YOU WERE LOOKING FOR :VIDEO GAME INDUSTRY AN OVERVIEW
Essays 31 - 60
In eight pages this paper discusses how to start up a video game or electronics business in a consideration of planning and analys...
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 5 pages the cultural and social reasons why the increase in violent behavior has desensitized contemporary society particularly...
In seven pages this paper analyzes the technology employed in the creation of the Mortal Kombat video game. Six sources are cited...
In sixteen pages this paper discusses how gender identity and roles are influenced by various video games. Twenty sources are cit...
greater speed, power and versatility were the most successful in the industry. Likely Sonys intention for including communication...
safety factors mentioned above, kids are able to work out their penned up frustrations, improve dexterity and experience what it i...
her partner Michael. The fact that Nikita is intelligent and a proficient marksman should be quite attractive to girls and women. ...
then, after a time, actions follow (Waliszewksy and Smithouser, 2001). The human brain, they note, doesnt need that "garbage" (Wal...
but it is highly encouraged" (Farrales, 2004). This argument is that there should be regulations insisting that such labels always...
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....
countrys urban children, playing "in the woods," or in the local park has become too dangerous, that it is better that they explor...
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 ...
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 ...
useful training for real life situations (Clapperton, 2007). Another study found that doctors who played video games were genera...
when one is watching television rather than having any other experience" (Winn). But Johnson finds something of value in this expe...
carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...
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...
14 hours per week of television and spend an average of 6-7 hours per day viewing various media" (LeBlanc, 2003, p. 329. Furthermo...
play in a variety of demographic groups. Players in the 20s, 30s, 40s and even 50s are on-line playing these interactive games. ...
further emphasized and supported through an article wherein the authors note that, "Although numerous studies have shown that play...