Video Game Essay Examples

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Video Game Addiction Essay

919 words - 4 pages The world of video games have been around for years and are always evolving especially with the modern day technology. With the making of new systems and new games on different video game engines everyone wants the new generation of gaming. Even personal computers are one of the most used systems for gaming. Medical officials have slowly been investigating how big video games are becoming and how individuals playing these games are starting to show signs of serious addiction problems. The modern day video games can become very addicting that it can cause individuals to neglect their families, their health, and lose their jobs. In 2011 on a divorce online survey showed that 15 percent of VIEW DOCUMENT
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Video Game Industry Essay

623 words - 3 pages PHIL 447 Week 1 short paper Nov 01, 2012 The article that I read was written by authors Craig Belanger and Geraldine Wagner, and the title of the article is "Video Games: An Overview”. In this article I learned about the general analysis of the video game business and the growth acceptance. It tracks down the roots of video gaming along with the depiction of improvements in the industry of gaming and computer information science, which significantly aided in the development approval of the gaming industry. However, along with the improvements of the video game industry came the negative effects such as violence, behavioral problems, and addiction in children and adults; causing a huge VIEW DOCUMENT
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Video Game Playing Essay

2471 words - 10 pages Video Game Playing and its Effects on Personality and Behavior in relation to Aggression In recent years, technological advances have introduced many new forms of entertainment, one of the most popular being video games. Since their introduction, professionals and parents have become concerned with the addictive power that video games can have on people, particularly children and adolescents. Today, concern has shifted from the addictive effects of video game playing to the possible effects that they have on players’ aggression levels. C. Braun and J. Giroux (1989) determined that the most popular category of video games is the war-type game. These are usually the most violent VIEW DOCUMENT
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Video Game Violence Essay

809 words - 4 pages 1 BAM, BAM The vibration of the controller grasped tightly between your sweating hands. The “BAM BAM” sound of bullets firing out of your semi-automatic machine gun. The sense of euphoria of a victory so tangible, you’re just a single kill away from winning it all. The sweet rush of victory! This small satisfaction video gamers crave is often portrayed as dangerous to the safety of a community. The joy video gamers feel as they kill one victim after another is often thought to manifest into actual acts of violence. It’s commonly believed that violent video game exposure can lead to aggressive thinking, and a decrease in social behavior, as well as actual displays of violent behavior VIEW DOCUMENT
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Video Game Industry Analysis

2751 words - 12 pages SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT’S INSIDE WHO IS PLAYING 2 3 Who Plays Computer VIEW DOCUMENT
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Video Game Violence Essay

1079 words - 5 pages "Life is like a video game. Everybody has got to die sometime" said Devin Moore after his capture and killing spree that resulted in the death of 3 policemen (Leung). This statement caused many people to think that video games were the cause of not only Moore’s case, but many others too. But the real question is do video games cause bad effects such as antisocial behavior, obsession/addiction, and murder? Many people would say yes but I say that video games not only don’t cause these things, but are actually good for you. Many people say that video games cause anti social behavior, but I say that is not true. In fact, with the advent of Massively Multiplayer Online Games (MMOGs VIEW DOCUMENT
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Video Game Violence -1 Essay

1079 words - 5 pages "Life is like a video game. Everybody has got to die sometime" said Devin Moore after his capture and killing spree that resulted in the death of 3 policemen (Leung). This statement caused many people to think that video games were the cause of not only Moore’s case, but many others too. But the real question is do video games cause bad effects such as antisocial behavior, obsession/addiction, and murder? Many people would say yes but I say that video games not only don’t cause these things, but are actually good for you. Many people say that video games cause anti social behavior, but I say that is not true. In fact, with the advent of Massively Multiplayer Online Games (MMOGs VIEW DOCUMENT
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The Video Game Industry Essay

1519 words - 7 pages The video game console industry (VGCI) is one which continues to grow at a rapid rate. Currently, we are witnessing the second generation of the video game consoles, the leaders companies being Microsoft, Nintendo and Sony. Wherever there is such a market, with an opportunity for growth and a fierce rivalry, the internal and external factors will always have to be exploited and minimised as much as possible to gain a competitive advantage over another firms. A sound analysis of the micro and macro environment for an organisation is imperative for its success. An organisation's marketing strategy should reflect its objectives while considering the firm's micro-environment.The macro VIEW DOCUMENT
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The Free Video Game Affect Essay

1652 words - 7 pages The Free Video Game Affect Brandon Washabaugh Wiregrass Technical College INTRODUCTION The basic economic problem is scarcity because human wants are unlimited and resources are limited (Holt, 2012). To help with this unlimited want humans invented video games to satisfy longing real life cannot. Think about it, in real life are you able to race a multi-million race car around Daytona, or fight in the Gulf War, land an F-18 Super Hornet on the U.S.S. Ronald Reagan, or even fly a space craft all over the galaxy? Video games have become a way to escape from reality. This industry is making millions of dollars in America alone. In looking at the problems the United States has been VIEW DOCUMENT
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Career Analysis: Video Game Programmer

889 words - 4 pages Dallas Brown Professor Espinosa Introduction to SGD 23 October 2013 Career Analysis: Video Game Programmer Video games have been part of my life for as long as I can remember, but several years ago I became increasingly interested in what goes on behind the scenes to make them work and that is why I am now aspiring to be a video game programmer. My overall goal is actually to become a lead video game designer. To achieve this goal I must first establish myself in the industry as a programmer because design jobs are typically not entry-level and require more experience. Before planning the steps I will need to take to become a video game physics engine programmer I must first analyze VIEW DOCUMENT
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What Is a Video Game

727 words - 3 pages What Is A Video Game By: Kiara Foisy Video games are one form of gaming systems that are slowly taking over the world. No one wants to go outside know a days, they just want to stay indoors and play video games. For some people who may not know what a video game is it is “An electric or computerized game played by manipulating images on a video display or television screen” (Farley, 2012, Paragraph1). Video games are separated into categories, which include Role-Playing, Strategy, and Simulation. One category of video games is Role-Playing. Role-playing is “a game in which participants adopt the roles of imaginary characters in an adventure under the direction of a Game Master VIEW DOCUMENT
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The 3d Generation: Video Game Preference

1574 words - 7 pages games do they play? What do they learn from playing Video games? And finally, How many games do they actually play? This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied. By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are: 1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player VIEW DOCUMENT
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"The Video Games’ Dark Side" video game violence perswasive essay

743 words - 3 pages Untitled Grace Remeta 10/12/09 WSS per.4 The Video Games' Dark Side "Because kids in these studies don't get to choose what games they play, it seems clear that playing violent games directly causes aggressive behavior." Emily Shon wrote that in her article Video Game Violence. She stated that violent games are a bad influence on children. I totally agree with her, these games are poisoning the mind of children of all ages. Did you know violent TV is bad, but not as bad as violent games? When you play a game you're the one who, is in this case, is killing people. The games put the person playing them in the action, which make the games VIEW DOCUMENT
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The Evolution Of Video Game Technology

3553 words - 15 pages increased speed of controller translation. Televisions also have a major impact on video games. While video arcade games like Galaxy Game had screens of their own, the home-based consoles needed external televisions. Today, the issue of TV-video game compatibility is much more selective due to the introduction of High-definition and 3D. Many TV manufacturers now produce TVs to suit video games more than movies or cable, such as Mitsubishi’s Digital Light Processing TVs. Next, the user-interface of a videogame can range from a joystick (as with the earliest arcade games) to full-body motion sensors (such as today’s Xbox 360 Kinect). The most traditional interface, however, is the ubiquitous VIEW DOCUMENT
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Electronic Arts And The Global Video Game Industry

2169 words - 9 pages Electronic Arts and the Global Video Game Industry Demographic trends      Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games.      The majority of video game players are preteens, teenagers, and young adults VIEW DOCUMENT
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An Analysis of the Video Game Industry Marketing Essay Read More: Http: //Www.Ukessays.Com/Essays/Marketing/an-Analysis-of-the-Video-Game-Industry-Marketing-Essay.Php#Ixzz2V4Cda6B4

2335 words - 10 pages The video game industry is the economic sector involved with the development, marketing and sale of video games. It encompasses numbers of job disciplines and employs a lot of people worldwide. It includes video game consoles, game software, handheld devices, mobile games and online games. Console is the largest segment in the industry. In recent years, the video gaming industry has been growing rapidly and it may grow in the future. The three main competitor companies in this industry are Microsoft, Sony and Nintendo. Microsoft is a multinational computer technology corporation that specialize in software such as Microsoft Windows operating system and the Microsoft Office suite. But what VIEW DOCUMENT
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The Effect Of Media And Video Game Violence On Society Today

1510 words - 7 pages Video games have become a part of our culture in America as well as around the world. There are a large variety of video games to be played such as sports, non-violent, and violent games. The most dominant genre of video games that out-sells all others is the violent video game. It is hard to explain why they outsell all the other genres, but one reason may be because they allow users to turn their aggression into something simple which may result in less anger for that person. Video games have more recently started to be used as recruitment tools for branches of the United States Military with games such as “America’s Army.” One of the most popular video games of all time was Call of VIEW DOCUMENT
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Child Addicted in Video Game

2577 words - 11 pages ------------------------------------------------- Business letter It is a formal letter and can be used as a formal thing. or between such organizations and their customers, clients and other external parties. The overall style of letter depends on the relationship between the parties concerned. Business letters can have many types of contents, for example to request direct information or action from another party, to order supplies from a supplier, to point out a mistake by the letter's recipient, to reply directly to a request, to apologize for a wrong, or to convey goodwill. A business letter is sometimes useful because it produces a permanent written record, and may be taken more VIEW DOCUMENT
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Video Games And Children's Behavior

303 words - 2 pages games can have different effects depending the person but not many games can really give children belligerent behavior. Not all video games children play are dangerous. Over the years video games have become more and more universal. However as I previously mentioned video games had become universal. Universally meaning worldwide and that everyone has their own opinions. Everyone has their own opinions on whether the video games their child plays is affecting their child’s behavior negatively or positively. Video games may influence your child or it may not. It all depends on your child and how he or she interacts with the video game. Overall I myself play video games and it has not VIEW DOCUMENT
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Persuasive Research Paper

998 words - 4 pages Bosen Bradford Brother D’Evegnee Foundation English 101 30 March 2010 Although video games seem innocent and that they cannot hurt anything, they in fact have many behavioral consequences. Many things that I have heard about video games have both scared me and helped me to control my video game use. A study that was done by Douglas Gentile of Iowa State University found that 8.5 percent of American youth ages eight to eighteen who play video games show multiple signs of behavioral addictions (Donna St George). These multiple signs that they used in the study ranged from irritability when play is scaled back to lying about the length of playing time. These young people are really VIEW DOCUMENT
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Video Games

337 words - 2 pages Video games can best be defined as an interactive electronic game that requires players to control the movement of the character by using a controller and gain points and money, to say the least. Almost all video games require a medium for it to process the movements and actions of the player. The medium can be in a form of a game console, a disc where the game information is stored, a computer and sometimes both disc and console put together. For example, the Xbox or the Playstation require both the console and disc where as some games can be downloaded through the internet. The first form of video game that appeared on departmental store shelves was ‘Pong’ where basically the game was VIEW DOCUMENT
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Effects of Videogame Violence and Profanity in Children and Young Adults

1269 words - 6 pages The Effects of Video Game Violence and Profanity in Children and Young Adults Monika Woods Anderson Introduction This paper will discuss research findings on the potential effects of violence and profanity in video games on the children and young adults that play them. I will discuss various research findings, both positive and negative; as well as what conclusions can be drawn from these findings and whether or not additional research could prove to be beneficial in the future. The issue of violent content in video games has become a growing concern over the years to parents as well as scholars and medical professionals. Since the first computer-based video game made was VIEW DOCUMENT
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The Effects of Video Games

1749 words - 7 pages Effects of Video Games For several years television debate has extended to video games many of which include addiction, behavioral problems, school performance, and how parents are monitoring their children. Technology has improved from generation to generation and young children are into what we call video games and techie gadgets. The effects of video gaming have a wide range of effects on young people today and like anything else the effects you get is in way they are used. This is why we must monitor what video games and how long our children are playing. It has been increasingly noticed that some people developed problem video game use. Ninety percent of American youth VIEW DOCUMENT
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The Effects of Video Games

1625 words - 7 pages The Effects of Video Games on Society The effects of video games on society is relevant but questionable as to weather it has a positive effect or negative one. Video games are a source of media just like television, books or music. There is an array of different types of games all within there own genre. Some of their genres are FPS (first person shooter), RPG (role playing game), MMORPG (mass multiplayer online role playing game), puzzle, adventure, strategy, and many are a combination between these genres. Video games have been around since the 50's, commercially since the mid 70's but they really broke out into the world in 1985 and they have been around since then (Kudler). This has VIEW DOCUMENT
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Violent Video Games

1025 words - 5 pages I will talking to you about age restrictions in violent video games, and why they should be raised. After students Dylan Klebold and Eric Harris opened fire in their Colorado high school in 1999 -- shooting 20 people and killing 13 -- Linda Sanders filed a lawsuit. Her husband was a teacher at Columbine and among the dead. The media revealed that Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D," "Doom," and "Mortal Kombat." Linda Sanders named multiple video game publishers, including Sony and Nintendo, in the suit as well as Time Warner and Palm Pictures since the shooters had apparently watched "The Basketball Diaries," in which a character uses a VIEW DOCUMENT
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Video Games and Violence

788 words - 4 pages Synthia Jones UNV-104-PEO 103 November 29, 2012 Professor John Steele Video Games and Violence The video game industry has become a very lucrative industry since their humble start thirty plus years ago. Today a large amount of people are devoting countless amounts of time playing video games with violent storylines. Research shows that spending vast amounts of time playing video games that contain a large quantity of violence intensifies aggressive behavior, attitudes, thoughts and affects. Video game violence correlates directly to aggressive attitudes and behaviors of the people who are exposed to violent stimuli, whether meditated or not. 1972 was the introduction to what VIEW DOCUMENT
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Management Case Study

522 words - 3 pages violent acts does have a direct relation to the mind of the young adolescents. To validate their proclamation they corelate two violent video games, realistic versus non-realistic. Their discovery specifies that those who played the realistic violent video game had higher heart rates and higher aggressive feelings as compared to those who played the unrealistic violent video game. After conducting the research (for assessing the levels of overt aggression) and accumulating the statistics Barlett and Rodeheffer (2009) speculate that the “individuals who played the violent video game were more actively aggressive than those who played the non-violent game, demonstrated by the large amount VIEW DOCUMENT
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Technology

1156 words - 5 pages positive effects on their futures. Overplaying can incite young players to act violently. Repetitive killing can train them to act aggressively. Most video games are just killing if the player does these actions too often he can subconsciously learn those actions and become violent himself. Playing too much violent video games can make the player think violence is fun. Violence seen in “video game play is active whereas watching TV is passive” truly sums up the basis of how influential one playthrough can have on teens. (Bushman) When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets a reward. If the person plays VIEW DOCUMENT
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The Negative Effects of Video Games on Young Children

834 words - 4 pages The Negative Effects of Video Games on Young Children The adoption of video games into modern culture has increased dramatically as technology has advanced over time. Early video games began as text based adventures often with few crude graphics but still had a cult like following of the few who had access to them. As technology improved video games began to be mass marketed to users of new video game console and personal computer systems. Thus began the integration of gaming into the everyday lives of people around the globe in what would become a multibillion dollar industry. Numerous companies, such as Nintendo and Sony, began creating video games that would capture the minds and VIEW DOCUMENT
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Mgt 537 Best Game Productions

1501 words - 7 pages Best Game Productions Best Game Productions is one of the largest video game company’s in the United States specializing in servicing their customers in the latest video gaming technology. As of late, they have come face to face with a dilemma that will alter the video gaming landscape for quite some time. This dilemma is something I will touch on throughout the course of this paper along with explaining what potential problems are facing Best Game Productions, identify the organizations internal and external stakeholders, explain how the these problems affect the stakeholders, and also identify the needs, motivations, and perceptions of each stakeholder. Best Game Productions VIEW DOCUMENT
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Video Games

846 words - 4 pages 1970s. In May of 1972, Magnavox Odyssey was released as the first gaming console. A few built-in games came with it, and the graphics were as simple as white blocks over a black background (Kudler). At this point, the graphics were very simple, moving patterns on a screen. Magnavox Odyssey did not sell well despite being a publicly released gaming console. In October 1977, the Atari Video Computer System was released, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it turned millions of Americans into home video game players (ICHEG's collection). However, the turning point in VIEW DOCUMENT
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Violence in Video Games

2172 words - 9 pages Violence in Video Games National American University Composition 1I Judy Lujan May 9, 2012 Abstract There is much speculation in respect to the effects of playing violent video games. This paper will describe the components of some violent video games and the possible effects they may have on game players. In addition it has been hypothesized that at least one video game, Grand Theft Auto may have been the driving force behind a triple homicide. Although extensive research has not been compiled to prove this theory is substantiated, there is supposition that for those individuals who spend countless hours playing video games will ultimately result in aggressive thoughts and VIEW DOCUMENT
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Violence in Video Games

2541 words - 11 pages harming themselves severely. The gaming content is a huge factor that influences adolescents to commit violent crimes. Although violence isn’t the most common outcome, the quick satisfaction in the game play causes children to become unfocused on one subject for more than a few minutes.  This is one of the more long term effects that video games have on an individual. Games such as Saints Row, Call of Duty, Grand Theft Auto promote themes of violence, resulting in the answers to their problems. The player must make decisions that affect the fate of the characters in the game, usually involving killing the character as an option, which, usually, is the more favorable decision within the game VIEW DOCUMENT
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Violence in Video Games

2660 words - 11 pages examine the relationship between video game competitiveness and verbal aggression. Competiveness is a factor that must be considered if there is to be an accurate depiction of the impact of video games on aggressiveness (Adachi and Willoughby, 2011). The purpose of this study is to examine the impacts of competitiveness and violence in video games on verbal aggressiveness. Furthermore, this study examines the relationship between verbal aggressiveness and attitudes toward violence. In the results of the study, the correlation between competitiveness and verbal aggressiveness was found to be significant. The correlation between video VIEW DOCUMENT
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Violent Video Games And The Effects On Children

1651 words - 7 pages Violent Video Games and the Effects on Children Swameka Williams COM/172 June 6, 2013 Jenifer Casey Violent Video Games and the Effects on Children In today’s world technology is everywhere and in everything. One of the largest parts of technology is the video gaming industry. Video games play a huge part of a child’s play time because much of a child’s time is spent playing some sort of video game. There are all types of video games to play, for example, brain builders, strategy, hidden objects, first person, multiplayers, and even educational just to name a few. Although these types of video games are available, there are also the violent games and games made with an “M” (mature VIEW DOCUMENT
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Management

766 words - 4 pages Video Game Addiction In the 19th century, if you asked a thirteen year-old boy what they did in their spare time, they'd probably talk about helping their parents on the farm. You ask the same question to a teen in the 20th century, and you'll get an earful about baseball, double-dutch, and pick-up sticks. But now we are living in a new millennium, a millennium where 97% of children ages 12-17 would reply 'videogames' to that question. To me, this massive percentage is horrifying (99% of boys and 94% of girls), yet some will sense nothing wrong with it. These people frequently argue, 'But videogames aren't that bad,' 'they're not actually harmful to the body,' or 'some games improve VIEW DOCUMENT
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A Violent Influence: How Video Games affect Children

1447 words - 6 pages Jared Heino Professor Aretha Matt College Writing 29 November 2012 A Violent Influence: How Video Games affect Children Video games have become a large part of the culture in America as well as around the world. There are a large variety of video games to choose from such sports, non-violent, and violent. The most popular genre of video games that out sells the others is the violent video game. It is hard to say why violent video games seem to dominate all the others, but one reason for this is may be because they could allow users to turn their aggression into something not so harmful and simple. Ever since Pong swept the nation, scholars have been researching the effects video games VIEW DOCUMENT
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Work for Play

4415 words - 18 pages Careers in video game development Work for play: V ideo games aren’t only for play; they also provide work. The workers, known as game developers, make a living creating the games you enjoy playing. Making video games is a serious—and big—business. According to the Entertainment Software Association, in 2009, the video game industry had sales in excess of $10 billion and employed more than 32,000 people in 34 states. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many different devices, including VIEW DOCUMENT
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Violence and Video Games

537 words - 3 pages mberly Mason UNV 104 5/20/2012 Lexi Video Games And Violence Video games and the violence in them have a large impact on children’s behavior. Video games can be addicting, making a child aggressive, which could lead children to do terrible things. They love to play video games because they are fun and exciting. Some parents allow them to play these games because they are fun and exciting. They are also allowed to play these games because it keeps them quiet or out of the way, not realizing that some of these video games are causing more bad than they are good. Video games can turn into an addiction. If a video game consumes most of a child’s VIEW DOCUMENT
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Video Games

793 words - 4 pages new evidence relating to the same issue. For example, the perpetrator of Norway’s masskillings confessed to having watched a shooting game before committing the crime (Regoli et al., 2011). Playing video games has a direct link to aggressive and violent acts among young adults. Extensive literature in psychology shows increased propensity to violent acts after playing video games (“Violent video,” 2013). The findings relate to an increase in delinquency and violence among the youths. Indeed, exposure to violent video games is directly proportional to aggression and antisocial behaviour. Domain-specific theories on aggression and delinquency explain the relationship between video games VIEW DOCUMENT
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Mary Ashley's Papers

1499 words - 6 pages Violent Video Game Advertising: Is it ethical? Mary Ashley Badgett Communication Ethics November 6, 2013 Violent Video Game Advertising: Is it ethical? Section I: Summary Controversy over violent video games resurfaced in 1999, when two armed high school students instantly became killers of their peers. On April 20, 1999, at a Colorado high school, known as Columbine High, two students Dylan Klebold and Eric Harris opened fire, shooting 20 people and killing 13. The media revealed that Harris and Klebold constantly played violent video games, including “Wolfenstein 3D,” “Doom,” and “Mortal Combat.” Following the allegations of the Columbine case, it was announced that the rapid VIEW DOCUMENT
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From One Controlller To Another

337 words - 2 pages From One Controller to Another Video games and computer games use a game controller as the input device that directs movements and actions of on-screen objects. Two commonly used game controllers are gamepads and motion-sensing game controllers (Joyce). Game controllers not only enrich the gaming experience but also aid in the movements and actions of players. A gamepad is held by the player with both hands, allowing the player to control the movement or actions of the objects in the video or computer games. Players press buttons on the gamepad, often with their thumbs, to carry out actions. Some gamepads have swiveling sticks that also can trigger events during gameplay (Cortez 12-34 VIEW DOCUMENT
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The Harmful Effects of Video Games vs. the Benefits

1531 words - 7 pages social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in VIEW DOCUMENT
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Violent Video Games

608 words - 3 pages Effects of Violent Video Games Over 90% of youth in Canada aged between 12 and 17 play or have played a violent video game throughout their life. The industry is now a 91.95 billion dollar market with the top selling series being “Call of Duty” a violent, gruesome, but entertaining first person shooter. A study conducted by Harvard Health Publications says that, “Youth exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in many other ways.” Recently debates have been sparked as to whether violent video games are actually as bad as they seem. Realistic graphics technology, first hand engagement and behavioural changes are all VIEW DOCUMENT
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Video Games and Youth Aggression

918 words - 4 pages Today in age, we are facing a rising epidemic. Youth aggression (violence) is constantly on the news and radio. What is the cause of this epidemic? Some say it is the music we listen to; others say it is what we watch on TV. And movies, but lately it is something that our youth is becoming more and more active in, video games. Video game over the years has become more violent and aggressive due to the advances in technology. It has come to the point where children can become more physical with the games that are out today. What does this say about how video gaming affecting our youth’s aggression? It is saying that our youth (mainly boys ages 10- 16) are easily influenced by violent VIEW DOCUMENT
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Video Games and Sociological Theory

626 words - 3 pages behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing video games from a conflict perspective may study the debate between those who characterize video games, and particularly violent video games, as a drain on society and those who see them a functional way to vent frustration. They may also look at the communities that develop around competing game titles and franchises, such as Call of Duty and Halo and the fans of the two games interact with each other. There are also communities that grow up around competing game platforms, such as Microsoft Xbox, Sony Playstation, Nintendo Wii and PC gamers and the debates that occur between VIEW DOCUMENT
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Pricing in the Gaming Industry

2277 words - 10 pages Introduction The first video game console created only cost $75 dollars. (Stahl, Ted. 2013). Video games are commonly recognized as a great source of entertainment, and according to some are better than television. Video games can be either expensive or inexpensive. They are viewed as having both negative and positive effects in our lives. For example, many parents blame video games for the increase in violence behavior amongst children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring VIEW DOCUMENT
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Game Programming – Perfect Package for Fun Loving Freelancers

1313 words - 6 pages Game Programming – Perfect Package for Fun Loving Freelancers Gone are the days when options for freelance programmers were too limited. They would write system software utilities, develop business application software or design a website. Now, the whole scenario has changed, thanks to the latest developments that have taken place in the field of information technology and electronic communication and entertainment mediums such as cell phones, computers, other electronic gadgets like music players and voice recorders. It has opened doors for freelance programmer to venture into a new field called video and animation programming. Due to the incredible increase in the number of users of VIEW DOCUMENT
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Video Games Linked to Violence

894 words - 4 pages Video games linked to violence Juan Gonzalez South Plains College “Video games are at the center of a debate over what is helpful or harmful to children and adolescents, and there is research to substantiate both sides. The existing research suggests that there are at least 5 dimensions on which video games can affect players: the amount of play, the content of play, the game context, the structure of the game, and the mechanics of game play.” (Gentile, et al., 2011, pg.75). Over the past few years, there have been many debates as to whether video games are the main cause for violence in children and teens. “An extensive body of research indicates that violent VIEW DOCUMENT
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Do Children Spend Too Much Time Playing Video Games?

575 words - 3 pages want, more than likely homework will not get done, physical condition will worsen, and a mental aspect will take control of them. After playing a game for so long, it is quite easy to start dreaming of the game as the character or even see the world as on the game itself. With most children being so gullible, the world can get quite dangerous if the children are not explained the difference between reality and the video game. Children should be influenced to go have fun outside, play with friends being social, or even to play sports. Parents should entice their children with new activities or hobbies every once in a while. It is not only to benefit their physical fitness levels but also VIEW DOCUMENT