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Essays 31 - 60

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...

Personal Definition Of Video Games

methods of book reading; given the multitude of students who have at least some level or type of learning and/or attention disorde...

Possible Benefits Of Video Games On Academics & Academic Studies

game makes it obvious how this long-considered time wasting, socially depriving commodity be put to use for its beneficial propert...

Developing Professional Identity

New therapists or counselors will continue to develop who they are through additional study, discussions, and most of all, experie...

Slide Show Video Script

on an original motor-related project of their own. Cut: The White House. By 1991, the idea for a V-14 engine was ...

'Big Questions The Greeks' as Part of the For the Love of Wisdom PBS Series

yet differentiated between having a form and embodying that form. Aristotle, on the other hand, proposed that a form, with the exc...

Parenting and Gender

men have defined women and when it comes to parenting, to a great extent, men define their daughters. Allen (1983) also notes th...

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, 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...

Positive Public Policy

After school programs might be a positive factor in dissuading kids from excessively playing video games. There are five sources l...

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...

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...

Violence and Video Games

further emphasized and supported through an article wherein the authors note that, "Although numerous studies have shown that play...

Video Gaming in Today's Society

minutes. Researchers assessed their problem-solving ability by examining the types of cognitive, goal-oriented, game-oriented, emo...

Coke IMC Plan

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

Capitalizing on Student Interest in Video Games

to our young people, we now have to contend with even more gruesome games like "MadWorld", a recent game released for the Wii game...

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...

Analysis of a Video Gaming Business Startup

In eight pages this paper discusses how to start up a video game or electronics business in a consideration of planning and analys...

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 ...

Research Proposal on Aggressive Behavior and the Effects of Video Game Playing

do not interact with others fail to learn the social skills necessary for positive interpersonal relationships. Despite the inte...

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 ...

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...

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...