The video gaming experience has long been marred by controversy and debate as research and current events show that video games have the capacity to induce behaviors that are violent in nature. Opinions regarding this matter are divided as some groups argue that not video game titles in the market are violent and explicit in nature, they are even beneficial in terms of educational and cognitive development. Research had also proven this benefit in video gaming, however, other groups had argued that this benefit is often not seen since only a few gamers prefer these educational titles and most, if ...
Gamers College Essays Samples For Students
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A subculture is an association of people belonging to an organization with a common purpose. It is this common purpose that binds them together to create and identify characteristics that differentiates them from others. In reality, a subculture belongs to a bigger culture and yet, because of certain symbolisms, language, actions, behaviors, and beliefs, a subculture creates its own identity separate from the rest. For this paper, the focus of discussion is on computer gamers and what attributes they have that makes them a subculture of their own. Computer gamers are a remarkable group to study because of the growing interest in computer gaming, not ...
02 of April 2016
Video games do not promote antisocial behavior in teenagers
The video games industry in the last decades of the XX century has become a new, rapidly growing sector of the industry. Many people have become engaged in their creation and distribution. Generally, scholars, educators, and parents have considered that there is nothing-good coming out of a child’s interest in computer games. Some have even claimed that video games lead to increased level of aggression, violence, delinquent behavior and the child’s antisocial behavior. However now, it is safe to say that computer games are on the contrary a powerful factor in the socialization ...
Computer gamers are a group of people sharing a common interest in computer gaming. They are composed of both adolescents and adults. Computer gaming goes beyond the barriers of age and gender, thus, gamers have been stereotyped into various characters. It is said that they have a culture of their own because of specific characteristics and behaviors they exhibit that typecasts them into specific stereotypes. Media depicts games and gamers negatively claiming these are causes of violent crimes and that users are not in touch with reality.
For its part, media has a lopsided view of what and who games and gamers ...
Nowadays, it is extremely common to hear debates pertaining to the harsh or negative effects of video games in children and teenagers due to the available games in the market. Many concerned parents and experts have noted that video games nowadays present questionable and inappropriate content that may present negative impacts to children. Of course, there are people that note that there are other games that foster positive impacts to children and there are even some instances that young gamers learn skills not easily learnt through normal circumstances such as strategy and coordination. Nonetheless, many agree that given the ...
Marketing strategy of online streaming media in China
This assignment is being submitted on July 06, 2015
Introduction
Chinese market has been the object of prime focus for internet based marketing and launch of various e-commerce based services (Wang & He, 2008). The rate at which Chinese e-commerce is growing at present, it is supposed to be soon perceived to be a part of lifestyle, rater than just being a way to shop (KPMG, 2013). In the earlier assignment, topic was the feasibility assessment of an internet based live streaming media around various factors that could affect it like economic, social, demographic and the corresponding target market for ...
I firmly believe that addiction to video games can damage personal and public life. However, every road goes both ways, forward and even backward. It altogether depends on the person to decide the path to choose. The same logic applies here too. There is always harm, when there is too much of a thing; extremity called addiction arises from what starts as an innocent, harmless habit. There are arguments also on the supporting side with regards to playing of video games claiming numerous benefits. However, most of the people believe that the negatives outweigh the benefits gained by playing video ...
Up until now, the Xbox 360 gaming console has sold over 76 million units since its launch in 2005. This device is entirely dedicated to gaming with no other auxiliary uses. In 2013, Microsoft decided to target a larger market as well as demographic. Statistics show that over 96% of Americans own television sets. However, only 49% own gaming consoles. For this reason, Microsoft decided to unveil a new upgrade of the console that integrates with the living room. The new console got named as the Xbox One. This device can surf the web, play games, stream movies and ...
Introduction
The evolution of game culture in different markets is based on the interest level of game players. Game players make or break a game; therefore, development of game culture first requires a strong base of game players. Once game players are present in a market, the evolution of international and national game cultures is based on the availability and quality of the games such as the level of special effects used in the game. International or national game cultures can develop in any form of environment, if the quality of games is top notch. Many times even in the ...
1.0 History and growth
Riot Games, Inc. (RGI) is a limited liability company based in Santa Monica, California, which started operations in 2006 (Riot Games, 2016). Marc Merrill (a former corporate marketing manager at Advanstar Communications) and Brandon Beck (a former strategy consultant for Bain & Company) found RGI with the intent of building on the developing multiplayer online battle area (MOBA) genre, which emerged from improvements on Blizzard’s hit games Star Craft and War Craft. They wanted to differentiate League of Legends (LOL) in four dimensions: “gameplay, community, e-sports, and intellectual property” (Gaudiosi, 2013).
When RGI released LOL ...
In what ways is technology, industry, and culture of games linked
Most games were developed at the height of computer technology development in the 1980’s. Notably, the early computer games were created in military industrial, academic complexes, which also developed the internet (Flew 120). The games created in the spare time of artificial intelligence unit fashioned the first prototypes of most games that would be a huge success and create a gaming culture all over the world. The release of home video games in 1982 created a worldwide sensation with the profits grossing in several billion dollars. Over time, interaction in the gaming circles and game development has gone hand in hand ...
Nowadays video game industry is considered to be a mainstream rather like movie or music industry. While the epic blockbusters such as Call of Duty series contribute to the developers within direct sales of game copies and franchising, free competitive online games attract more and more players. The evolution of electronic sports in the last decade has altered the industry. The online tournaments have become massive global events. We will consider the contribution of competitive game industry to economy in terms of one of the most popular multiplayer online games Dota 2.
THE CONCEPT OF DOTA 2
Dota 2 is a 5-vs-5 online competitive game with ...
Introduction
The video game industry has come a long way so far. This essay is discussing on the reasons for the extensive popularity of Sony video game (PlayStation). PlayStation video game has gained global scale popularity and acceptance since the introduction of PlayStation 1 because of its wonderful technological features that offer its users a wider variety of games to choose. The popularity that PlayStation has enjoyed for decades now is anticipated to rise. Currently as the video game is entering its fourth installment, it is not only becoming popular with children but also with adults. A significant customer population of the ...
BUSINESS STRATEGY ASSIGNMENT
Business Strategy Assignment: Razer from Singapore
Razer is a private company that has been designed in the basement of one of the owners in order to cater for the changing need of the modern gamers (Razer, 2016). According to Hitt, Ireland & Hoskisson (2007, p. 79), a successful company is able to create a strategy that is built on the competencies and available resources. Therefore, this paper will provide a discussion of Razer’s current performance, then delve into the Industrial Organization (I/O) and the Resource-Based (RBV) models in order to evaluate the business strategy of Razer, and, finally, conclude ...
The advancement in technology has been greatly influencing all spheres of nowadays life. Global digital entertainment industry has been rapidly developing and, naturally, has a huge impact on people’s life. PlayStation, as a piece of technology owned by gamers of different age throughout the world, has undoubtedly become an integral aspects of children, teenagers and adults’ life. Its impact on human relationships, stress levels, race/class/gender inequalities and global economics cannot be overrated. To what extent has PlayStation affected people’s relationships is a question of a particular interest and is bound to be researched further.
Interactivity has been recently named as one ...
Computer games may seem like objects of passing time. They may appear as activities for the bored lot. In fact, they have in several instances been portrayed as bad icons. They have been associated with addictions and time wasting. Non gamers and people who do not realize the content of these games would be surprised at the rich in them. Its content is a society builder. As a matter of fact, gamers that comprehend the extent to which games develop the society look at non-gamers as a myopic lot. A few developers have seen far into the future and beyond the surface ...
Introduction
The use of internet among children as a source of entertainment has become so commonplace that the life of the average child is shaped and determined by the internet. Through the internet, children find it easy to access violent games and movies, which, according to research, have devastating effects on the behaviour and social development of the children. Psychologists explain that watching violent movies and playing violent games has negative effects on the considerations that kids have in regard to human feelings. Apparently, violent video games hinder the ability of children to develop emotions towards the feelings and suffering of ...
Jane McGonagal, studied for her PhD at Brooklyn, California, she is an online games developer who has over 9 years experience. Some of the games she has developed include the World of Warcraft, Superstruct, World Without Oil (WWO), and Evoke (McGonagal). In the Gaming Can Make A Better World presentation, McGonagal attempts to persuade her audience on how increasing hours of online game play, can impact positively to the society, by making the society members to perform better at solving real world problems such as obesity, climate change, hunger, poverty, and global conflict.
One of the persuasion strategies ...
Introduction
Video games are some of the most important forms of entertainment of entertainment ad relaxation in modern world. It’s actually argued that video games are the life’s greatest forms of comfort .Video games have gained a lot of popularity in the recent past as a result of affordability of computers due to improvements in technology.
The history of video games dates back to the mid 20th century. In 1949, Ralph Baer, a young engineer tasked with the responsibility of building a television set decided to go beyond the original assignment and build a video game but due to disagreements ...
Computer Games
Computer games are my passion from a very young age. I started off by playing a usual Television interfacing video game console which was usually available at that time around the early 2000’s. Computers were just getting popular at that time and it was a major expensive thing to buy at that, which we could not afford. I discovered that I had a passion for gaming from the moment I laid my hands on the video game console box. I bought a lot of games and I played every single day. The gaming platform slowly transitioned from the ...
Pokémon Go is a smartphone game application that presents the players with an augmented reality gaming experience. Pokémon Go is a relatively new smartphone application that took the world by storm recently. The augmented reality in Pokémon Go allows users to catch Pokémon through their phone cameras. In a typical case, the game is played through the user’s camera in any location they may be at any time. Since a user can only be at one location at any one time, the game provides the user with opportunities to catch a ‘Pokémon’. Poké ...
Video Games Negatively Impact College Students’ Performance in School
Introduction
For college students, a high rate of academic performance during school years is strongly associated with future career success. With this objective in mind, college experience supplies students with an environment where they have an opportunity to gain relevant knowledge and acquire related skills, which are likely to contribute to their future career paths. Recent technological advances have changed the way young individuals obtain new information and communicate with their families and peers. In this case changes in their social development are dependent on facilitating access to information, sharing personal data, and promoting communication via the Internet (Lepp ...
Sony Play station has been one of the most successful products of the century. Since the release of the first Play Station in December 1993, Sony has released three subsequent Play Stations with great success. Sony released the original play station in December 1993, and sold more than 70 million play stations worldwide by the time Play Station 2 was released in 2000 (USA Today, 2014). Play Station 2 sold more than 155 million by the time it was discontinued in December 2012 (USA Today, 2014). Sony released Play Station 3 in 2006, and had sold 80 million units ...
Introduction
New product development is a long and complete process of bringing up a new product or service into the market. Familiarizing oneself with the customer's taste and preferences, demand and nature of market greatly influence the penetration of the new product into the market. Durability, time, performance, quality determines the costumer's needs and interests towards the product in question. Many customers will often discredit new products, especially if it penetrated for the first time. Thus, the new product owners must find a way to convince these customers to trust their products. The new products that the company should advertise the product in ...
Introduction 3
Discussion 3
Stand 1: Video Games Cause Aggression and Violence 4
Stand 2: Video Games Do Not Cause Aggression and Violence 5
Reasons that Prove the Relationship between Video Games and Aggression 6
Conclusion 7
Introduction
Video games are a form of entertainment. They are highly interactive because video games push players to become immersed in the game itself on a physical and emotional level. In 2010, the Kaiser Foundation conducted a survey and came up with the finding that 97% of American youth of ages between 8 and 18 years devote a substantial amount of their ...
Whether a teen or adult play video games on television, the Internet or a portable unit, excessive gaming can affect their life. Video games can be addictive as the gambling games to a child as young as nine years. With the new technology, video games are played by people of all ages and are played at home, school, work among other places. Most of the players spend a lot of time playing the video games nonstop (Melissinos & O'Rourke 45). While most people think some people are using video games in a positive way, a big percentage thinks the opposite. ...
Our world changes every day. Modern highly developed industrial society has quite different system of values than it used to have years ago. New technologies took their place in our lives so firmly, that we can hardly imagine a day without habitual gadgets. Especially, this point concerns the youth. Young people seem to hold their mobile phones in the hand all day long. Moreover, constantly developing stuff and games aggravate the addiction to the mobile phones. A shining example of the situation is a new version of a popular Japanese game Pokemon Go.
Pokemon Go has provoked a new ...
Personal Computer Purchasing Project
Personal Computer Purchasing Project.
1.0 Introduction:
When purchasing a personal computer for home or business use, buyers are faced with a myriad of options to choose from in the market based on brands, technical specifications, pricing, quality, and reliability. In this case, it is important to conduct significant market research, read customer and technical reviews, and make your own comparison before deciding on the PC to buy. Some of the major considerations include the intended usage i.e. for home entertainment, business or gaming, etc. There are considerations to be made with regard to software such as operating systems and ...
1. In class (and in the text) we discussed the use of incentives, such as tax credits, to help develop the video game industry in Ontario, BC, and in Quebec. Discuss how these types of programs are structured to encourage investment in the industry and discuss why/why not you think these programs are a good idea. Can you relate the video game industry incentives to the film tax credits that used to exist in New Brunswick/Nova Scotia? What other industries rely on incentives?
The video and TV generation industry in Canada keeps on growing. In 2015, its yearly volume ...
Every form of art has gone through several stages of development that usually depended on the level of technology advance. Some of such art forms first faced incredible criticism and even denial from the contemporaries, who, often failing to come to terms with the cultural and technologic changes and new artistic phenomena, simply rejected the novelties that they could not understand, embrace and appreciate. Video games are currently a central point of heated debates about whether they should or should not be recognized a new art form. The advocates of video games, who are usually gamers or game developers, defend games ...
The military video game is a very popular type of interactive entertainment, a specific genre of the medium of relatively recent realm of video games primarily centered around plots and characters dealing with the armed forces of a nation, usually the United States military (Breuer, Festl and Quandt 1). Given the relatively new and developing nature of the military video game genre and its popularity, its sociological effects and inspirations (especially as it pertains to race relations and foreign policy) are still unknown. While games like Medal of Honor, Call of Duty, Rainbow Six and more have begun to bring in tremendous ...
The military video game is a very popular type of interactive entertainment, a specific genre of the medium of relatively recent realm of video games primarily centered around plots and characters dealing with the armed forces of a nation, usually the United States military (Breuer, Festl and Quandt 1). Given the relatively new and developing nature of the military video game genre and its popularity, its sociological effects and inspirations (especially as it pertains to race relations and foreign policy) are still unknown. While games like Medal of Honor, Call of Duty, Rainbow Six and more have begun to bring in tremendous ...
Introduction
A. Given the relatively new and developing nature of the military video game genre and its popularity, its sociological effects and inspirations (especially as it pertains to race relations and foreign policy) are still unknown.
B. Research question: Do the treatment of enemies, characters and game mechanics in military-style video games (such as Call of Duty) reflect issues of Orientalism, racism and colonialism present in modern-day America; if so, in what ways?
Thesis: Military video games do enforce a hegemonic and Orientalist view of the Other, trading in even-handed foreign policy for brazen shoot-em-ups that act as soft ...
Affiliate institution
Abstract
The new media has presented new interactive forms of delivering instant information to audiences. The proliferation of internet technologies and its capabilities have charged the culture of the audience from the consumer of information to a creative consumer who can individual or in a group influence the public opinion. The media institutions need to reengineer their content delivery strategies to be able to satisfy the hunger for immediate delivery of accurate, relevant and reliable information to its uses. Government controlled media institution are in a threat of extinction with the entrance of the new media
Media can be defined ...
Grand Theft Auto is a series of fifteen game titles, playable on computers and gaming stations, based in fictional cities similar to cities in American, with an open world themed gameplay allowing the playable character to roam around the city and attempt different kinds of missions. Grand Theft Auto series, popularly known as GTA, has a gameplay based on street gangs and mafia, with game plays varying from territorial wars to rescue and kill missions. The gameplay is strewn with adult compatible material and violence.
Violence and adult material in video gaming has always been a matter of concern for parents, ...
Not so long ago, in November 2013, one of the most highly anticipated next-generation consoles from Nintendo was released, and the popularity that it has gained – is considerable. Games for Wii U are traditionally in high demand, and, generally, many admirers of Nintendo and ordinary gamers tend to buy a new Wii U, however the price is not so very low (the price for the basic 8 GBset was $299.99 at the beginning of sales). Of course, it can be said that the console did not become such a great hit, as its previous iteration, the standard Wii, but, nevertheless, it ...
Swerve is an interactive gaming product that we came up with as group members that will be related to current news events targeting the younger generation of 13 to 30 years. Our marketing plan illustrates our strategies and market segments that we are going to employ to create a solid revenue system and get out targeted customers. We have a unique focus of this new game with a new twist that will give us an advantage over all our competitors. Our vision is generally to provide people with what they need including a brief escape of fun. Attracting visibility is our biggest marketing ...
Achieving the Goal
The Goal is a captivating novel by Eliyahu M. Goldratt that presents the reader with the best policies to applicable for the successful management of an industrial plant. Goldratt’s method of conveying the message is unique since the book revolves around Alex Rogo’s life, which has numerous challenges from work at the UniCo manufacturing plant and from family responsibilities. The UniWare division for which Rogo is the plant manager has been experiencing problems for over some time to a point that Granby the business owner considers closing the division within six months. This causes Bill Peach the division vice ...
Video game violence and young adults
Specific Purpose: To persuade my audience that video games do not promote violence among young adults.
Central Idea: As video games become popular among the youth, there have been controversies as to whether video games promote violent behavior.
Introduction
1. Video game playing is one of my favorite pastimes. Recently, a friend of mine tried to discourage me from playing video games on the basis that I might develop violent behavior
2. In a bid to find out whether my friend’s concern was founded on factual inference, I did a research on the effects of video games on young adults.
( ...
Culture is frequently reflected in movies, television and electronic games, and has been throughout modern history.
The influence of The Cold War, for example, had a deep and enduring influence on the American film industry. Over the years following the Cold War, a string of films were made, echoing various related themes. Walk East on Beacon, for example, is based on an article by J. Edgar Hoover. It depicts the struggles of Soviet spies to foil a top-secret scientific project (Landon).
Just as culture can affect media, media can equally affect culture. As computer games have become more popular they have had a considerable impact upon popular culture. Video games encourage players to self-produce their own media. For example, ...
Part 1
As the news director of a local television station, I will make the death of the celebrity the lead story.
The primary role of the media is to deliver accurate and relevant news to the public. As the celebrity was a house-hold name, the story will be directly relevant to many of my viewers. Furthermore, the celebrity story, as a headline, will probably grab more attention. The closure of the parks will affect my viewers to a higher level. However, if viewers tune in to learn about the celebrity death, they will be more likely to keep watching for the park story.
Another consideration is my station’s social responsibly. The degree of social responsibility required by the media ...