YOU WERE LOOKING FOR :Effects of Video Games on American Culture
Essays 31 - 60
of Realism There is little doubt that competition is a given factor among most businesses that are attempting to globalize...
her partner Michael. The fact that Nikita is intelligent and a proficient marksman should be quite attractive to girls and women. ...
safety factors mentioned above, kids are able to work out their penned up frustrations, improve dexterity and experience what it i...
countrys urban children, playing "in the woods," or in the local park has become too dangerous, that it is better that they explor...
In eight pages this report discusses Internet video games, software, and music distribution and issues of legality and copyrights ...
After school programs might be a positive factor in dissuading kids from excessively playing video games. There are five sources l...
In seven pages this paper analyzes the technology employed in the creation of the Mortal Kombat video game. Six sources are cited...
This paper argues that both adults and children can be negatively impacted by violent video games. The medial plays a dual role i...
the human race as long as there has been any structured form of society. In present times America finds itself in a constant battl...
top out at $500 million (Elmer-Dewitt, Dickerson and Jackson PG). "Mortal Kombat", one of the games which is considered more viol...
According to that particular definition, finding a body in a pool of blood would count while Kramer bumping into a door on the Sei...
is the effect of video games on youth. Teens are now more aggressive than ever. Columbine is a prime example of what such critics ...
In 5 pages the cultural and social reasons why the increase in violent behavior has desensitized contemporary society particularly...
In twelve pages this research paper evaluates whether The Age of Empires video game can educate players on the real strategies mod...
In eight pages this paper discusses how to start up a video game or electronics business in a consideration of planning and analys...
14 hours per week of television and spend an average of 6-7 hours per day viewing various media" (LeBlanc, 2003, p. 329. Furthermo...
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...
minutes. Researchers assessed their problem-solving ability by examining the types of cognitive, goal-oriented, game-oriented, emo...
soft drink. Further, younger consumers generally have fewer concerns over weight. Younger consumers greater levels of phys...
further emphasized and supported through an article wherein the authors note that, "Although numerous studies have shown that play...
A 16 page essay exploring gender roles as they are affected by the media and by video games. These influences promote aberrant vi...
to our young people, we now have to contend with even more gruesome games like "MadWorld", a recent game released for the Wii game...
is considered to be one of the most important parts of intelligence." Contrary to this viewpoint is the majority who claim ...
Indeed, Internet communication has virtually altered the manner by which mankind interacts with his entire world; people who other...
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...
carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...
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 ...