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Essays 31 - 60

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...

Adults and the Controversy Surrounding Video Games

This paper argues that both adults and children can be negatively impacted by violent video games. The medial plays a dual role i...

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 ...

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...

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...

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...

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...

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 ...

Exporting Games; Company Organization and Strategy

carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...

Johnson: "Everything Bad Is Good for You"

when one is watching television rather than having any other experience" (Winn). But Johnson finds something of value in this expe...

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...

Internet Copyright Issues and Legalities

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

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. ...

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...

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...

Advertising Analysis/3 Gaming Ads

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...

The Effects of Video Games on Young People

useful training for real life situations (Clapperton, 2007). Another study found that doctors who played video games were genera...

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...

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...

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...

Target Market Changes to Home Video

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