YOU WERE LOOKING FOR :VIDEO GAME INDUSTRY AN OVERVIEW
Essays 31 - 60
In five pages this paper examines Blackjack in this overview that considers the game's history and various strategies to improve w...
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...
In ten pages this paper discusses what must be considered when marketing home video games to the Singapore market in a considerati...
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...
greater speed, power and versatility were the most successful in the industry. Likely Sonys intention for including communication...
In sixteen pages this paper discusses how gender identity and roles are influenced by various video games. Twenty sources are cit...
but it is highly encouraged" (Farrales, 2004). This argument is that there should be regulations insisting that such labels always...
then, after a time, actions follow (Waliszewksy and Smithouser, 2001). The human brain, they note, doesnt need that "garbage" (Wal...
potential money boon for Atari, this trend could also lead to some interesting cross-promotional ideas (as the advertisers might f...
have been more willing to help people in need. Now, they shrug off horrific events. For some, this is evidence of desensitization....
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...
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...
games by young players (Teng, Chong, Siew, & Skoric, 2011). The researchers attempted to produce a "clear consensus" on this subje...
simply appealing to adolescent boys, as many adults, including women, also enjoy video gaming. One survey, conducted by the gaming...
After school programs might be a positive factor in dissuading kids from excessively playing video games. There are five sources l...
This research paper covers a variety of topics that pertain to media in contemporary culture. Topics include social media, the Hol...
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...
often requires a committed response with a fully developed team and accompanying strategy. Such an undertaking also requires commi...
useful training for real life situations (Clapperton, 2007). Another study found that doctors who played video games were genera...
play in a variety of demographic groups. Players in the 20s, 30s, 40s and even 50s are on-line playing these interactive games. ...
when one is watching television rather than having any other experience" (Winn). But Johnson finds something of value in this expe...
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 ...