Video Games Essay

  • WARNING. Video Games Essay

    Another positive aspect of video games is the potential educational gains. Children in the twenty-first century are now learning their alphabet, colors, and numbers through the use of technology. This style of learning is rapidly growing and gaining popularity throughout the country. “Future learning could be well served by video games” because interactive learning triggers memory in the brain (Source B). Video games provide an easier way for students to focus whereas teacher-led discussions may

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  • Video Games and Violence Essay

    this idea of games causing aggression—and by association, violent acts—seem to be outnumbered by those who agree with it, but their numbers do not faze them in making claims that the games have not been proven to cause aggression, but may be a side effect of a violent culture. Matt Peckham, in an article entitled “Researcher Says Linking Video Games to Gun Violence is a ‘Classic Illusory Correlation’” published by TIME magazine on October 8th, 2013, illustrates how the assumption of games causing violent

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  • Music in Video Games Essay

    This increase in emotional portrayal can also be seen as the first step towards the rise of programmatic music in video games. Another technological improvement in the industry which improved the quality of music in video games was the increase in the amount of Audio Random- Access-Memory (ARAM). The ARAM is a memory storage area which performs two main functions. The first of its functions is to store data concerning the layout of a song. This data contains information such as which voices

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  • Violence in Video Games Essay

    both non-violent video games such as 3D pin-ball and played violent video games such as Mortal Kombat. They then gave each participant three different incomplete stories with twenty unique endings that the participants could pick from. Based on the endings the participants chose was how Bushmann and Anderson evaluated their aggression level. They found that playing the non-violent video games did not increase the participants aggression at all while playing the violent video games significantly did

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  • Essay on Video Game Violence

    In addition, many studies use games that are wildly outdated and mismatched in their studies. One such study used the games Wolfenstein 3D and Myst, both from the early nineties, and in completely genres. Certainly more modern games would be more appropriate for proving whether or not violent games cause violent behavior, and certainly with less of a disconnect between the games than there would be between a shooter and a puzzle game, which Wolfenstein 3D and Myst are respectively.(Kushner) Furthermore

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  • Essay on Video Game Addiction

    Some have spoke of withdrawal-like symptoms when the gamer goes without playing for any length of time. Just to clarify, just because you play a lot of video games does not mean you are addicted. Addicts have been known to play games consistently over a period of several days. One case of this is a boy, Xu Yan, who died after playing online games consistently for over fifteen days. Another is of a man who died from cardiac arrest after playing StarCraft continuously for fifty hours. There is a large

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  • Essay on Video Games and Violence

    Some teens gets so involved in the game, that they acts like they are a part of the game, because they lose focus, and become angry and take it out on whose every around. As Anderson (2014) noted teens who play these type of games are always on a defense, they are more likely to become violent with others for no apparent reason, someone can bumped into them accidentally, and their ready to fight. Teens that are addicted to video games and play violent games all the time could be doing poorly

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  • Essay on The Video Game Delivery

    environment, the new | |Web-based application and support structure will allow the company to enter a new industry as an e-commerce vendor but focus on a | |specific market segment by providing platform-free, educational and sports-related video games only. This will enable the company to | |earn revenue by charging its customers a membership/subscription fee, and generate profits by providing a forum for advertisements. | |.

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  • Essay on Violence & Video Games

    (Carey) Marybeth Hicks of The Washington Times agrees that “Violent video games also can be addictive as players experience the “thrill of the kill” and seek to feed the emotional response that these games stimulate. Initial studies indicate that teenaged boys are especially susceptible to gaming addiction because of the way their brains respond. It’s the addictive behavior, more so than the threat of becoming a violent criminal, that puts young men most at risk.” Most of us can at least once

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  • Violence in Video Games Essays

    fact I do believe that for people with undeveloped pysches (children and young adolescents) the effects of, what to me are completely fictitious "games," might be more influential, in that if they don't have the tools to rationalize the material they are presented with, but I think that the vast majority define video games as exactly what they are, games. It is the parents job to be explain to their children the difference between fantasy and reality, a bunch of latch key kids who don't have any role

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  • Essay on Violence and Video Games

    reciprocity, and lengthwise studies, indicating that computer game exposure causally affects social outcomes which there are each short and long effects. “The present meta-analysis provides clear evidence that pro-social video game exposure increases helping and decreases aggression” (Greitemeyer). No one is really immune to video game violence completely. Studies were done that showed, people who played violent video games became more aggressive and anti-social. That has a lot

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  • Essay on video game violence

    age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.” (ESRB website) The rating system starts with E: everyone all the way to A: adults. Games with violence usually get T: teens or an M: mature. This form of rating is the equivalent to the rating systems used for motion pictures and television. Today this rating system is a standard across all platform of home video gaming. It is

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  • The Effects of Video Games Essay

    ideas about how smart they were or their capabilities and perceived that these were fixed traits (something that couldn’t be altered). But adolescents that were praised for the efforts (Your really smart! Keep up the good work!) Through the use of video games developed a new theory that intelligence is an malleable trait something that could be altered through the use of time and effort. This study shows that children are learning that you aren’t born with just a set range on how smart or what your abilities

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  • Are Video Games Educational Essay

    Several game development companies are devoted to designing video games that help kids learn. * Big Fish Games. These games teach about animal habitats and the solar system, like “Wild Thornberry's Australian Wildlife Rescue” and “Chicken Invaders 2.” They also make mind bending puzzle games and challenging word group associations, such as “BeTrapped” and “WordSearch Deluxe.” * Broderbund. These games allow elementary students to explore spooky museums and learn about bugs with “Scooby-Doo

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  • Violent Video Games Essay

    Some kids only want to play the game rather than to focus on education. Children normally act their age, but I have done my research and once they start to play violent video games they start to act older than what they are. They start to get out of hand. They even start to disrespect their parents and everyone around them. Being grown as a young child isn’t the right way to go. Most parents don’t believe in disciplining their kids, but if their out of hand Pg. 2 then you should

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  • Video Games Essay

    not handle tasks well in the games. Moreover, some video games, such as shooting games, require good eye and hand coordination to react quickly to difficult situation (Flew & Humphreys, 2005). In addition, computer games often require players to memorize maps, tasks, patterns, and other information. These features of computer games not only provide motivating challenges for young people but also enforcing their memorization. Furthermore, in role-playing computer games, players are often forced to

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  • History of Video Games Essay

    Games have since progressed into visual, interactive pieces of art; they are no longer about pure entertainment, but also about telling stories and teaching valuable lessons (Getler, n.d.). On January 25, 1947 a man by the name of Thomas J. Goldsmith Jr. filed a patent for a device called the Cathode-Ray Tube. This device was made from 8 vacuum tubes to simulate a missile firing at a target; it used 2 knobs to adjust the curve and speed of the missile. Since computer graphics did not exist at the

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  • Video Games Essay

    Neither did well. The Super NES came out with a game known as Mario Paint, and to accompany it they released a Super NES mouse. The Genesis is the only system to date that added buttons to a later version of its controller. A second Genesis controller came out with X, Y, and Z buttons on the face and a Mode button on the right trigger (it served no gameplay function). It was mainly designed for fighting games. The Saturn, which launched in 1995, had a controller similar to the new Genesis one

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  • History of Video Games Essay

    will want to do is have a “Key Frame” set for each and every significant pose that the character is doing throughout the animation. If the character jumps in the air at second 10 of the video then you will have a “Key Frame” set at frame 240 of your character in the air jumping to keep continuity with your video reference. A Key Frame is a place holder for the polygonal geometry that makes up the character in your 3D world. The key to animating is posing your character then setting the key frames

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  • History of Video Games Essay example

    main crowd opposed to video gaming. The main argument that was established since the "battle" began is the abundance of violence that takes place in the games. A research study published in 2000 "demonstrates that playing violent video games can increase a person's aggressive thoughts, feelings, and behavior" (Anderson). Researches like these have lead researchers and others to believe that some of our nation's tragedies were the effect of people engaging in violent video games. For example, the authors

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  • Video Games' Impacts on Youth Essay

    violent video games can lead to players having violent thoughts and aggressive behavior. But, according to the opposition, one of the strongest arguments for those who support violent games is that gaming is healthy and that the claim for violent games causing violence is unproven. “Still, those fighting media depictions of violence cite the studies and ignore their lack of scientific validity” (Radford). Radford, a scholar, asserts that the conclusions about the connection between video games and violence

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  • Essay about Violent Video Games

    Gamers might mimic the behaviour present in a violent video game consciously, or in time will subconsciously act out aggressive behaviours such as hitting, and punching. This is problematic because when it comes to the real-world, projecting aggressive behaviour results in serious consequences. As stated in Bandura’s Operant Conditioning theory, an individual’s behaviour can be moulded through punishment, if this idea is valid, then reinforcement through rewards is capable of moulding one’s behaviour

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  • Gov vs Video Games Essay

    box that every single video game comes in. This labeling system rates over 1,000 games per year and has rated more than 8,000 games since inception. (Thierer, 2003) There are six different ratings and they are as follows: EC – Early Childhood (Ages 3+), E – Everyone (Ages 6+), E10+ – Everyone (Ages 10+), T – Teen (Ages 13+), M – Mature (Ages 17+), and AO – Adults Only (Ages 18+). The ratings are simple and self-explanatory. They give you the ages and such for certain video games. Twelve year old children

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  • The Positive Results of Video Games Essay

    Secondly, playing video games can also build social bonds. Other people say that playing video games isolate students socially as they are stereotyped as sitting alone in front of a television or computer, never bothering to take their eyes off of the screen, completely uninterested in social interaction [Gray 2012]. Nevertheless, for me, many video games can be very sociable, either playing against your friends on the sofa or playing online with other people. At first, I could not make any American

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  • Sexism in the Video Game Industry Essay

    The video game industry is dominated by men and portrays women as sexual objects and damsels in distress: games also reinforce problematic societal gender roles including the justification of violence against women. Throughout this paper I will explore why women are not better represented in the video game world, both on screen and behind the scenes, by discussing how women play games and why men are the dominant demographic for all genres of console games. Then, at how games utilize the damsel

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  • Video Game Industry Analysis Essay

    programmable video game console that included a built-in keyboard, while Atari began selling its own personal computer designed to rival Apple. However, most consumers connected Atari only with video games, and the computer system was widely disregarded. During this time period, Atari also released its first home version of the popular arcade game Space Invaders, leading to a massive increase in sales for the VCS game console. As video gaming entered the 1980s, two incredibly popular games that would

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  • Video Game Industry Analysis Essay

    leader is likely • Video Game Industry Analysis March 11, 2005 the best strategy for entry at this point, until software standards are set and an initial shakeout occurs. • Communications. Massively Multiplayer Online Games (MMOGs) involve players scattered in all geographies. Thus, the communication tools within games are important for both interacting during play and recruiting players for a game session. Most of these tools are currently embedded within games themselves, but a few standalone

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  • Regulating Violent Video Games Essay

    So start now, while they are young and pliable. Teach that violence is not laughable in real life or a game. Our county was based and founded on the freedoms that have allowed our country to be great. The freedom to exist, to pursue happiness if we so choose. We have freedom of speech, expression and even non-expression taking our liberties one day at a time. So could playing video games and watching violent movies be a form of expression. And if it is considered a form of expression, I believe

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  • Video games and Adolescent Delinquency Essay

    Fast paced video games require quick actions, thinking things through, and learning from mistakes. Strategy games require a lot concentration, thinking things through thoroughly, intelligence, and mental ability to learn from mistakes. Effectively asking what if helps us later in life by helping us handle our possibilities and choosing what we think is best for us. All these things force us to learn to have fun. On the other hand, I think games like Grand Theft Auto can go too far in many ways. It

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  • Essay on Are Video Games Bad or Good?

    many violent video games. But this argument is also inconsistent because it only highlights the violent teens that were playing violent video games. There will always be violent people, and it may be that some of these violent people play violent video games. But not all violent people play violent video games, and many non-violent people play violent video games. The numbers are merely too inconsistent to make this a valid argument. Video game nay-sayers also argue that video games make children

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