Video Games Essay

  • 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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  • 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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  • 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    In addition, many studies use games that are wildly outdated and mismatched in their studies.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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  • 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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  • 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 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 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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  • 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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  • 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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  • Speech to Inform on Video Games

    For almost a century, video games have shaped not just our country, but the whole world. An entire industry was developed and it continues to thrive, even in our rough economic times. Some people fall into the clutches of games’ $60 (or more) price tags, while others wait for titles to drop into the bargain bin. But no matter how you purchase them, video games have become much more than just ways to pass the time. They make us laugh. They make us cry. They make us want to scream in anger and punch

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  • The Microeconomics of the Video Game Industry

    Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com)

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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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  • Game over: the Effects of Violent Video Games on Children

    Game Over: The effects of Violent Video Games on Children Seven hours. That is the amount of hours a day the average American child plays a video games (Anderson 354), and with technology advancing and games becoming more graphic, the concern over a violent game’s effect over a child’s development is growing. What does playing video games for seven hours do to a child’s development? Violent, role-playing video games adversely affects a child’s development and causes aggression in children and adolescents;

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  • Video Game Essay

    Have you ever wondered how games impact children? or why kids love to play them? Well your about to find out and the answer may be surprising. Video games were first introduced in the 1970s. By the end of that decade they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children. Early research on these effects was inconclusive. However, a resurgence in video game sales that began in the late 1980s after the introduction

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  • Video Games and Its Effect on Children

    effects on learning and academic skills * Negative correlation on time spent on games and academic performance Conclusion Bibliography THESIS STATEMENT Excessive playing of video games can cause decreased social interaction, psychological disturbances and increased aggressive behavior, deterioration in health and poor academic performance in children. ABSTRACT The playing of video games was investigated to observe and analyse the consequences on children. The effects

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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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  • 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

    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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  • Informative Speech Evolution of Video Games

    world of video games. Ever since then technology has grown incredibly now making a fun hobby out of it that people can really enjoy. I myself have made it a hobby and try to keep up with all the latest devolvement’s in the gaming world. Some of my fondest memories are from when I was about 4 years old and I would wake up and go play Mario with my grandpa on my old Nintendo 64. Today I’m going to explain the past of video gaming, where we are today and what is to come of the video games in the future

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  • Persuasive Speech Against Video Games

    Thesis: The rise of the video game has had many negative effects on children. INTRODUCTION Attention-getter: Whenever I look out from my window at home, nothing but memories come back to me. The house three doors down was the unsuspecting target of the foul balls we would hit when we use to play home run derby. Or my basketball hoop which held many world championships between me being the bulls and my friends being that year’s runner up. In the park across the street, I ended up blackmailing

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  • Video Game Violence and Its Effects on Children

    Video Game Violence and Its Effects on Children As we enter the 21st Century, video games are becoming more popular each and everyday. People of all ages can and do enjoy video games as a way to spend there free-time. These games allow the player to live in the game whether it's about sports or a role playing game. The problem with the video games in the market is that they are becoming too violent in some people's minds. Also, many of these violent video games are being advertised and directed

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • The Impact of Video Games on Adolescents Essay

    authors argument accurately. “The Unbiased Truth About Video Games” In the 2013 editorial “The Unbiased Truth About Video Games”, author Twana Davisson focuses on the every day effects of playing videogames. Twana writes to the other side of the argument who believe video games do not affect adolescents. This editorial uses logos however needs more pathos to appeal to a larger audience. In the editorial, “The Unbiased Truth About Video Games”, author Twana Davisson uses logos which help the argument

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  • Video Games: a Boon, Not a Plague Essay

    session or an important meeting. Another reason video games are beneficial is that it improves the morality of a gamer. Morality is the ability to distinguish what is ‘right’ and ‘wrong’ in terms of actions and decisions based on a moral code. Certain video games have incorporated in-game decisions which would shape the outcome of the story and the player-controlled protagonist as a whole. One such game is the graphic adventure video game by Telltale Games: “The Walking Dead.” Here, the player takes

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  • Video Games and their Effects on Communities and Communications

    with someone else through a machine. On the Frontline’s video, Digital Nation, it can be seen how members of this kind of community express how easy is to meet people in virtual worlds; they make new friends and interact with them on a regular basis, and some of them even find a partner whom they decide to marry. However, human relationships are not based on online communications, at least not for now, and the easiness factor of online video games makes the users forget about the importance of having

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  • Essay about Advantages of Video Games

    First of all, it is a fact that playing video games can improve a child’s thinking, decision making and movement capabilities. Research has shown that playing video games can enhance a child’s thinking process; studies suggest that playing video games confirmed an improved performance in a varying of situations (Boot, et al, 2008). Furthermore, extensive research has been done that proves that playing video games improves a child’s decision making process or in other words, shortens the time for

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  • Video Games Neil Gaiman Essays

    worshipped. Now that there is a clear idea to what and how gods are created, people can now see why that there’s the possibility of one of the new American gods is the Video Game God. One of the ingredients to why people should believe there’s a Video Game God is that a lot of people sacrifice their time to play video games and are repaid by the entertainment and surprising benefits the god returns to them. Now people must also understand that making a sacrifice to a god does not mean giving an

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  • Essay on Violence and Sexuality in Video Games

    I mean just look at the cover art of the game! It features a pretty much naked cowboy around the vaginal area of a Native American girl, who just happens to have an orgasmic look on her face. Moving on to 1992, two games were released that probably became landmark of violent and sexual video games. One is the infamous Mortal Kombat by Midway, while the other is Night Trap by Digital Pictures. Gaming graphics and technology has come a long way since the 80’s and gone

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  • Effects of Video Games on Teens Essay

    most importantly have a decline in school achievements. The study also states the aggression is more in video games than in movies or television because a person can actively participate in the violence rather than just view it. This raises the chances for the person to commit it in real life. There are many cases of teens causing violence whose prime cause was influence of video games. Many anecdotal evidences support the statement I put forth. On November 1997, a thirteen year old kid

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  • Effects of Video Games on Youth Essay

    Others, who agree with the idea, believe the frequency at which children play video games makes it very possible. A recent study at Iowa State University showed that those who play video games 40 hours a week had much more trouble paying attention during long proactive tasks compared to those who only played a few hours a week. There are multiple studies that support the claim that playing video games has a direct relationship with attention deficit disorder (Bailey, 2009). There is another study

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  • Violent Video Games Essay example

    decide on what rating to give a game. (www.esrb.org/ratings/process) Once the game is released it is up to the parents to monitor what they buy for their children. Parents have a responsibility to buy games that are clearly marked for their children that are age appropriate. Parents do not allow their third, fourth or fifth grade children to watch a movie with violence or sexual content. It would be hypocritical for these parents to buy and allow their children to play games with the same content.

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  • The Importance of Audio in Video Games Essay

    remember what it was. This suggests that a sensory channel that is a specific stream of sensory input can be switched off. A game wants the undivided attention of the player, and creating interesting and dynamic game sound will hold their awareness. Video game audio is sometimes thought of a passive experience, but it is quite the opposite and is a powerful foreground aspect. In game, the player will either gradually or quickly learn to associate sounds with specific events. Early humans evolved to want

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  • The Creation Process of Video Games Essay

    Other common sources are sequels or spin offs of existing games and simulations of real-world events.” The game should also be something that the creator of said game can be invested in. It should be as original as possible as well. Take for example, Mirror’s Edge. It is a very interesting game, setting itself apart from other ‘first person’ games due to its use of a varied range of movement and the emulation of the quick-paced running style of Parkour. Due to its different gameplay than what was

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  • Video Game Addiction: Do we need a Video Gamers Anonymous? Essay

    In a study by Irwin and Gross, children who played a violent video game displayed a higher level of aggression than children who played a nonviolent game (6). Similarly, in a study by Calvert and Tan, college students who played a violent video game reported more aggressive thoughts after playing the game than college students who played a nonviolent game (6). Although several researchers advocate the position that video games cause violent behavior in children and adults, there are also many researchers

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