Video game industry

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    Video games and juvenile delinquency Student’s name University affiliation Video games and juvenile delinquency Over the years, there has been a sharp increase in juvenile delinquency witnessed across all parts of the world, especially in first world nations. These crimes mostly involve the use of guns and aggressiveness. This has prompted research into the possible causes of these events, with various studies suggesting that there may be an association between media violence,…

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    teenager for committing theft in a virtual game. Even though it was a very straightforward trial, it quickly turned heated when questioning whether or not it was correct to trial him. Also, more important, it makes us ask ourselves, are actions in a game a proof of a person’s ethical values and beliefs? Weiss states that putting someone on trial for virtual theft is not only incorrect but also dangerous. Just because someone committed a lot of crimes in a game, it means he will commit these…

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    for personality development as all the information teenagers gain during that time have a strong influence on their future behavior. Today teenagers spend almost all of their time surfing the web, watching movies, listening to music, and playing video games. However the media content has changed extensively, and the amount of violent elements is rising year by year. Psychologists all over the world explore the influence of violent media on teenagers’ behavior admitting the possible serious…

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    media source e.g video games, television, films, literature, comic books and radio. Media play an important role in the building any society. Media has changed the societies of world so we can’t ignore its importance and impacts. On the other hand media also have some negative impacts on societies. Mostly youth are effecting by media. Media create violence in societies by showing violent behaviors to the public through its various program e.g. television crime shows, video games and music etc.…

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    It is often said that teenagers begin discovering themselves in high school, but I did the opposite- I lost myself. The source of my pleasure and delight shifted from books to parties, writing to boys, and video-games to my social life. Something within me desperately craved to be normal- to no longer be the girl that gets harassed and ostracized for being an “appalling nerd” and because of this, vital aspects of my personality began to change and I morphed into an entirely different person.…

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    The device is connected by a 10 foot cable to your PC which sends videos to the device and also comes with additional devices such as the Oculus Touch which provides a more immersive experience. This leaves room for many improvements of the device which tomorrow’s technology can sustain! On the innovation life cycle model…

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    television shows, social media applications for smart phones, and video games are taking over much of the time people spend daily. There always seems to be the next bigger and better thing. This leaves people with a desire to obtain these things to be a part of what everyone else is doing. Society has painted a picture of “exclusiveness” when you have the latest smart phones, social media applications, televisions, or video games. If we all hunger for acceptance and purpose, than we are all…

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    the media. The implications of media are not confined to the violence shown on media and its effect on increasing aggression and violence in real life. These concerns are not limited to any particular media type, and mostly apply to, music, video, computer games, film, and television. Media violence is defined as “visual display of actions of physical aggression…

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    Anderson (2004) explores how there seem to be more copycat crimes related to violent video games then there are too violent television shows and movies. Even though this is hard to scientifically test this theory people are more likely to commit video related crimes as younger people spend more time playing violent video games then they do watching violent movies and television (Anderson, 2004). There are long term and short term effects of media violence…

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    Most people have played video games since they were as young as five years old, video games have been a big part of their life. Video gaming has made most persons who they are today. Video games have helped them considerably in their social and work life. Video games assist everyone to make friends, and allowing to a common ground with others. Most people would otherwise miss to have anything in common with their friends. Video games enable one to meet new individuals and keep in touch with pals…

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