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Essays 31 - 60

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...

Effects of Video Games on American Culture

deviance, and personality disorders. Cultural attitudes are transferred from one generation to another, and the first generation...

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...

Gender Identy as Affected by the Media and Video Gaming

A 16 page essay exploring gender roles as they are affected by the media and by video games. These influences promote aberrant vi...

Capitalizing on Student Interest in Video Games

to our young people, we now have to contend with even more gruesome games like "MadWorld", a recent game released for the Wii game...

Impact Of Video Game Violence On Children

is considered to be one of the most important parts of intelligence." Contrary to this viewpoint is the majority who claim ...

Children, Accelerated Technological Progress And Antisocial Development

Indeed, Internet communication has virtually altered the manner by which mankind interacts with his entire world; people who other...

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...

Positive Public Policy

After school programs might be a positive factor in dissuading kids from excessively playing video games. There are five sources l...

Gender Stereotyping in Video Games

simply appealing to adolescent boys, as many adults, including women, also enjoy video gaming. One survey, conducted by the gaming...

Violent Media and its Cultural Effects

games by young players (Teng, Chong, Siew, & Skoric, 2011). The researchers attempted to produce a "clear consensus" on this subje...

FEASIBILITY ANALYSIS: GAME ON INC.

Presents an overall feasibility study for a fictitious video game entitled "Drink Up!" There are 3 sources listed in the bibliogra...

Emergency Revisions by Illinois Gaming Board

the transportation of video gaming terminals in the state. Manufacturers and suppliers who are shipping terminals into Illinois m...

Team Organization and Leadership: Managing Project Teams

often requires a committed response with a fully developed team and accompanying strategy. Such an undertaking also requires commi...

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...

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...

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...

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...

Internet Copyright Issues and Legalities

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

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 ...