...The Conflict Game In 1960, the Milton Bradley Company created the Game of Life. This board game sends players on an adventure through life. The player has options throughout the game and sometimes is sent down a risky road where fortunes are won or lost. During the course of the game, if a player lands on all spaces that give money and the player has the highest salary amount possible, they could earn a maximum of $3,115,000 and be deemed the “game master”. In efforts play this game the players have to determine if they are going to be “game players” or “game masters”. Players in the real game of life must also make similar decisions and face similar consequences for their actions. Also, just like the board game, players get their feathers ruffled and conflict is created when course of life takes a different route from the original plan. This can generate high emotions and increase the stakes of the game. In efforts to succeed in both the game and in daily life, the players have to recognize the game playing is an essential part of managing conflict. (Hasbro, 2013). Relationships can often be viewed as games because each relationship has a set of rules worked out between both parties. When the rules are followed, things go well. When the rules are stretched or disregarded, conflict arises. It is one thing to “play the game” but quite another to “master the game”. A game master knows how to play the game and why such game should be played. A game master is stable in good situations...
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...Influence is unavoidable; our reality is not of our own making Like a game, reality is dependent on a set of mutual laws and expectations rule-makers agree upon and there are penalties for those who go against the expectations of the majority such as the loss of a “life” or “game over”. Some have a lot invested in the game- wealth, time, effort, goals. Others see it for what it is; a projection of our imagination with a subjective sense of meaning. This game of life is far more complex than any board game like Chess or Monopoly because it represents a reality that offers greater levels of intricacy than which merely mimics or replicates an aspect or semblance of life itself. Reality is transient. Reality is determined through the consensus of the majority and therefore is subject to change when the consensus changes, as happened over five hundred years ago when people began to realise that the then dominant view of the universe as geocentric as flawed. However, such change in the paradigm is inevitably accompanied by conflict as society divides between those who wish to protect the status quo, such as the Catholic Church which attempted to suppress the discoveries of scientists like Galileo, whilst others, like Shakespeare, welcomed new thoughts as shown in the naming of his theatre as ‘The Globe’ built in 1599. Shakespeare was a humanist who explored the exciting new possibilities presented by the rise of science in his society, and in his play As You Like It, Shakespeare...
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...Is life a game? Brahm soltes Events, including people's behavior, usually have consequences. A belief is a statement about reality that feels true, but exists only in our mind. It is the meaning we gave to a series of meaningless events. We have beliefs about ourselves (e.g., I'm not good enough), people (e.g., people can't be trusted), and life (e.g., life is difficult). These are meanings we gave to events in our lives. A value is a belief about what we think is right and wrong, good and bad. Examples include parents should (or shouldn't)... the function of government should be... people should... it is wrong to....These and any other value statements are beliefs. You can't "see" in the world that they are true. Many people would disagree with any value statement you make. They exist only in your mind. If value statements are always a type of belief and beliefs are always meaning we make up to explain meaningless events, then value statements are arbitrary and cannot be absolute truth. I'm not saying this is easy to accept, or that it doesn't feel "wrong," or that it seems to create many insolvable problems. Maybe it does. Wanting values to be objective and wanting your values to be the "right" values don't make them so. Ken Wilber has summarized the conclusions of many people who study the development of consciousness. They have demonstrated that society and individuals go through stages of consciousness, with each stage having its own unique worldview. The three stages...
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...a great honor and it is particularly gratifying to see and hear about the tremendous pride employees feel about working at Hasbro” ("Hasbro recognized as," 2011). According to the company’s website, some of their employees’ benefits include: “half-day Fridays all year long, tuition reimbursement, discount toys and games at in-house stores, adoption and foster-care assistance, employee assistance program (EAP), health an dependent-care flexible spending accounts, auto-insurance and home-insurance discounts, Hasbro Employees Federal Credit Union, and Team Hasbro Employee Volunteer Program” ("Making you smile:," ). “Hasbro has long been a leader in toys and games and its transformation into a branded play company has been attributed to the company’s ability to innovate and re-invent, re-imagine and re-ignite its world-class portfolio of brands” ("Hasbro recognized as," 2011). “Hasbro was founded in 1923 by Henry and Merrill Hassenfeld. The company originally sold textile remnants. It soon moved into manufacturing pencils and other school supplies; the first toy manufactured by the company was Mr. Potato Head in the late 1940s. Today, a number of well-known game publishers are owned by Hasbro, including Avalon Hill, Milton Bradley, Parker Brothers and Wizards of the Coast” (Arneson). According to its financial statements (attached), Hasbro has been able to consistently increase its net revenues, even throughout the recession. Its net earnings rose from $3,837,557 in 2007 to...
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...Since most hockey players devote their times and energy to be ready for the game after several practices of body checking, if it is forbidden, their aspiration will be useless. For instance, the mother of four sons, Katherine Devlin reports,“ her 10-year-old son Sean was “devastated.” Sean had been preparing for his first hockey season with body checking” (Feschuk, Dave 2013). The chance of getting harmed will be lessen while having full of equipment on the body. To be clear, Devlin describes, “And I would prefer they’re out on the schoolyard or in a park or in my living room, for that matter” (Feschuk, 2013). This quotation clearly demonstrates how parents truly believe in body checking. However, Devlin forgot that Helmet couldn’t protect children from getting brain damage. As an illustration, Cherry utters, “Brains are delicate, and they run our bodies and minds. When they are flung around inside the skull, which is weirdly enough rough on the inside, they don’t do too well” (The Huffington Post, 2013). Not only is body checking prevention, but one of the skills. Devlin points out that “ I saw my son’s team using hitting as just another skill” (Feschuk, 2013). Despite to the expectation and safety for the game, Mokrzynski argues that “ If Peewee coaches don’t have to teach body checking, they will be able to “spend more time and effort on making them better players” (Bergsma, 2013). In this case, he doesn’t have a specific data to support his arguments how the ban can have...
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...goals, not gaming or fun. On the other hand, the ‘entertainment’ strand of children’s software is more geared towards attracting children. By featuring an open-ended, exploratory online environment and fantasy worlds rather than goal-oriented games, the entertainment genre advertises to a more youthful target audience comprised of children who seek adventure, imagination, pleasure, exploration, and creativity, in contrast to the academic strand’s learning and reflecting goals. However, I would like to focus on the last genre, construction. After defining what the constructivist approach symbolizes, I will use the example of the online gaming series, “The Sims,” to show how this genre differs from the academic and entertainment types in terms of content, benefits, and advertising techniques. The construction genre is often also called authoring, for it involves a player who is the writer, builder, or creator. “This constructivist approach focuses less on conveying academic or cultural content and more on providing tools for construction and tinkering… They draw less on explicit educational ideologies or images of play and more on images of mastery and control” (101). This genre integrates both education and entertainment, in a way. The games...
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...When is a Game No Longer a Game? Joel AJ Parker Northwood University Video games are becoming a huge part of a person’s life nowadays, especially children. It is no longer the world of board and card games. Many people would argue that video games do not allow a person to use their imagination. However, Will Wright would beg to differ. Wright believes that video games now allow a person to use their imagination to create their own scenarios and customize a “new life” within a game. However, I believe that he would agree that the video game world could be evolving to a point where they are no longer making “games”. There is a controversial online “game” that has the title of Second Life. Some might ask when a game stops being a game? What is the limit for reality in a video game or is there even a limit? There is a certain limit to the reality of a video game; it should no longer be a video game when a person can consider it their second life. Second Life is a computer game that is a virtual world. It allows the gamer to enter a world and design an avatar for the “game’s” virtual world. The game allows players to purchase land, property, cars, and clothing as well as other real life amenities. It is unlike other virtual worlds because it allows for the player to profit from the game; it seems to take over their actual life. Second Life allows the player to convert their “Linden Dollars” into cash via a PayPal account. They are allowed to sell their creations in the virtual...
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...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 created in 1958; the computer and video game industry has grown tremendously and sales have grossed billions of dollars worldwide. According to our textbook, as many as 67 percent of American heads of households play video games. Technological advancement has changed these games quite a lot in terms of realism and content variety. As games look more and more realistic and present players with real-life situations; People are becoming more worried about whether or not there is any real link between violent content and/or profanity in games and an increase in aggression and/or violent actions in the individuals that play video games. The majority of research examined for this paper concern video game violence in general; but there are also limited studies that explore the prevalence of profanity in video games, and...
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...Effects of video games on society The future of entertainment revolves around technology. Video games become more and more realistic. Gaming is now mainstream. And if there is anyone who doubts this, the figures speak for themselves. By age 21, an average person in a developed economy would have spent more than 10 000 hours playing computer games (http://memeburn.com) — this is comparable to the total time we spend at school. The main consumers for violent video games are in fact teens and people in their early 30s. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence people to act aggressively? Overplaying video games can have many disastrous effects on people limiting gameplay can have multiple positive effects. 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 to often he can subconsciously learn those actions and be violent himself in theory. In a study two groups of kids were asked to play violent video games more than another group. The group who had more exposure to the game was more violent than the one who did not play as much. (CNN.com) Playing too many violent video games can make the player think violence is fun. When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets a...
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...arguably the best game to ever exist. With itself being much like poker and chess combined, Magic does indeed take “a minute to learn, a lifetime to master.” One of Magic’s greatest characteristics is its variety, with play ranging from casual gamers at the kitchen...
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...central theme of this section is teaching life lessons that will impact your players for the rest of their lives through the game of baseball. The game of baseball is truly the greatest game for instilling trust, teamwork, cooperation, discipline, work ethic and many different character traits that will provide a solid foundation for the rest of their lives. These coaches talk about the love of the game, making baseball fun, competing with class, hustling, and integrity. The life lessons of failure, fear, frustration, loneliness, slumping, making adjustments and controlling emotions are lessons that are learned in this great game of baseball. This is a game of failure and young men must learn the ability to fail and bounce back, and I talk about this with my team all the time. The many different highs and lows of life are more easily handled if you have experienced this before and know how to handle it. You must not be afraid to fail, but you must learn from your failure and rebound. How you respond to failure, frustration and slumps is what is really important. Being a part of a team also instills many positive characteristic traits in young men, none more important than trust. Players must learn to trust each other and coaches must learn to trust players. Teams that have players and coaches that truly trust in each other are winners. Along with those mentioned above, there are also many other principles we learn in the game of baseball such as: Class, character, teamwork...
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...Nintendo Game Genie Game Codes Page i # 1942 1943 3D Worldrunner 720 Degrees 8 Eyes …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. 1 2 3 4 5 A Addams Family Adventures in the Magic Kingdom Adventures of Dino-Riki Adventures of Lolo Adventures of Lolo 2 Adventures of Lolo 3 Adventures of Tom Sawyer Adventure Island 2 Adventure Island 3 Adventures of Bayou Billy Adventures of Rocky & Bullwinkle Airwolf Air Fortress Alfred Chicken Alien Syndrome Alpha Mission Amagon American Gladiators Anticipation Archon Arch Rivals Arkanoid Arkista's Ring Astyanax Athena …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. …………………………………. 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Nintendo Game Genie Game Codes Page ii B Back to the Future Back to the Future 2 Back to the Future 3 Bad Dudes Bad Street Brawler Balloon Fight Barbie Baseball Simulator 1000 Baseball Stars 2 Bases Loaded 2 Bases Loaded 3 Bases Loaded 4 Batman Batman: Return of the Joker Batman Returns Battleship Battletank Battletoads Battletoads and Double Dragon Battle of Olympus Beetlejuice Bee 52 Best of the Best Championship Karate Bigfoot...
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...new phenomenon in the entertainment industry is the creation of multiplayer online role playing games or MMOs. Massive multiplayer online role playing games are designed to allow a large number of people to interact within a virtual world and work together to accomplish goals and tasks within the game. This format draws in an audience by catering to the many different desires of people. A question has arisen because of the popularity of these games – should people be concerned with the addictive nature of these designs? In an MMO, a person plays a character or avatar of their own design, within the limits of the game, and logs into a server where hundreds or thousands of other people are logged in at the same time. Sometimes people work together and sometimes they work against each other, but it’s always a social environment. MMOs have moved gaming from a pastime to a lifestyle. Many players dedicate their lives and all of their spare time to playing. Unfortunately there have been many negative repercussions because of how much time people dedicate to these games. There’s a history of problems commonly associated with other addictions, from families falling apart all the way to the deaths of players of MMOs. There is a real concern of how playing MMOs can impact people’s lives. To understand this problem, you have to look at what allures gamers to this style of video game. Many people look for ways to escape the monotony of their day to day lives, whether it’s...
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...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 behavior, anger, physical and sociological perspective. Violence in Video Games As technology evolves the interactive nature of violent video games has worsened the effect on players, especially children. Video games have potentially harmful impact on the player’s ability to separate fantasy from reality. The learned behavior from these games may impact the player’s health, social skills and possibly their outlook on life in general. Violent activities such as shooting, stabbing and burning are behaviors commonly portrayed by the villains in the game. Weapons used to perform these violent acts include a variety of firearms (hand guns, rifles, machine guns, and laser guns), knives, explosives (Molotov cocktails, bombs, hand grenades, rocket-propelled grenades), swords and even vehicles....
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...come across increased intense scrutiny by former players and the media for their lack of action towards preventing concussions. The NFL is often compared to a gladiator arena, where players push through serious injuries and perform spectacular feats in front of a roaring and bloodthirsty crowd. Many people look at professional football players and forget that they are still human. They are not invulnerable to pain, and they are not immune to the side effects that come with playing such a violent game. Former players who played in the 1980’s and 1990’s played with rules that allowed dangerous helmet-to-helmet hits, and in a society that expected them to play through injuries, such as concussions. Players at particular positions are at an additional risk for concussions, with 18.2% of defensive backs suffering concussions sometime in their career (Pellman, Viano). Players that suffered repeat concussions were found to have a much greater risk of “increased neuronal vulnerability”, and that there is an increase in the likelihood of “recurrent concussions with each successive previous injury.” (Guskiewicz). Former players are experiencing increased rates of brain injuries such as depression, dementia, early-onset Alzheimer’s, and chronic traumatic encephalopathy (Pellman, Viano). Over 2,000 former professional football players are now suing the NFL over allegedly hiding the fact that concussions can cause these effects later in life, and argue that the NFL should be responsible for...
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