YOU WERE LOOKING FOR :Taking Video Games to China
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 seven pages this paper discusses how popular culture's void is being unsatisfactorily filled by video games and other types of ...
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...
In seven pages this paper analyzes the technology employed in the creation of the Mortal Kombat video game. Six sources are cited...
In eight pages this report discusses Internet video games, software, and music distribution and issues of legality and copyrights ...
In ten pages this paper discusses what must be considered when marketing home video games to the Singapore market in a considerati...
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 three pages this paper discusses China's post Confucianism cultural and philosophical transitions within the context of this bo...
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...
In five pages this paper examines the 1587 collapse of China's Ming dynasty as depicted in Ray Huang's text....
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...
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...
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...
"numerous secrets hidden within this dark and intimidating game. And in an added twist, not only did combatants spew puddles...
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....
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...
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 ...
carry out business. We will assume that there is the company has several members of staff with language skills and with internatio...
further emphasized and supported through an article wherein the authors note that, "Although numerous studies have shown that play...