...lottery” and “The Most Dangerous game” are similar, both writer stress on conflicts and struggle main character experience in the story to protect their lives. The Introduction of the stories tells the setting, the villagers of a small town gather together in the square on 27 June to participate in a lottery that took two days. While the most dangerous game, it took place on an island with few people. Thesis statement is that a tradition can be detrimental to your lives. According to “The Lottery” written by Shirley Jackson, it was about a villager. In fact, about 300 people lives in the villages who might have forgetting tradition lottery which were play long time age and blindly accepted the game without asking question about the rules and regulation to enable all villages understand the consequence of the game. Where as in “The most dangerous game” written by Richard Connell in an island. Few people participated in the game. The general, zaroff along with his friend Ivan, as well as his dog, team against one person to play a hunting game. Both people understood the danger of the game very well, but one refuse to play while the other person finds pleasure in playing the game. The Major Character “The Lottery” written by Shirley Jackson it seems that the characters were very happy to participate in the events. The villages were rejoicing to play the game; however, the game has been around for years, but some villages has stop playing the game. Prior to the lottery, the villages...
Words: 914 - Pages: 4
...Non-literary Piece (Outline/Draft) Game Review of: Nicole (by Winter Wolves) * An otome mystery raising life sim game. * Otome = Japanese term for “maiden”, “girl game” or “romance sim”. Mainly focuses on the female market; life-like games through making decisions to have a bigger chance at romance with the fictional male character you’re interested in whilst going through the plot/route of the male character and the general story of the game Genre: Romance and Suspense, relating to the prologue of the novel, “Nightshade” by Nora Roberts for my literary piece. Game Review Reference(s): * http://sporadicchronicler.blogspot.co.uk/2013/10/wherein-i-get-distracted-by-nerdy.html * http://www.technologytell.com/gaming/120000/nicole-review-hitting-the-books-and-the-streets/ Draft (1000 words): Nicole is a commercial otome game by Winter Wolves which builds on the developers’ experience as the recent adventure and plot is most certainly the strongest within the aspects of the genres and decisions the player has to make throughout the game. The game begins with our heroine, Nicole Graves, arriving at the first choice Floridian university of her dreams, as she has always wanted to get away from California because of the dejected life she led, especially in high school. Chandra, her kind-hearted roommate helps her adapt to her new surroundings, as she helps Nicole in learning the layout of the campus, and adjusting to her new life within the university, in and out...
Words: 1186 - Pages: 5
...that don’t have the first clue what it means to be genuine. We are all practically living in a world that is full of self-centered people that are only looking out for themselves and what benefits them. Besides that, they have no true value of other humans life as long as it is not effecting their own. Of course it is wrong, but it seems that as time continues it just gets worse and worse. Will it ever stop? Probably not and that is what’s scary. The two stories “The Lottery” and “The Most Dangerous Game” both exemplify characteristics of selfishness, violence and cruelty throughout different scenarios. Both stories are ones which could happen in today’s world, they may not be the most common situations, but they are very much possible. Comparing and contrasting these two stories, it becomes quite interesting how these are things that could very easily be real life because people like these characters do exist. The news is a reminder everyday and even in the Bible, there are so many instances where these acts are frowned upon. To not kill is even one of the Ten Commandments. Life is by far the most precious gift that we have been given from God, when he asks for so little in return. “The Lottery” and “The Most Dangerous Game” show how low and deceiving humans can truly be. They show us that people are capable of very hateful things and you never know when they may turn their back on you. That is why a good relationship with God...
Words: 1473 - Pages: 6
...to become a trouble youth. Living the life of a challenged child hood is some of the factors that may contribute to the factors of juvenile delinquency. The children of the future are in trouble of being locked up before they get a chance to live their life. “Today, Juvenile facilities nationwide hold some 104,000 offenders” (Cannon, Beiser, 2004, p.29). Out of the 21 million that live in the United States the stated number from above is questionable. Why are there so many, is there a reason for this, and what is being done to understand this? These are questions that may pop into your head as read the first statement. Technologies, pressure from parents, acceptance from society are three factors that contribute to juvenile delinquency. First we begin with the pressures of parents or the pressures that they may apply to their children. I read an article that the author says it best. We live in a society that often puts too much stress on financial success and not enough on personal well-being. Because of this parents understandably can over-focus on guiding their children towards a lucrative career rather than giving them time and space to find their own path in life. (Steve, 2008) I agree with this statement whole heartedly because it is being done all the time by parents. So to another contributing factor that the parents are showing their children that financial responsibility is almost more important than the issues of life, such as being a good human being and...
Words: 1399 - Pages: 6
...enhancing their lives in the process. Their products such as the PlayStation aim to stimulate people’s senses and refresh their spirits. The Sony PlayStation delivers a message that it helps players achieve their dreams and attain fulfilment in their lives. This message is depicted in the commercial using peripheral cues that appeal to our inner fears, and it can be seen through the following frameworks. Three Act Story Structure Situation (Act 1) The people featured had typical, normal day jobs and lives that were mundane and unfulfilling. The characters in the story recognises a shared humanity that the audience can relate to. People are generally afraid to be outcasts as well as feel unaccomplished in life. Complication (Act 2) All the characters faced the same problem that creates a single dramatic question. They feel trapped within their boring mechanical day lives which block them from fulfilling their desire to achieve great things, and they needed relief. Hence, they find the missing excitement by engaging in game play on their PlayStation after work or at night. This relieves the tension they face in the day and provides satisfaction. Resolution (Act 3) Although these people live a double life, they feel empowered and in control. Most importantly, by playing the PlayStation, they gain greater pride in themselves as well as greater self-esteem. As such, they are not afraid to admit they lead a double life as the PlayStation gave them a new lease of life instead. Brand...
Words: 694 - Pages: 3
...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 the divorces were due to their spouses’ addiction to video games (Whatcott, 2011). The cause of divorce is the spouse whether it be male or female are not getting the attention they want from that individual. Instead the individual would rather play a virtual reality for hours until it is time to go to bed, then wake up and do it again. Video games have become more personal than they used to be back in the old Nintendo days. They have managed to make games more competitive which is a huge cause of video game addiction. Most research suggests that massively multiplayer online games like World of Warcraft and Call of Duty tend to be the two most addicting games (Conrad, 2012). The reason these two games have caused so much chaos is because of how competitive they have made it as well as the feeling...
Words: 902 - Pages: 4
...The Roman games and the value of life. The Roman games, or ludi, were held for the entertainment of the Roman people and played a significant role in ancient Roman culture. In the amphitheater, gladiators battled against wild beasts or engaged in combat with other gladiators. Such events were used to “elevate status” and to create “interaction between the ruler and the ruled”, highlighting the importance the Romans placed on rank and hierarchy. The ludi represented Rome’s dominance over its enemies but at what cost? It celebrated the fearlessness and power of the warriors and the state but also revealed their viciousness and disregard for the living. The act of killing, the crowd’s behavior, and even the arena itself all demonstrate how the Roman games devalue life, which is what this essay will explore. Human beings have an unusual fascination with violence but the idea of watching people die for sport is still shocking. The practice of watching deaths actually originates from the Christian ‘good death’, wherein friends and family gather to witness a loved one’s departure to a better place. “Death by public execution was an echo, even a mirror, of the Christian ‘good death’” in that it was a public event and was presided over by clergymen. However, the religious and solemn atmosphere cannot be found in a Roman arena. Le Bon suggests that in a crowd “a man descends several rungs in the ladder of civilization. Isolated, he may be a cultivated individual; in a crowd, he is...
Words: 1778 - Pages: 8
...J.K. Rowling vs. Suzanne Collins The Hunger Games Trilogy by Suzanne Collins and The Harry Potter Series by J. K. Rowling have vied for the attention of young readers, not for a long period of time, but have, in their time, blown other books right out of the water. They are some of the most popular books of the 21st Century. Many people favor one series over the other, however both books have made a huge impact in not only literature, but in popular cultural as well. These authors differ greatly in the tone and style of their books, however, they similarly surround much of their work around the subject of violence and war. Both Rowling and Collins are without a doubt amazing authors. Rowling has magnificent imagery and lengthy descriptions that creates a beautiful reality allowing children to get lost in their fantasies of a magical world full of wonder and possibilities. “Perched atop a high mountain on the other side [of a black lake], its windows sparkling in the starry sky, was a vast castle with many turrets and towers” (Rowling, 276). It provided young and old readers alike with a magical safe haven. Collins has a very different writing style, though quite contrasting to that of Rowling, she creates a masterpiece just as great. Her universe is so much more daunting, although lacking in magic, she creates a world with some parallels to our own, filled with corrupt political society and broken government. The science fiction trilogy takes place in a future...
Words: 1913 - Pages: 8
...Tutor Course Question 1 Vine has changed everything for the better in the world of sports. It has brought the transformation from the analog times where the climax of the game was captured in a photo to where the moment is actually felt with all its aspects. The times when the existing moment of the game was put on a poster, printed in newspapers and magazines all over. Then the fans had a hard tasks of collecting the cutouts and stick in their rooms. Today, Vine has come with a tremendous way of making this easier, admirable, and lively. It has brought life to the captions through the six seconds video. To match up sports and the digital life of today, Vine captures the climax, tremendous velocity and the surrounding emotions that come at the climax of the game (Eric, and Kinghorn 23). When the game is on and the moment is just hitting beyond the limit when the basketball is being played and thunderous slum dang just happens. The Vine is here to ensure it promotes the flow, allowing the play develop within six seconds of celebrating. The final multi-steps of the basketball derring-do to the thrilling moments when final dung is done , the ball is right into the pit and all are in screams of excitement with the champion grilling all over in a jumpy manner of excitement all over the field. Vine has given life to the captions and delivers the moment just as it was. This makes the real experience be felt by the recipients. This is unlike the posters that used to show the climax that...
Words: 1557 - Pages: 7
...Greg Tyler Bray UNIV 200 10/31/2013 The Relationship Between Sports Fanship and Social Psychological Well-Being As a lifelong sports fan, I’ve experienced just about all of the emotional highs and lows that go with it, from my football team winning the Super Bowl twice, to my favorite baseball team going through 14 consecutive losing seasons. People love sports no matter how good or bad their favorite teams may be and they have become a large part of many people’s lives. And like many sports fans, my day to day mood can be greatly affected by how my favorite teams performed the previous night. Being a sports fan has positive benefits for your psychological and social well-being. In order to fully understand how being a sports fan can affect your life, we must first fully understand the different aspects of fanship. First the basics, fan. Walter Gantz, et al. define a fan as “a keen and regular spectator of a (professional) sport, originally of baseball,” but the term can also pertain to athletes and teams themselves (Gantz 96). Next is team identification. Team identification is defined as the extent to which an individual feels a psychological connection with a team and to passionate fans it is “‘a central component of their self-identity’” (Vallerand 1281). The relationship between team identification and well-being is the main topic of research for many psychologists and has shown to be a positive relationship. Being a sports fan provides countless possibilities for...
Words: 2807 - Pages: 12
...Unkknownn 10/27/14 The Real Reason The Real Reason Video Game Violence has been a controversial topic for many years, Beginning with the simple, classic games like Pac-Man, Centipede and Street Fighter, And continuing today with the more modern games like the Grand Theft Auto series and the Call of Duty series. Adults naturally want to blame something or someone when the violent situations happens. Many factor can be attributed to why a teen or child has committed a crime and people seem to want to steer the focus on video games. There are a lot more factors that play into that like bullying, lifestyle, or the environment they live in. Video games play a small part in the development of child behavior. Creators of video games and stores have put age limits on who can buy their products to keep children away from the games that contains drugs, sex, and violence. This method is the most effective way to help prevent minor from seeing adult content at a young age. Companies like Microsoft and Sony have a paternal control system on their consoles that will not let you play certain type of games without a password. Many moves have been made to limit the underage use of adult video games. There is violence everywhere in life there is nothing you can link a school shooting, or rape etc. to a video game. There is not one video game that promotes school shootings or rape. The education system needs to educate the student about what this world is because it is not all sunshine and...
Words: 1850 - Pages: 8
...ABSTRACT Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention. The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine the relevance of computer games to Higher Education, reporting on a survey of University students’ computer games behaviours, their reasons for playing computer games, and their views of...
Words: 616 - Pages: 3
...the Meaning of Life “The web of life is a beautiful and meaningless dance. The web of life is a process with a moving goal. The web of life is a perfectly finished work of art right where I am sitting now” (Robert Anton Wilson) Life has no meaning. This is a common theme of Kurt Vonnegut’s Cat’s Cradle. Life is much like the game of cat’s cradle: while it may seem complex and intricate, in reality it is simple and leads to nothingness. The religion described in the book, Bokononism, follows the teachings of a man, Lionel Boyd Johnson or Bokonon. In the beginnings of his books he warns readers to “close the book at once! It is nothing but foma” (Vonnegut, 265). Foma, are lies. Despite this, most of the island of San Lorenzo follows this religion. Bokonon realized the meaninglessness of life and created a religion based on lies to provide happiness for people as a result. This is why Bokonon leads people to believe they will find out their karass and reason for life only after they die. He wants to spare them the disappointment of knowing everything they do has no purpose. Throughout Cat’s Cradle, there are a few references to the game the book is named for. The first is when Dr. Hoenikker, Newt’s father, tries to show his son the game on the day his bomb was dropped on Japan. (Vonnegut, 11) Later on Newt goes into detail explaining the game to the narrator, Jonah. Atop a mountain, Newt had just finished painting the game. “No wonder kids...
Words: 963 - Pages: 4
...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...
Words: 939 - Pages: 4
...You Tell What Type of Gamer You Are??? With all the different types of games and ways to play them in the world today, can you pinpoint a specific type of “gamer” you may be? Each one has its own specific uniqueness. For example, do you like to play on a console like the Xbox, PS3, or PC? Maybe you like to act out a fantasy in medieval times in real time, such as; live action role playing or LARPing. Some have a large imagination and like to roll the dice to determine their fate in table top games like Dungeons and Dragons or D&D. These gamers are known as Virtual Gamers, LARPers, and Tabletop Gamers. . Virtual Gamers like to play video games, whether it is on a console like the Xbox 360 or on a PC. These people control the game with a controller or keypad and it is the most modern way of gamming. It provides visual graphics in HI-DEF and awesome quality sound. You can play with or against people all across the world and never have to leave the comfort of your room or living room. Virtual Gamers depend on electronic devices to set them in their alternate reality, such as a TV and a device to play the game from. There are many different types of video games out these days and can range from SYFY to horror and fantasy to action and adventure to sports and education. Video Gamers have been sought to be mindless drones by people but in fact, studies have shown that people that play video games are known to have excellent hand-eye coordination, split second decision...
Words: 967 - Pages: 4