in the market. Women are objectified as objects, rewards and as sexual entertainment. That is to say that one obvious point is men are more likely to play video game more than women. Since men play more, creators showcase women as sexual objects give entertainment for them. Its offending for a female to play and then to see how other female characters in the games are. The stereotype is that video games are established for men and it is unusual for a woman to play. It is more common and a norm for a guy to play but for a girl who is less likely to. When it comes to costumes in characters, women are dressed up in more revealing clothing while men are dressed as more ordinary or masculine. Females would show more skin and private parts. In other terms, bigger breasts or more cleavage are shown. Being shown as "Sexy" is a key idea of the game selling. Video game creators gives no explanation to why skin is shown more besides ... Get more on HelpWriting.net ...
  • 48.
  • 49. Video Games And The Video Game Some people may not know this, but there was a time when video games were not around. Like a lot of things in the world that are distinctly human, video games were made out of a combination of innovation, necessity, and curiosity. The early video game creators would be making something that would seem clunky, and somewhat crude at first. But that would completely change in time by the innovators, and entrepreneurs to something that would some day be consider an art form. (Art of Video Games) According to the Entertainment Software Association (ESA), Sales of "family entertainment" video games more than doubled in 2007, making it the fastest growing segment of the video game market. The average game player (or gamer) has been playing video ... Show more content on Helpwriting.net ... (Raymond Chris) This system, which is responsible for rating every video game and matching them with the corresponding gaming age, is effective and prevents phycological problems if the parents can keep track of what there kids are playing. The categories for video game ratings go as followed: E for everyone, T for teen, and M for mature (which is 17+). There are also ratings that fit in– between. eC for early childhood, E for everyone 10+, and Adults only 18+ (which is made from excessive nudity, or just unsuitable for people under the age of 18). Now do parents really control what their kids play? 73% of parents believe that the parental controls available in all new video game consoles are useful. (Changed) Also parents control time usage on video games more than any other entertainment industry out there. 94% of the time, parents are present at the time games are purchased or rented, and 88% of the time parents report always, or sometimes monitoring the games their children play. (Changed) So what are video games? Well the word video game actually goes to the RGB (red, green, and blue) raster (or video display) devise. For example when you look at an image of Mario from the game Super Mario Bros for the Nintendo, and you enlarge the image. You will see a bit map of the individual pixels as squares. When you zoom in even further they can now be analyzed, and their colors constructed by ... Get more on HelpWriting.net ...
  • 50.
  • 51. The Causes Of Video Game Addiction In Video Games Many people of our generation like to play video games in some point of their life, whether it is Pokémon Go, Candy Crush, Flappy Bird, Mario, Sonic, Call of Duty, Minecraft, or Skyrim. Over the past few decades of their existence, video games have been a major form of entertainment. As time goes by video games improve in graphics, sound, and storyline. It's only natural that people would become more and more immersed in them, and Many gamers will claim that videogames are not addictive, and even on the same level of entrainment as any other hobbies like sports, reading books, or playing music. However, there are people who become far too immersed in them. They begin to lose touch with their true lives; instead they essentially give all ... Show more content on Helpwriting.net ... Later another company "Atari" came up with whole new industry "Arcade" and released the first video game "Pong". People at that time could play only in malls, bars, and restaurants. The nature of the games was to compete between the players but only on the same screen and record it on the board. As the technology was developing, video games were expanding in the world and improving very quickly, by mid 1980's people could play at home as well. The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large–scale interactive gaming that modern gamers currently enjoy. The introduction of high powered devices such as Play Station and Xbox has revolutionized the gaming concept and helped it to become more popular. Many scientists and psychologists find that video games can actually have many benefits – the main one is making kids smart. Video games may actually teach kids high–level thinking skills that they will need in their future. According to University of Wisconsin psychologist C. Shawn Green "Video games change your brain". Playing video games change the brain's physical structure the same way as do learning to read, playing the piano, or navigating using a map. Similar exercise can build muscle, the ... Get more on HelpWriting.net ...
  • 52.
  • 53. Video Games And The Video Game The 2000's and 2010's has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the amount of gaming devices in homes has risen to eighty–eight percent. This is a large leap from where the original "Brown Box" console created by Ralph Baer in nineteen sixty–seven, but video games didn't just go through a cut scene and magically appear in everyone's homes. They have had it rough from lawsuits, heavy competition between companies, and even government intervention. After all that though they have become a staple in many people's life's and have granted many young adults from across the world gather a major following and earn a living all from home. The two big stars from the first in home consoles came from Sega and Nintendo. These two video game giants had such a strong competition that it became an all–out war known today as the "console war". Sega released their Master System to combat Nintendo's Nintendo Entertainment System (NES). While Nintendo was still enjoying their success with the NES in 1985, Sega attempted take a strong hold in this battle with their Master System. This console failed to do the job as Nintendo was a more well–known company at the time and due to that they won to the consumers. Sega quickly developed an idea. Consoles at that time were all 8–bit and Nintendo was no different. Sega rather than releasing a console to compete with Nintendo, they were going to release a console with no ... Get more on HelpWriting.net ...
  • 54.
  • 55. Video Game Violence : Video Games Video Game Violence On December 14, 2012, a twenty year old boy named Adam Lanza shot twenty children and six staff at Sandy Hook Elementary School in Newtown, Connecticut. Before arriving to the school, he shot his mother then committed suicide after the shooting. The reports say that he was influenced to shooting others by the video game "Call of Duty". Video game violence is defined as a behavior including physical violence intended to hurt, damage, or kill someone or something impacted by video games. Video games can increase the aggressiveness of kids and young adults. According to technology fox news, video games stimulate aggressive thoughts. In the study, children ages of eight to seventeen who constantly play video games exhibit a more aggressive behavior such as pushing, hitting in comparison to three years before playing video games. In the meantime, the individuals who diminished the measure of time they spent playing fierce video games saw an abatement in forceful conduct, the specialists say. The explanation behind the increment in forceful conduct was the youngsters who play a great deal of brutal video games had an increment in forceful considerations: for example, they will probably decipher an uncertain demonstration, similar to somebody catching them, as unfriendly, said study analyst Craig Anderson, a therapist and teacher at Iowa State University. They were additionally more prone to see forceful conduct as a proper approach to react to incitement, ... Get more on HelpWriting.net ...
  • 56.
  • 57. Video Games And The Video Game Industry In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019 analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the market since. ("Video Games in the United States"). Due to the unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show more content on Helpwriting.net ... In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly new industry. As well, the market was not fully utilized and allowed new small startups to be formed. These startups were making games as fast as they could, because as soon as any game hit the market it sold swiftly. As time went on, the number of startups grew and the market value could not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so full of games, most which were rushed, terrible excuses for a game, that the market finally popped like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit appears to have been a flood of poor quality games" (Boyd). These poor quality games sold abysmally and if the company, making the game, was not large enough, the company would fail as most could only make one game before losing all of their money. The startups failing left and right, and the enormous amount of bad games were causing many to lose interest in games, further hurting the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to write off home video games altogether, referring to them as a passing fad" (Boyd). Like all industries, if the consumers losses interest then the consumer 's' money losses interest in the industry. With the overflowing number of crappy ... Get more on HelpWriting.net ...
  • 58.
  • 59. Video Addiction : Video Game Addiction Video Game Addiction Video game addiction is just like any other addiction in the world! Though it might not be as deadly or destructive to the body as smoking or drinking alcohol, it can be just as dangerous. According to psychiatrist Michael Brody, MD, a definition of addiction would be: 1. The person needs more and more of a substance or behavior to keep him going. 2. If the person does not get more of the substance or behavior, he becomes irritable and miserable (Bakker) According to the definition given above, compulsive gaming meets these criteria, and withdrawal symptoms can occur. "The lure of a fantasy world is especially pertinent to online role–playing games. These are games in which a player assumes the role of a fictional character and interacts with other players in a virtual world. As Young puts it, an intelligent child who is unpopular at school can "become dominant in the game." The virtual life becomes more appealing than real life." (Bakker). Video game addiction might not seem like a big deal when compared to drug or alcohol addiction but it can and will ruin a life. If a child spends 4 to 5 hours a day playing a video game by the time he is 21 he will only have the social skills of a 12 year old. If he gives of playing sports or going to hang out with his friends he wont know how to talk to women when he is older and or be lazy and unathletic. If an older person becomes an addict to video games it can jeopardize their job or relationship. According to ... Get more on HelpWriting.net ...
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  • 61. Video Games And The Video Game Industry Video Games and the Video Game Industry The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual's health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today's generation. However, video games and their industry are much more beneficial than they are perceived to be. Today the video gaming industry employs thousands of people worldwide. The video gaming industry has grown to support other industries. In the 21st century, the video game industry produces ... Show more content on Helpwriting.net ... Stories, visual art forms and music are contained in video games to help provide entertainment. There are few other mediums that utilize all of the art forms used in video games. Video games have been accepted as its own art form in modern society. Inside the Smithsonian American Art Museum there is a video game exhibit that showcases the progression of video games. More artists can thrive in today's world now that a new art form exists. Video games have positively influenced our culture, for it allows artists to express themselves and inspire creativity in others. The video game industry has become a large contributor to the global economy. The creation of a video game requires collaboration from artists, musicians, authors and programmers. The effect of video games is not just local, but global as different companies from across the globe are involved in producing and distributing video games. Profits surrounding the video game industry are substantial in Canada and other countries. The video game industry adds 2.3 billion dollars to Canada's GDP every year (Entertainment Software Association of Canada, 2014, p. 4). The result of this growing industry is more employment to develop and produce video games. The video gaming industry also employs those who play video games competitively. The competitive gaming environment is known as esports or electronic sports. There are several video games that are played and watched in a competitive ... Get more on HelpWriting.net ...
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  • 63. Video Editing Experience : My Video Editing Experience My Video Editing Experience A long time I decided to live the zombie life as a video editor and during that time I had to experience a lot of workflow to get good at it. In the beginning of learning it was difficult and there were so many different programs to edit with, but during the time I did not know about which were professional or not. For example, when I first started I used a program called Window Movie Maker, and without doubt it was not very useful since there were only limited tools that the program holds; Since I did not know any better at the time I easily continued to work with the program for a couple months, which was the most difficult start of my experience. For example, there were obstacles such as slow render, 15 effects or less, and very rigid transitions from clips to clips. When it came to actual editing, I was amateurish as well, but that's normal for anyone that's new to a hobby that they want to learn by experience; The way I synched the lyrics or beats to my clips were off at first, as well as the quality, which was poor. In fact, I did not even know how to discover a source to download the type of footage I worked with at the time. After 3 or 4 months of editing, I finally made my first friend that does the same hobby as me, and he then helped me locate high quality clips. My friend was from Germany and of course I was from the United States, so we both helped each other grow as editors as time passed, even as it was difficult we had fun ... Get more on HelpWriting.net ...
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  • 65. Video Game Industry I – Introduction: Video games are teachers that involve players into the virtual world. Nowadays, many video games include violence in many of its aspects such as war, stealing, slaying and many more. According to Video Games ProCon, "10 of the top 20 best–selling video games in the US contained violence." (ProCon, 2014), they also believe that violent video games have not only cons but also pros; they stated that "Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled." (ProCon, 2014). However, the RWJF Blog team stated that the California law describes Violent Video Games as a "video game in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being." (Fisk, 2010) meaning that when playing those games, the player is not left with any option to resolve the issue but the previous ones. Many people believe that Violent Video Games may have a negative impact on minors. According to the case, the legislature of the California state propagated a law that bans underage minors from buying or renting video games that include any form of violence, they believe that those games promotes the feelings of aggression among minor players. The law was ... Get more on HelpWriting.net ...
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  • 67. Video Games : Video Game Addiction Xiaomin Tong Professor Rebecca Gray Writing 39C 30 April 15 Video Games Addiction in Asia For the past decades, video games have been accessible to varied kinds of groups all over the world, which are from children to adults. Meanwhile, problems of online games addiction are arising particularly rapid and evident, especially in Asia. According to the news "Gaming Addiction On the Rise in Asia" by Paul Gaita, nearly 1.2 billion out of 84 million of world wide online gamers are Asians, which has led Asia to be the chief of video game addiction. (Gaita) Also, Andrei Dinu, an author at Lerablog, points out that even though Asia is at the technological cutting–edge, it unluckily becomes the boss of video game addiction. (Dinu) With this fast growth of video gaming popularity, the public has voiced their concerns. For example, Mary Schlimme, in her research paper, she declared, "All addictions can be dangerous and harmful to the addicted person and others around him; however, video game addiction can be particularly detrimental to children." (Schlimme) In other words, computer games indulgence hurts people with no boundary, but especially to children. Even though a lot of researchers put forward their argument that violent video games could release one's desire for acting violently, there is an increasing number of evidence proving that excessively playing video games can lead to a higher level of poor physical health and aggressive behavior on teens and pre–teens. 1. History ... Get more on HelpWriting.net ...
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  • 69. Video Game Violence : Violent Video Games Brandon P. Student Ms. Dunn and Mrs. Davis English III 27 March 2015 Video Game Violence Violent video games have been being created since the first console. Yet only recently have we been blaming them for aggression in the player. We as humans have a tendency to blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in many ways in this situation but mainly people point to the anger that's brought out in the real world after the game or maybe it's the gamers' tendency to have outburst will playing the game. Both these thing show anger but do they really show that the game is what caused it. This same situation could be put in the place of me eating a potato and getting angry right after is it really the potatoes fault no. everyone get frustrated here and there could it not be that the player is only getting frustrated with the game same as if I was to get frustrated with trying to open something. Anger is a mysterious thing we all have it just some of us choose to show it more than others whether it be for one reason or another. Aggression is not the same thing a assertiveness. will playing games that include a vs. mode if the player was to die or be defeated by another player they usually want to retaliate and most people call this aggression but it's not it's the player trying to show his assertiveness over the other or that he's better so basically if you have in aggressive beaver ... Get more on HelpWriting.net ...
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  • 71. Video Games : Video Game Video Games People will be surprise for what I am going to talk about. To start I have to tell a little bit about the topic "video games". Video games is any electronically game played with the help of controller and consoles connected to a television or a computer. People can find different kinds of video games as action, shooters action adventure, and management simulation, role playing games, strategy and racing. The first video games were created by scientist and programmers after the Second World War. The first video games simulated shot missiles to objects flying. But until 1972 was created the first home video system called Magnavox Odyssey. This video games were too simple that people only can move and objet down and up. One of the famous games was called "Ping Pong". But Sonny and Microsoft revolutionized video games making them more enjoyable and complex. Now days people can play video games everywhere and anytime with the help of a console or computer. People can play online with gamers from different countries around the world. Now I can start, people hear about video games always think about violence. But what they do not know it is that besides violence exist other big problem that can be new for all of them. It is called addictions. Aviv Malkiel Weinstein said that "Computer game addiction is excessive or compulsive use of computers and video games that may interfere with daily life". How a person who play video games can become an addicted? It can be ... Get more on HelpWriting.net ...
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  • 73. The Right Motion Designer For Your Video Essay How to Find the Right Motion Designer for Your Video Hiring a designer for your video can be a nerve–wracking endeavour – especially if you're from a completely different field and don't know what things to pay attention to. So we've collected some useful tips for you to help you find the perfect motion graphic designer to make all your video dreams come true. How and where to find a motion designer or video production company Word of mouth Ask your colleagues, friends, acquaintances or your mum. Who do they work with or whom have they used in the past? If you're lucky, you'll get several recommendations. And the best is, since they have worked with the designer in the past, they'll be able to give you a first–hand account of their experience with the designer in question. Check out pages and designs you like Are there any videos that you like because they're smart and well designed? They grab your attention, convey a clear message and are just stunning works of art? Then find out who made them. Often you will find the name of the designer or the studio in the credits, otherwise just email the company to find out. If you like the style and require something similar, that person might be a good fit. And even if it doesn't work out they might recommend someone else to you. Post a job ad Let them come to you. The advantage with a job posting is that you can just wait for applications to come in. However, you'll miss out on personal recommendations and you might have a lot ... Get more on HelpWriting.net ...
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  • 75. Video Gameplay Of Video Games Video Gaming has played a major factor for video gamers worldwide, this brings the expertise of video game developers to develop the next generation of video games. Video gamers(?) in Japan and the United States share the enjoyment in playing video games. What is the history behind video games? What are the prices of video games in Japanese? What are the prices of video games in the United States? How are American and Japanese video games are different? There are similarities and differences in both cultures in video games. The history behind video games all started with theis console, invented was a rectangular brown cube with two attached controllers, and its name was "Brown Box". Ralph H. Baer was the inventor of this console, which it was released in 1967. He made it to where it can be connected to any ordinary television set. They were six games for this console including: Ping–Pong, tennis, handball, volleyball, chase games and a light–gun game. In 1975, Atari marketed the PONG arcade machine. In the same year Magnavox released Odyssey 100 and 200. Nintendo released its first console in Japan in 1977. In the 1980's video games became very popular. Many people became bored of the PONG like games and wanted something new. They made games such as Pac–man (1980), Mario Bros (1983), The Legend of Zelda (1986), Final Fantasy (1987), Golden Axe (1988), etc. The video game industry soon shifted to making cartridge video games instead of built in games (this is a direct ... Get more on HelpWriting.net ...
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  • 77. Video Games And The Video Game Industry The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting to arise. The market for video games has remained the same except for the actual devices in it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net ... However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that "honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part, the quality of video games has improved since the crash. The company Nintendo puts their seal of quality on all of their games. Gamers also act like quality control for video games, however it is usually after the game is released. Gamers, typically, expect a certain standard for their video games, and some will advocate not buying a game so the company will learn from their mistake. For the most part, this does work, but some bad games can still slip through the cracks. A tragic example of this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies. In 2011, at the video game convention E3, a demo was shown to demonstrate this new game. Unfortunately, this demo was completely fabricated. When the game was released, it lacked the realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam Workshop is a place where normal people can sell their own created games. However, there is no quality control. ... Get more on HelpWriting.net ...