Shigeru Miyamoto

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  • Controversies Of Playing Video Games

    The controversies of video games has been a problem since the mid 1980’s. Parents think that playing video games plays a negative in people’s life. However, this is not true at all. In fact, there has been studies that show why and how video games of any kind can affect someone’s life in a positive way. The first view I had found believes major new enquiry into the effects of violent video games has found no long-term inter-group communication with real-biography -time vehemence. The methodology of previous research lab studies, which have used spikes in short-term aggressive behavior to suggest a causal relationship between screens and real-life furiousness have also been questioned in the written report, published in the Diary of Communication. Christopher Ferguson, a psychologist at Stetson University in Florida, carried out two studies into media force. In the first, his team correlated US homicide charge per unit between 1920 and 2005, with instances of furiousness depicted in gesture pictures. Although there were grounds of a moderate correlation statistics between a rise in screened and real-life vehemence during the 1950s, this reversed throughout the respite of the century, with instances of screen violence inversely related to homicide rates in the 1990s. In the second study, consumption of violent video games was measured against juvenility violence rates in the previous 20 years. The study concluded that playing video games coincided with a fall in violent…

    Words: 1125 - Pages: 5
  • Videogame Effects On Adolescents Essay

    The Effects of Videogames on Adolescents For the last fifty years adolescents have played videogames. Videogames have advanced from arcade games to home systems and portable systems. Now videogames are changing again, moving into the future with virtual reality and duel capability systems. However, one thing that has not changed over the years is studying the effects of videogames on adolescents, most of which examine the negative effects of violent videogames. I agree that there is…

    Words: 1467 - Pages: 6
  • Similarities Between The Knight And Samurai

    Some of them were related to the ruling class. Others were hired men. They gave complete loyalty to their Daimyo (feudal landowners) and received land and position in return. Each Daimyo used his samurai to protect his land and to expand his power and rights to more land. By providing complete loyalty to their Daimyo (feudal landowners) they received land and position in return. This loyalty often included seppuku, honorable suicide. Training of samurai often began at a very early age as…

    Words: 1338 - Pages: 6
  • Differences Between Anime And Video Games

    played for simple entertainment, such as Shigeru Miyamoto’s Mario Bros., have since spread out to include a variety of different genres ranging from light-hearted adventure RPG’s (role playing games) like the Pokemon series, to the psychological horror Silent Hill games. People are attracted to video games because of their attention-grabbing visuals, interesting characters, and an often action-orientated plot. Although video games have become such a huge part of modern popular culture, it was…

    Words: 1715 - Pages: 7
  • Auteur Theory

    As a medium, Video Games give us the opportunity to explore new and exciting worlds and live out childhood fantasies of heroism and adventure. However, many of us don’t know anything about the development of these experiences and the amazing people behind these amazing games. When one looks at video game development in japan, one thing that always stands out is the quirky director who is generally the public face of the project. Individuals such as Hideo Kojima (the creator of the Metal Gear),…

    Words: 846 - Pages: 4
  • Positive Effects Of Video Games

    should act to regulate what games their children are playing. If they believe that their seven year-old child should not play violent video games, then they can prevent their child from playing those games. Though there are some differences in games and the level and type of benefits given, all games have positive content, and the ones that have the most benefit are almost always appropriate for children to play. As long as the parents check the games their children are playing for content and…

    Words: 1882 - Pages: 8
  • Video Games Are Bad For You Analysis

    “Video Games are bad for you? That’s what they said about Rock n’ Roll.” This quote by Shigeru Miyamoto, compares video games to rock n’ roll which people had believed to be bad previously but later found it wasn’t as evil as they had initially thought, and neither are video games. Many parents all over the world will agree with the statement that video games are bad for their children, but as it turns out, video games are a lot more beneficial to society than they are harmful. Although, video…

    Words: 1535 - Pages: 7
  • The Evolution Of Video Games

    In 1984, Alexey Pajitnov, a Russian mathematician, created the popular puzzle game of Tetris (Video Game History Timeline). Everyone wanted to make their mark with video games. This happened to Shigeru Miyamoto when he created the Legend of Zelda and to SSI when it won the video game license for Dungeons and Dragons in 1987 (Video Game History Timeline). Years progressed and new companies started to emerge with the development of some of these classic games. Sony released the PlayStation in the…

    Words: 2069 - Pages: 8
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