...Violence to Kids Jeremy Eisnor ITT Online Written Analysis January 9, 2015 Abstract It is said that video game makers advertise their violent games, to young children and that that leads to violence among the youth. I believe that companies market their games in general, and when it comes to ones deemed violent, they are careful not to market to children. I also believe the games cannot be blamed for the children being violent. I play violent video games and so does my son, and we are the least violent people you will ever meet. At some point we as parents have to stop blaming games, movies, TV, or any other type of media for the violent actions of our kids. Marketing is everywhere, and no matter how well you control it, kids will see it, especially in this day and age of information. My son and I play video games all the time and some of our favorite are the ones considered violent. The Grand Theft Auto series of games are some of the best if you like video games. It isn’t the best because of the violence but because the content of the game and what you’re allowed to do. You can roam free in this world and explore things and basically do things as you want or you can do specific missions. We will continue to play these games and if they are violent then so be it. We are with the majority of people who understand these are just games and they do not makes us any more violent then we already want to be. The truth is we give our kids access to...
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...Are Video Games really to Blame for Violence of Children? Kid violence and video game violence: Is there a correlation? When a child commits an act of violence, there are times when video games are brought into the equation of the cause. Sometimes, depending on the nature of the crime, violent video games are being blamed directly for the violence of children. There has been research done to learn more about the effects playing violent games on children’s behavior. Since children learn through repetition, repeatedly watching acts of violence over and over again will have an adverse effect on a child’s mind. While the debate continues of whether violent video games are the cause of child violence, one thing that is certain is that parents need to be educated about the effects that playing unsuitable games can have on their children. Cases that seem to show a link between violent video games and children’s behavior are countless. In Jacksonville, Florida, a little girl accidentally shot herself with her father’s handgun (Warford). When Action News asked the little girl’s mother, Lachrisha Holmes, how the little girl even knew what to do with the gun, her mom replied, “I walked past my son and saw her on the computer and they were playing game called ‘Maria Wars,’ they were disassembling a gun” (Warford). Holmes said that she isn’t blaming video games but wonders if that is how her daughter learned what to do with a gun (Warford). In Marble Falls, Texas, a thirteen-year-old...
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...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...
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...represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts...
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...ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF SELECTED HIGHSCHOOL STUDENTS OF SOUTHHILL MONTESSORI SCHOOL, INC. A Research Paper Presented to Southhill Montessori School, Inc. Laguerta, Calamba City, Laguna In Partial Fulfilment of the Requirement in Advance English IV by: Cantre, William Joseph C. Lumbres, Rhea M. Melanio, Lawrence T. March 2015 APPROVAL SHEET In Partial fulfilment of the requirements in Advance English, this thesis entitled The Effect of Computer and Online Games in the Academic Performance of the Selected Highschool Students of Southhill Montessori School, Inc. prepared by the students researchers William Joseph C. Cantre, Rhea M. Lumbres, Lawrence T. Melanio and is hereby submitted for oral examination ____________________ ALVIN N. NAVARRO Subject Teacher ------------------------------------------------- PANEL OF EXAMINERS Examined and approved by the oral examination committee with a rating of ______ on February 07, 2015. __________________________ MRS.CRESENCIA M. COMIA Chairperson _________________________ __________________________ MR. BERNARDO R. TIMAJO MR. ALVIN N. NAVARRO Member Member Accepted and approved in Partial fulfilment of the requirements in Advance English, an Elective subject of English IV. __________________________ _________________________ MRS. CRESENCIA M. COMIA Principal Southhill Montessori School Inc. TITLE: The Effect of Computer and Online Games in the...
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...Violence and Children CHAPTER 7 Violent Video Games: The A COMPLETE GUIDE FOR PARENTS AND Newest Media Violence Hazard PROFESSIONALS Douglas A. Gentile and Craig A. Anderson Hazard Edited by Douglas A. Gentile In creating this electronic reprint, we have attempted to keep the style, pagination, and format as close to the published form as possible. Nonetheless, some errors may have occurred. If you discover a substantial error, please contact Craig Anderson using the following email address: caa@iastate.edu. Please note that this electronic reprint is provided as a courtesy. Please do not post or distribute this reprint in any fashion that may violate the copyright of the original publisher or the authors. Thank you for your interest in this work. In 1972, a new form of entertainment became commercially available with the release of the video game Pong. In Pong, two players tried to "hit" an electronic "ball" back and forth. From these humble beginnings, a revolution in the entertainment industry was born. Interactive game revenues are now significantly greater than the domestic film industry ("Industrial Strengths," 2000). Worldwide video games sales are now at $20 billion annually (Cohen, 2000). The PlayStation video game console, which began as a side project at Sony, now represents $6 billion of the company's $20 billion in annual sales (Cohen, 2000). It is reasonable to question whether video games may have similar effects to the effects...
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...Benefits of Video Games English 223 D 12/5/2012 Intro I have played video games since I was five years old, they have been a huge part of my life. They have made me the person I am today for better or worse, but I believe for the better. They have helped me significantly in my social life. They helped me make friends, and have allowed me to have a common ground with people I would other wise never have anything in common with. It allows me to meet new people and keep in touch with friends in far off places. The challenges that video games have presented me have taught me how to analyze the situation quickly so I can react just as fast. Also I have learned a lot of random facts from video games about the real world. Many of the situations in video games have connections to the real world and thanks to the simulations of real life in video games I know how to react to certain situations or perform certain task appropriately with out actually ever doing them before. I believe video games have many benefits to offer everyone, they have been great to me and I am sure they can help everyone. Video games are deemed as toys with no apparent value but to waste time. This is very untrue, video games can be very beneficial if used properly. They can increase analysis and problem solving skills, they allow people the ability to keep in touch with their friends from all around the world and even make new ones because they have a shared interest, and they can...
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...new movements in scholarship and performance, and is currently an active part of education curriculums. His plays remain highly popular today and are constantly studied, performed and reinterpreted in diverse cultural and political contexts throughout the world. It is safe to say that although Shakespearean plays were set in the Renaissance Era, they are still the epitome of English literature and are revered by theaters, performers and audiences alike due to their remarkable credibility in portraying everlasting political, social and moral issues. http://www.neptunetheatre.com/content/Shakespeare_hat_trick His plays move from romantic to tragic, humorous to serious so much so that he not only caters to all tastes but also all times by portraying the political situation of his times as well as the way of living. Even Romeo and Juliet, considered by many as a die –hard romantic scripture actually highlights political issues. One of the main political aspects of the play was when count Paris uses his political and aristocratic power to threaten Juliet if she did not marry him. The romance provided a perfect front to front to address the rich/poor issues in the Elizabethan era, and even today we see such situations where the influential overpower the lower castes, forcing them to sometimes give up on their dreams and hopes. The relevance is uncanny and once you read the play you...
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...EVENT 1 - Analyse and Present Research Information UNIT-BSBRES401A 1) INTRO The world’s electronic games industry is dominated by three players; *Nintendo, Microsoft and Sony.* Further Information about the products of these companies can be found on Page 6 – Comparing Nintendo Wii To Xbox 360 And Playstation 3 This compiled research report is about Nintendo Co., Ltd.& the competition they face in the gaming industry. The purpose is to conduct market research and analysis of the corporate strategy of an organisation and the The key objective is to determine the future potential for Nintendo Co., Ltd.and the gaming industry. My research is to be based on Nintendo Australia including information Nintendo Japan HQ. The gaming console I have chosen to focus on is the Nintendo “Wii”. As can be seen in Appendix Figure 2, The Nintendo Wii is designed in a very modest way. It is possible to purchase this product in white and black colour. The console itself is very innovative and easy to handle. The system is called motion controlled gaming and it is also possible to connect to the Internet. 1. This first section of the report we will begin with a brief look at Nintendo’s history, the target audience, products and the sources and methodology used. 2. In the second section of the report we will look at how the research was undertaken along with the analysis of the information gathered from a survey I conducted on the popular Nintendo “Wii” along with the findings...
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...Janith Mahaliyanage-s2806100 anne ASSESSMENT 2: MARKETING PLAN Contents Executive Summary 3 Company Analysis 4 PESTL Analysis 5 Political 5 Economic 5 Socio-cultural 5 Technology 5 SWOT Analysis 7 Strengths 7 Weakness’s 7 Opportunities 7 Threats 7 Objectives Mission Statement 8 Market Objectives 8 Sales objectives 8 Communication objectives 9 Competition 9 Competitive Advantage 10 Customer Analysis 10 Target market Segmentation and Positioning 10 Geographic segmentation 10 Demographic segmentation 10 Psychographic segmentation 11 Targeting 11 Tweens (11 - 12) 11 Young Adults (16 – 25) 11 Other 26+ 12 Select Target Segments 12 Positioning 12 Marketing Mix 13 Product 13 Place 14 Price 14 Promotion 15 Television 15 Printed Media 15 Public Transport 16 Official website and Forums 16 Evaluation and Control 16 Implementation/ Action Plan/ Schedule 18 Conclusion 19 Recommendation 20 References 21 Executive Summary The following report is a marketing plan for Sony Ericsson Mobile in Australia for the 2012-2013 financial years. The purpose of this report is to present a study of the opportunities for Sony Ericsson to expand its business and to become a dominant player. Sony Ericsson has focused on its resources on the young adult market for its mobile phone the Xperia play, but opportunities exist to penetrate the tween market which will be more viable for profit and growth. This Report...
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...developing stage of a child’s mind, everything that is being exposed to them is going to have a profound effect on them. We could say that only certain programs are carrying positive messages whereas the negative impact of television may be dominant. Overall, the television exposes the child to violent/deviant behavior, children build some of their morals and ethics from television and television also causes sleeping defects, obesity and other illnesses. Television can promote certain behaviors to children at young ages, for example if a child is exposed to violence on television, then that program is promoting aggressive behavior and the child can then begin to act more aggressively. Many researches show how television programs negatively affect children and their behavior from a process called imitation. Moreover, children, who are exposed to television programs showing violence, are more or less likely to affect their behavior. Media affects theories in modern times originated with Bandura's social learning theory suggests that children learn aggression from viewing others. Children’s behavior was observed in Bandura's Bobo Doll experiments. Bandura showed children a video of a model beating up a Bobo doll and then put the children in a room with a Bobo doll to see if he/she would imitate the behavior...
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...TABLE OF CONTENT Contents 1. Introduction 4 1.1 History 5 1.1.1 1935 - 1941 5 1.1.2 World War-II 6 1.1.3 1946 – 1949 6 1.1.4 1950- 1959 7 1.1.5 1960 – 2000 8 1.2 The History of Color Television 8 1.3 The Inventor of Television 10 1.4 The Definition of Television 12 1.5 Current Issues 13 Positive and Negative Effects of Television 13 1.5.1 Positive Effects of Television on Children 13 • Television as education 13 • Moderation 13 • Family bonding through television 13 • Educational programs 14 • Amusement 14 • Catalyst for reading 14 • Wonder 14 • Introduces new cultures 15 • Bridge to conversations 15 • Other positive effects 15 1.5.1 Negative Effects of Television on Children 16 • Violence 16 • Passivity 16 • Risky behaviors 16 • Obesity 16 1.5.2 Positive Effects of Television on Society 17 • Spreading Information 17 • Creating Memories 17 • Social Media 17 1.5.3 Negative Effects of Television on Society 18 • Desensitized to Violence 18 • Increased Aggression in Adults 18 1.5.4 Positive Effects of Television on Nation 19 1.5.5 Negative Effects of Television on Nation 20 1.6 How to Influence Positive Behavior of Watching Television in Children 21 1.7 Understanding Television Ratings and the V-Chip 23 1.8 The Effects on the Economy 25 a) Children Buy 25 b) Advertising Sales 25 c) Hollywood Profits 25 1.9 The Effects on the Culture 27 1.10 The Effect on the Politic 28 1.11 The Statistics. 29 1.12 Objective of Television 31 2. Findings...
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...The Effect of T.V. Cartoon Network on the Aggressive Behavior of Grade One Pupils in Brion-Silva Elementary School A Title Proposal Presented to DR. JOCELYN CASTILLO In Partial Fulfillment of the Requirements In EDUC 501 RESEARCH METHODOLOGY By: MELANNIE D. ARCENAS MAED-EM CHAPTER I The Problem and Its Background Introduction The environment in the twenty-first century is media rich. People of all ages are surrounded by media from morning until night. We hear it greet us on our alarm clocks or on the radio in our vehicles, see it on billboards outside or in magazines while waiting for the doctor, and view it using computers, playing gaming devices or when watching television. The American Academy of Pediatrics recommends that parents school going children to no more than 1 to 2 hours of quality educational television content per day, and that children under the age of two not be exposed to any type of television or screen time at all (Anderson & Pempek, 2005; AAP, 1995; Anderson et al., 2003). These limits are prescribed to allow for children’s developing minds to use imagination, explore the world and increase physical activity and interaction with family or friends (Funk, Brouwer, Curtiss & McBroom, 2009). However, parents and other adults seem to be taking this recommendation lightly. One of the largest national studies of preschool-aged media effects, the Kaiser Family Report (2003), showed that the use...
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...Nova Southeastern University Wayne Huizenga Graduate School Of Business & Entrepreneurship Assignment for Course: MGT 5015 Legal, Ethical, and Social Values of Business Submitted to: Dr. Frank J. Cavico, J.D. LL.M Submitted by: James Jones N01456933 Date of Submission: March 12, 2013 Title of Assignment: Integrating Values – The Legality, Morality and Social Responsibility of, “Is it moral for the University of Notre Dame to pay their college football players?” CERTIFICATION OF AUTHORSHIP: I certify that I am the author of this paper and that any assistance I received in its preparation is fully acknowledged and disclosed in the paper. I have also cited any sources from which I used this data, ideas of words, whether quoted directly or paraphrased. I also certify that this paper was prepared by me specifically for this course. Student Signature: Jill Burgess *************************************************************** Instructor’s Grade on Assignment: Instructor’s Comments: Table of Contents Introduction Many students who are currently active players for their university's football team are struggling to make ends meet. They simply don't have the funds to buy new clothes, tools for education, or even food not supplied by the university. To make matters worse, the NCAA has created policies restricting players from pursuing avenues of being compensated for services...
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...Examination Paper of Principles and Practices of Management 1 IIBM of Business Management IIBM Institute of Business Management Examination Paper MM.100 Principles and Practices of Management Subject Code-B101 Section A: Objective Type & Short Questions (30 marks) This section consists of multiples choice and short notes type questions Part one carries 1 mark each & part two carries 5 marks each. Attempt all questions Part One Multiple Choices: 1. A plan is a trap laid to capture the ________ a. Future b. Past c. Policy d. Procedure 2. Which of the following is the function for employing suitable person for the enterprise? a. Organizing b. Staffing c. Directing d. Controlling 3. ___________ means “ group of activities & employees into departments”: a. Orientation b. Standardization c. Process d. Departmentation 4. This theory states that authority is the power that is accepted by others: a. Acceptance theory b. Competence theory c. Formal authority theory d. Informal authority theory 5. Which of the following means dispersal of decision-making power to the lower levels of the organization? a. Decentralization b. Centralization c. Dispersion d. Delegation 6. This chart is the basic document of the organizational structure: a. Functional chart b. Posts chart Examination Paper of Principles and Practices of Management 2 IIBM of Business Management c. Master chart d. Departmental chart 7. Communication which flow from the...
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