Gamer

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    to sell their products. Quite a few of the gaming industries nowadays just over-sexualize women and portray them as useless, helpless creatures; the basic damsel in distress. Now, the problem arises when we look at the demographics of the general gamer, who are on average all teenagers and young adults, who are still very influenced by what they see in the media. These representations…

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    97% of U.S. adolescents play video games. Most young people play video games an average of 13-22 hours per week. (Roots of Action) That is like a part-time job! Gaming has been known to have numerous positive effects on gamers. A few of these positives include better online social skills, being more optimistic, improved hand-eye coordination, more relaxed while gaming, better memory, faster decision making, problem-solving skills, better multi-tasking and even better eyesight…

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    Video Games Misconceptions

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    In a survey conducted by the Entertainment Software Association, they found that the average age of a gamer is 31, 48% of gamers are female, and that consumers spent $21.53 millions dollars on the gaming industry in 2013; so why do people continuously play video games? A media research from University of Missouri, Greg Perreault, wrote in an online Huffington Post…

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    Video games are suggested to provide intense positive emotions and that gamers feel when “immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness” (Isabela 7). Video games give players a sense of achievement and when beating a hard level or…

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    children have become endless. When a child plays video games, he or she, becomes the master of a virtual realm and because of this, he is immersed into an unique learning and behavior shaping environment. With that being said, due to the influx of child gamers, many parents and…

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    lives of their user. If not careful gaming can influence depression and create behavioral issues. Behavioral problems have become evident in people spending the majority of their time on gaming consoles. The most evident behavioral change is the gamers attitude towards violence. In many “...of the popular games...players directly benefit from engaging in acts of violence…”(The Impact of Video Games). These ‘rewards’ that they receive after participating in these acts of viciousness, can lead…

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    example of how the new game has impacted the stores. The new Pokemon craze has influenced stores to promote the game and their store. Stores have been setting up Poke Stops to lure customers. Poke Stops are places where gamers can snatch Pokemon balls. Pokemon balls help advance the gamer, so they are important. According to the director of sales operations at Sprint, a Sprint store in Kentucky, announced that their store was a Poke Stop. After this, people of all ages came to the store catch…

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    ESports should be considered a competitive sport as it has many similarities with regular sports. Video gamers are very similar to competitive sport players in that they train and think alike. In Video Gaming Should Be Considered a Sport it says, "The [eSport] players have spent countless months training hard in exhausting regimens to make it to the final round...eSport players are put through the same mental and physical situations as professional athletes.". Traditional and eSport players are…

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    Skills are trained in youth who play games and over time they become stronger. Kids who have struggled with depression have found that playing games is a good release from the real world. Modern society has made it a better thing to be a gamer and has made gamers feel more welcome into the world. Kids that play games in today's society have been accepted with open arms but it is up to the parents do decide if its the best time for them to be playing games that are not the best influence on them.…

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    mental illness (Abs.gov.au, 2016). With such a high number of people suffering in Australia alone, mental illness is clearly a prevalent issue within society and a topic that deserves a multitude of research and attention. The number of Australian gamers has also risen substantially in the last few years, with a national survey revealing that 68% of Australians participate in some form of gaming (Brand & Todhunter 2015). Evidently a large majority of Australians are playing games and almost half…

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