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Singapore and the Marketing of Video Games

In ten pages this paper discusses what must be considered when marketing home video games to the Singapore market in a considerati...

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...

Ethics, Labeling, and Video Games

the human race as long as there has been any structured form of society. In present times America finds itself in a constant battl...

Violence and Video Games

top out at $500 million (Elmer-Dewitt, Dickerson and Jackson PG). "Mortal Kombat", one of the games which is considered more viol...

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 ...

Obesity and Childhood

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

Target Market Changes to Home Video

far too many titles are filled with gratuitous violence and unnecessary sexual implications that infiltrate impressionable minds. ...

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...

How Warner Bros. Uses the Web as Discussed in Billboard Magazine

in order to broadcast these artists over the Internet. Warner Bros. Inc. was quick to recognize a prime opportunity by coming abo...

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...

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...

Emergency Revisions by Illinois Gaming Board

the transportation of video gaming terminals in the state. Manufacturers and suppliers who are shipping terminals into Illinois m...

Video Games, Sex and Violence

but it is highly encouraged" (Farrales, 2004). This argument is that there should be regulations insisting that such labels always...

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...

Public Values and How They Are Influenced by Special Interest Groups Regarding Video Game Violence

"numerous secrets hidden within this dark and intimidating game. And in an added twist, not only did combatants spew puddles...

Impact Of Video Game Violence On Children

is considered to be one of the most important parts of intelligence." Contrary to this viewpoint is the majority who claim ...

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...

Gender Identity and the Impact of Video Games

In sixteen pages this paper discusses how gender identity and roles are influenced by various video games. Twenty sources are cit...

Internet Copyright Issues and Legalities

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

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. ...

Opportunities and Atari

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

Video Games and Violence

have been more willing to help people in need. Now, they shrug off horrific events. For some, this is evidence of desensitization....

India and Video Game Supplying

which engineers would have interest, even though that has been a rarity in Silicon Valley for the past several years. Rather, the...

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 ...

Analyzing Cervantes, Kafka, and Morrison

Several authors are featured in this paper consisting of ten pages as writing styles are the emphasis in an analysis of the works ...

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...

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 ...

Modern Society and Desensitization

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