Essays 31 - 60
In seven pages this paper discusses how popular culture's void is being unsatisfactorily filled by video games and other types of ...
In eight pages this paper discusses how to start up a video game or electronics business in a consideration of planning and analys...
a solid light blue background. Darker blue rises from the bottom of the screen and solidifies into the outline of a castle and a v...
useful training for real life situations (Clapperton, 2007). Another study found that doctors who played video games were genera...
when one is watching television rather than having any other experience" (Winn). But Johnson finds something of value in this expe...
carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...
potential money boon for Atari, this trend could also lead to some interesting cross-promotional ideas (as the advertisers might f...
have been more willing to help people in need. Now, they shrug off horrific events. For some, this is evidence of desensitization....
which engineers would have interest, even though that has been a rarity in Silicon Valley for the past several years. Rather, the...
games and the computer, it rises up between 35 and 55 hours a week (Gentile et al., 2004; 1235). Through this much media exposure ...
countrys urban children, playing "in the woods," or in the local park has become too dangerous, that it is better that they explor...
clarity, with distinct jagged edges apparent with PS2s 128-bit Emotion Engine. This "flaw" may not be readily visible when the sy...
far too many titles are filled with gratuitous violence and unnecessary sexual implications that infiltrate impressionable minds. ...
to play unsupervised or accompany them to a park. Immense social and economic changes have dictated shifts in how families ...
greater speed, power and versatility were the most successful in the industry. Likely Sonys intention for including communication...
In sixteen pages this paper discusses how gender identity and roles are influenced by various video games. Twenty sources are cit...
but it is highly encouraged" (Farrales, 2004). This argument is that there should be regulations insisting that such labels always...
then, after a time, actions follow (Waliszewksy and Smithouser, 2001). The human brain, they note, doesnt need that "garbage" (Wal...
"numerous secrets hidden within this dark and intimidating game. And in an added twist, not only did combatants spew puddles...
This research paper covers a variety of topics that pertain to media in contemporary culture. Topics include social media, the Hol...
This paper argues that both adults and children can be negatively impacted by violent video games. The medial plays a dual role i...
After school programs might be a positive factor in dissuading kids from excessively playing video games. There are five sources l...
Presents an overall feasibility study for a fictitious video game entitled "Drink Up!" There are 3 sources listed in the bibliogra...
the transportation of video gaming terminals in the state. Manufacturers and suppliers who are shipping terminals into Illinois m...
often requires a committed response with a fully developed team and accompanying strategy. Such an undertaking also requires commi...
simply appealing to adolescent boys, as many adults, including women, also enjoy video gaming. One survey, conducted by the gaming...
games by young players (Teng, Chong, Siew, & Skoric, 2011). The researchers attempted to produce a "clear consensus" on this subje...
14 hours per week of television and spend an average of 6-7 hours per day viewing various media" (LeBlanc, 2003, p. 329. Furthermo...
deviance, and personality disorders. Cultural attitudes are transferred from one generation to another, and the first generation...
further emphasized and supported through an article wherein the authors note that, "Although numerous studies have shown that play...