YOU WERE LOOKING FOR :Gender Stereotyping in Video Games
Essays 31 - 60
According to that particular definition, finding a body in a pool of blood would count while Kramer bumping into a door on the Sei...
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...
In ten pages this paper discusses what must be considered when marketing home video games to the Singapore market in a considerati...
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...
do not interact with others fail to learn the social skills necessary for positive interpersonal relationships. Despite the inte...
In twelve pages this research paper evaluates whether The Age of Empires video game can educate players on the real strategies mod...
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. ...
countrys urban children, playing "in the woods," or in the local park has become too dangerous, that it is better that they explor...
safety factors mentioned above, kids are able to work out their penned up frustrations, improve dexterity and experience what it i...
In eight pages this report discusses Internet video games, software, and music distribution and issues of legality and copyrights ...
In seven pages this paper analyzes the technology employed in the creation of the Mortal Kombat video game. Six sources are cited...
In 5 pages the cultural and social reasons why the increase in violent behavior has desensitized contemporary society particularly...
is the effect of video games on youth. Teens are now more aggressive than ever. Columbine is a prime example of what such critics ...
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...
to our young people, we now have to contend with even more gruesome games like "MadWorld", a recent game released for the Wii game...
minutes. Researchers assessed their problem-solving ability by examining the types of cognitive, goal-oriented, game-oriented, emo...
14 hours per week of television and spend an average of 6-7 hours per day viewing various media" (LeBlanc, 2003, p. 329. Furthermo...
useful training for real life situations (Clapperton, 2007). Another study found that doctors who played video games were genera...
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...
carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...
when one is watching television rather than having any other experience" (Winn). But Johnson finds something of value in this expe...
greater speed, power and versatility were the most successful in the industry. Likely Sonys intention for including communication...
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 ...
but it is highly encouraged" (Farrales, 2004). This argument is that there should be regulations insisting that such labels always...