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Teen Aggression and Video Games

is the effect of video games on youth. Teens are now more aggressive than ever. Columbine is a prime example of what such critics ...

Technology and the Mortal Kombat Video Game

In seven pages this paper analyzes the technology employed in the creation of the Mortal Kombat video game. Six sources are cited...

Global Video Game Consoles

of Realism There is little doubt that competition is a given factor among most businesses that are attempting to globalize...

Video Conceptual Framework Design for a First Person Shooter Game Based on the La Femme Nikita TV Series

her partner Michael. The fact that Nikita is intelligent and a proficient marksman should be quite attractive to girls and women. ...

An Article Analysis on Video Game Playing Advantages

countrys urban children, playing "in the woods," or in the local park has become too dangerous, that it is better that they explor...

Learning Process and Live Video's Impact Proposed Thesis

learning, or learning on ones own, can be isolating and exhausting. Without appropriate interaction, it seems that individuals are...

Youth, Children and Music Videos' and Lyrics' Impact

In five pages this paper examines the impact of explicit music videos and song lyrics upon young children. Five sources are cited...

Hollywood Video and Blockbuster Video

In six pages these two video companies are examined in terms of how shifting focus by building its present business might prove ad...

Lacrosse's History

In nine pages this paper considers lacrosse from its Native American origins until the contemporary game with a discussion of how ...

Prayer at High School Football Games

In six pages the Supreme Court's decision to prohibit high school students leading public prayer prior to football games is examin...

In Defense of Gaming

the most important issue is "the way youre thinking that matters" (Johnson 40). In other words, Johnson focuses on the fact that ...

Children, Accelerated Technological Progress And Antisocial Development

Indeed, Internet communication has virtually altered the manner by which mankind interacts with his entire world; people who other...

Health Promotion/Childhood Obesity

14 hours per week of television and spend an average of 6-7 hours per day viewing various media" (LeBlanc, 2003, p. 329. Furthermo...

Coke IMC Plan

soft drink. Further, younger consumers generally have fewer concerns over weight. Younger consumers greater levels of phys...

FEASIBILITY ANALYSIS: GAME ON INC.

Presents an overall feasibility study for a fictitious video game entitled "Drink Up!" There are 3 sources listed in the bibliogra...

Team Organization and Leadership: Managing Project Teams

often requires a committed response with a fully developed team and accompanying strategy. Such an undertaking also requires commi...

Violent Media and its Cultural Effects

games by young players (Teng, Chong, Siew, & Skoric, 2011). The researchers attempted to produce a "clear consensus" on this subje...

Questions on Media, Power and Culture

This research paper covers a variety of topics that pertain to media in contemporary culture. Topics include social media, the Hol...

Effects of Violence in the Media

According to that particular definition, finding a body in a pool of blood would count while Kramer bumping into a door on the Sei...

Video versus Real Simulation and Corporate Strategy

In twelve pages this research paper evaluates whether The Age of Empires video game can educate players on the real strategies mod...

Void of Popular Culture

In seven pages this paper discusses how popular culture's void is being unsatisfactorily filled by video games and other types of ...

Modern Society and Desensitization

In 5 pages the cultural and social reasons why the increase in violent behavior has desensitized contemporary society particularly...

Internet Copyright Issues and Legalities

In eight pages this report discusses Internet video games, software, and music distribution and issues of legality and copyrights ...

The Play's the Thing by Ted C. Fishman

safety factors mentioned above, kids are able to work out their penned up frustrations, improve dexterity and experience what it i...

Comparative Analysis of XBox by Microsoft and PlayStation by Sony

clarity, with distinct jagged edges apparent with PS2s 128-bit Emotion Engine. This "flaw" may not be readily visible when the sy...

Obesity and Childhood

to play unsupervised or accompany them to a park. Immense social and economic changes have dictated shifts in how families ...

U.S. Launch of the Sony Playstation 2

greater speed, power and versatility were the most successful in the industry. Likely Sonys intention for including communication...

Societal Impact of the Media

then, after a time, actions follow (Waliszewksy and Smithouser, 2001). The human brain, they note, doesnt need that "garbage" (Wal...

Opportunities and Atari

potential money boon for Atari, this trend could also lead to some interesting cross-promotional ideas (as the advertisers might f...

Children and Media Violence

games and the computer, it rises up between 35 and 55 hours a week (Gentile et al., 2004; 1235). Through this much media exposure ...