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    Analysis Of Xbox Fitness

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    the American nuclear physicist William Higinbotham introduced the first two-person electronic game Tennis for Two during a Brookhaven National Laboratory open house demonstration (BNL.org). Tennis for Two consisted of a two-dimensional side view of a tennis court that was projected onto an oscilloscope screen which was similar to a black and white television. Participants of this revolutionary electronic game served and volleyed an electronic tennis ball utilizing controllers with buttons and…

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    done as to how it affects children. Children from ages 8-18 watch tv, play video games, and are social media for an average of 7 hours and 38 minutes (Rubin 2010). In much of adolescent development, aggression and violence is attributed to the desensitization through video games. However, in more recent arguments, there has been a large bias exposed in more recent studies in the support of violence leading to video games. In their findings, targeting variables that other researches evaded, they…

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    Kids should not be playing violent video games because of links to bad behavior. As many as 97% of US kids age 12-17 play video games, contributing to the $21.53 billion domestic video game industry. More than half of the top 50 selling video games contain violence. US psychologist Christopher Ferguson says an increase of violent films in the latter half of the 20th century coincided with decreased societal violence, while rising popularity of violent video games also came together with less…

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    Reality Nowadays the youth spend a lot of their time playing video games. Young people are not aware of the impact of playing long hours of brutal video games. It can be argued that exposure to excessive violence makes youth believe it 's acceptable to practice violent actions. Although some parents may believe violent video games do not affect the way young people conduct themselves, spending several hours playing aggressive video games can influence the children’s behavior because they are…

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    Negative Effects of Videogames Ralph Baer created the first video game console, in the late sixteen-hundreds (Smithsonian). Since then, many new consoles like the PS4, XBOX, and the Nintendo have been created. These consoles offer a first-person capability, giving them a real-life experience. This type of experience makes it hard to differentiate between real life and the virtual world. The video games have become sexually, graphically, and violently more advanced. The most dangerous effects of…

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    As many may know consumerism is a leading role in the American economy now and many people are asking when these acts will be stop? The movie, Consuming Kids: The Commercialization of Childhood illustrate the marketing industry push towards children and the future childhood and consumerism. I realized how unaware I am when it comes to the marketing industry and how much children are being dissected by advertisers and marketers. After watching this documentary, I feel as I was being used by…

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    Normally at this time of the year, people would be excited to participate in all things fun and spooky. However, due to the “Clown Craze”, the season has taken on a more sinister tone. What exactly is the clown craze? Basically, a bunch of people across the country, and recently in other countries, are dressing up as clowns and walking around in the woods and streets, scaring the devil out of other citizens. The more interesting question is, how did this craze become so big? There is no…

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    Brown Vs Black Friday

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    Yet these mistakes don’t appear in every video game that implements storytelling. Every media form is capable of creating bad content, and for every bad video game that feature visual, auditory and mechanical flaws there is an irritating book featuring misspellings, graphic mistakes and impossible to read text. Garrett Mathew-Jarnes Mott (2012) wrote a review of the Brown V. Entertainment Merchants Ass’n decision to give video games the same protected rights as written works and movies…

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    video game violence. video game violence has been a topic talked about for many years now. although studies that have been reviewed have shown no increase of violence in children and teens. the parents who are against video game violence still try and make a case that videogames are violent. even though the exact same reasons that they portray are completely false and have been proven wrong. they have been proven wrong by random sampling, all different ages, genders, and even in every state and…

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    videogames, directly connecting this absence to the construction of technology as male, and the continuing power and dominance of men within the sector, in which the media played a vital role (Williams, 2003). Similarly, Ivory found in his study of digital game reviews that the gaming audience was consistently portrayed as male, with female characters underrepresented and sexualised (Ivory, 2006). Fisher’s analysis in 2012 of digital and print gaming publications drew parallel conclusions,…

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