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Essays 31 - 60

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...

Blackjack and Card Counting

In five pages this paper examines Blackjack in this overview that considers the game's history and various strategies to improve w...

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...

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...

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...

Internet Copyright Issues and Legalities

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

Modern Society and Desensitization

In 5 pages the cultural and social reasons why the increase in violent behavior has desensitized contemporary society particularly...

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...

Gender Identity and the Impact of Video Games

In sixteen pages this paper discusses how gender identity and roles are influenced by various video games. Twenty sources are cit...

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...

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...

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. ...

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...

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...

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 and Violence

have been more willing to help people in need. Now, they shrug off horrific events. For some, this is evidence of desensitization....

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...

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. ...

Obesity and Childhood

to play unsupervised or accompany them to a park. Immense social and economic changes have dictated shifts in how families ...

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 ...

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...

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...

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...

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...

Modern Computing and PC Gaming

play in a variety of demographic groups. Players in the 20s, 30s, 40s and even 50s are on-line playing these interactive games. ...

Violence and Video Games

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