Computer role-playing game

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  • Computer Games: The Bright Sides Of Computer Gaming

    The Bright Sides of Computer Gaming Introduction Computer gaming in general is extremely important in today’s world, and supporting the games being developed has created a plethora of options for income. These include: streaming, developing, making videos, or just promoting the games themselves. Without computer gamers there would not be such a large market for their development, and computer hardware would not be where it is at today if the demand was not there. Computer Gaming Contrary to many peoples’ popular belief, gaming can be beneficial. A lot see gaming as a problem, as it can be seen as a waste of time. For those who do not play games, it can be easy to say it is a waste of time, but it is a hobby alike many others. The largest market…

    Words: 1680 - Pages: 7
  • Hansel's Use Of Violent Video Games

    simulated role-playing “violent” video games . This is something major that people are trying to delete from kids life. In my opinion, The state should permit these games to be played in the world because it improves brain usage, has social benefits,…

    Words: 1038 - Pages: 5
  • Simulated Violence In Video Games

    Video games have been around for ages. Almost every american household has a gaming console. Video games have become a daily thing to do for most of the youth today. The simulated violence in these games have been said to have negative effects on the youth. There are always people who have blamed video games or games with simulated violence for school/mass shootings and other tragic events. Numerous studies have shown that video games with simulated violence are and cannot be linked to violence…

    Words: 1291 - Pages: 6
  • Creating A Diversity Training Program Analysis

    acknowledge different topics dealing with differences in age to employee experiences, time and demeanor to even social customs to allow each and every employee to have a understanding as well as enabling our organization to manage more of a culturally diverse working environment which also can reduce little situations that may occur before they were to become bigger problems to solve at the end. Next I would prepare the presentation and design my workshop on different areas that would end up…

    Words: 1134 - Pages: 5
  • Analysis Of Cooking Mama Outdoor Adventures

    pretty much guess that Cooking Mama involved cooking stuff in a new and unique way utilising the features of bot the Wii and the DS and in doing so made that game huge, now because that game was such a success they have kept the words Cooking Mama in games that have nothing to do with cooking at all simply because the title means that these games have similar gameplay to the original cooking ones, so the question here is simple, is possible to have as much fun in Cooking Mama Outdoor Adventures?…

    Words: 1262 - Pages: 5
  • Undertale Analysis

    To know how Undertale tells its story, one first needs to understand the mechanics that the game runs off of, as these directly tie into how it tells its story. The game is a retro-styled, top down RPG (Role Playing Game) that follows the story of a young, genderless protagonist as they make their way through the underground (Adam). The underground is a dark place that is home to many monsters, and these characters are what makes up the bulk of the story you interact with. They vary greatly, but…

    Words: 2719 - Pages: 11
  • Summary: One Night Ultimate Werewolf

    One of our all-time favorite tabletop games is One Night Ultimate Werewolf. It 's not terribly involved, you can play it multiple times in the span of when you would only be able to play most other games once. It 's always fun to watch everyone try to argue their way out of being chosen as the werewolf. We don 't own the game personally and usually play it at the comic store 's Tabletop Night with other people if someone brought their copy. The sequel, One Night Ultimate Werewolf Daybreak is fun…

    Words: 1312 - Pages: 6
  • Improper Speech And Language Development Case Study

    PRE-SCHOOL (3-6 Years) Ages 3-6 years are considered the pre-school years or the early childhood. The child has now reached their preschool age! Between the age of three to six years old, the little one will become more confident and will move out into the wider world. They are probably now happy playing with other children, with role games and make-believe scenarios popular because of their active imaginations. By this stage, on my observation they should have grown out of any ‘terrible…

    Words: 1876 - Pages: 8
  • Gender Stereotypes In World Of Warcraft

    played by people who were seen as geeks has had a radical popularity. In 2016, the games industry has managed to become worth billions of dollars, the games themselves have become more mature and have appealed to wider audiences and communities of millions of people have formed around specific games. My personal experience with gaming comes from my time playing World of Warcraft, a massively multiplayer online role playing game where anyone can create a character and work alongside others to…

    Words: 1422 - Pages: 6
  • Analysis Of Massive Multiplayer Role Playing Games

    that some say may be the cause for a change in our behavior. This new technology is video games, more precisely Massive Multiplayer Role Playing Games or MMORPGs. There has been some…

    Words: 2593 - Pages: 11
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