...Zach Rubin ENGL 112 4 December 2011 More than a Game In recent years a growing number of video games have been created and produced, some of the most popular of these being ones that involve war. A lot of times these games are seen as recreational, lacking any sort of substantial benefit or hazard for the gamer. What many fail to see is the adverse effects that video games do have on people, leaving many with fictitious perceptions of war, but also how they may be harnessed productively as for soldiers partaking in actual combat. Beginning with games such as Space Invaders in 1978 to today’s Gears of War, the depictions of mayhem have always been present, but today have become so realistic. Although video games may seem insignificant, they can be very beneficial for a soldiers training but also harmful to the general public creating a false sense of reality. As ongoing improvement of technology as a whole has taken place, video games have recently become incredibly realistic. Day by day, makeshift warfare in people’s living rooms is turning into reality. With such new features as vibrating controllers, HD televisions, and surround sound speakers gamers are put right in the middle of the action. War-based games have seen much recent success and have become so popular in society today because people are curious about what its like to be a soldier. By putting gamers in simulated war, simulations are as real as ever and give gamers a sense that they are actually partaking...
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...More than Just a Game People often consider football as just a game or sport, but to others it’s not just a game or sport. Football has changed my life in many different ways. For the first time in my life, I was able to understand the concepts of life when joined the Independence High Football Team. It showed how I use to be an outsider to actually feeling part of something. I now have a totally different outlook on life. When I enrolled into Independence High School I would considered myself as an outsider or a trouble maker. I was always getting into trouble every time I look up. The teachers at school couldn’t understand why I caused so much trouble. It wasn’t like I use to associate with a lot of people, so they knew it wasn’t just to impress friends or be a class clown. I made the honor roll every six weeks, so they knew I was an intelligent young man, but for some strange reason I was always getting into trouble. The last incident that I got into was a fight in the bathroom. The principal’s secretary didn’t know what else to do with me so they wanted to kick me out of school. When they walked back into the office they told me that a woman name Mrs. Stewart vouched for me and insisted that we keep you in school as long as you remain out of trouble and maintained a 2.0 G.P.A. My first thought was why would my English teacher Mrs. Stewart vouch for me if all I did was cause trouble in her class? When I went to her class the next day I asked her, “Why did you vouch for me...
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...better than pro football, or vice versa ("Birth"). The two great games have been played for so long and have brought a lot of entertainment to people all around the world. Many people would say that football is the best and most American sport. Although, there are two different types of football lovers, those who love college, and those who favor pro. After research was done, multiple sources had good reasons to make one believe that college football overrules pro football. The two games have a lot of history. The first official "football" game was in 1869, between two colleges, Princeton University played Rutgers University in a classic...
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...Effects of Video Game Aggression on Adolescence Aggression Adrienne Nichole Abercrombie Research Methods PSY: 326 Prof. Jennifer Madsen January 7, 2013 The purpose of this study is to examine the effects of video game violence on adolescence aggression. Over the years, the gaming industry has become more advanced and influential. Video games in the past years have advanced with better graphics and more capabilities than ever before. The increasing growth of video game industry has left many of its customers questioning most of the contents of the games that are being purchased. The main concern of many of these customers is the violence that is associated with the games. There have been several studies that have examined the effects that violent video games have on aggression. Huesmann, (2010) conducted a study on violent video games. The studies from this meta-analysis found that violent video games stimulated aggression in the players in the short run and increased the risk for aggressive behaviors by the players later in life. The effects occur for both males and females and for children growing up in Eastern and Western cultures. Konijn, Nije, and Bushman, (2007) conducted a study to examine if violent video games increased aggression if the player identified with the violent game characters. The authors concluded that the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These results...
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...The Free Video Game Affect Brandon Washabaugh Wiregrass Technical College INTRODUCTION The basic economic problem is scarcity because human wants are unlimited and resources are limited (Holt, 2012). To help with this unlimited want humans invented video games to satisfy longing real life cannot. Think about it, in real life are you able to race a multi-million race car around Daytona, or fight in the Gulf War, land an F-18 Super Hornet on the U.S.S. Ronald Reagan, or even fly a space craft all over the galaxy? Video games have become a way to escape from reality. This industry is making millions of dollars in America alone. In looking at the problems the United States has been having with its economy, video game manufacturers are doing what they can to stay competitive. There is a new trend in that more and more video game companies are releasing free-to-play games that are just as good if not better than paid games. How does this new trend affect the economy, as well as corporation and indie game companies? EXLANATIONS An explanation of various words and terms this paper will be using is necessary. First is Corporation: A Corporation is when you have more than one company to create a game. For example Call of Duty: Ghosts; this game is developed by Infinity Ward and published by Activision. Second is Indie: Indie is a type of game where the creator is also the publisher. Usually this means they are of lesser quality and are funded by donations for their...
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...Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar a year industry, meaning they are contributing a large amount of profits (ESA). Despite their significant purchasing power, they are not represented equally as characters in games, and continue to be used as a plot device or sexual being to attract the male target audience. Neither are they allowed to be a compelling character with a story arc and personal growth as we see with the male protagonist. Female characters, when included, tend to be one dimensional and only valued for typically how they fit into traditional gender roles by being submissive and innocent. This narrow portrayal of women comes from the fact that the developers of video games are predominantly men. Only 11% of game designers are women and only 3% of programmers, even though it is one of the fastest growing...
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...their attention on the National Football League. This is understandable, “as college football is more regionally focused...
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...Coca-Cola and the Olympic Games History THE BEGINNINGS The Coca-Cola Company and the modern Olympic Games have enjoyed a mutual growth and common historical bonds. In 1886, Atlanta pharmacist John S. Pemberton invented the secret formula for Coca-Cola. Six years later, Baron Pierre de Coubertin, of France, conceived the idea for a new Olympic Games. In 1896, the first modern Olympic Games were held in Athens, Greece, with 311 athletes from 13 nations. At the same time, Coca-Cola was becoming available outside the United States. AMSTERDAM 1928 The 1928 Olympic Games, which included 46 nations, marked the beginning of The Coca-Cola Company's Olympic involvement - a presence that would continue to grow to this day, through sponsorships, donations and innovative support programs. That summer, a freighter delivered the U.S. Olympic Team and 1,000 cases of Coca-Cola to the Amsterdam event. This was also the first time Olympic Games competitions were held for women, in track and field events. Meanwhile, the tradition of lighting an Olympic Flame at the Games was revived from ancient times. LOS ANGELES 1932 The Coca-Cola Company continued its support of the Olympic Games in Los Angeles in 1932 with the introduction of an Olympic Games scoreboard record indicator, compliments of The Coca-Cola Bottling Company of Los Angeles. While more than 200 teenagers, dressed in white jackets and gloves, served Coca-Cola to crowds of 105,000 in the Los Angeles Coliseum, the indicator broadened...
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...*CASE STUDY 11* Competition in Video Game Consoles: The State of the Battle for Supremacy AUTHORS: Christian Kostadinov 29114042 Ivaylo Baldev 29114047 Sofia 2010 Competition in Video Game Consoles: The State of the Battle for Supremacy Objectives in front of the case study The main objective that stands in front of our project is to clarify the present situation on the market of video console games. To present the strategies of the three main rival firms-Sony, Nintendo and Microsoft, to see their advantages and disadvantages, to see what their mission statement is, to see who are their customers and in which market segments the companies are trying to penetrate or have already penetrated. At the end we are going to try to predict the future development of the battle. We are also going to compare them in the above mentioned spheres, with the help of a competitor analysis. Conclusions are going to be derived after every paragraph. In order to do that we are going to use different methods including- SWOT analyses, PEST analyses etc. There were two different variants how to structure the text- first to include the PEST and SWOT analysis in the text for every firm or second variant to add it after the analysis. The second way was chosen because we decided that using this method it will be easier to compare the firms. Additionally we are going to present the information in the most understandable way by a PowerPoint Presentation. Content: 1. Introduction...
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...Video Games and Health ITT Technical Institute It’s easy to see the appeal of the video game. They allow us to do things that most people would never have the chance to experience, or something that’s flat out impossible. From the roar of a massive v-12 engine in a Ferrari, screaming down a straight at 230 miles per hour, to the rat-tat-tat of a heavy machine gun, complete with the imagined scent of cordite and powdery, obliterated dry wall, or even directing stalwart troops across a decimated sci-fi battlefield, there’s nothing quite like the visceral experience of a well-made video game. I’ve plummeted feet-first through Earth’s fiery atmosphere in a vessel no bigger than a phone booth with blue and purple iridescent plasma-bolts exploding inches from my head. I’ve experienced the elation of besting a massive, scaly, fire-breathing dragon in single combat that had just burned down an unfortunate village. The experiences that these games give us are just not available anywhere else, to such an interactive extent. However, therein may lay a problem. It is an undeniable fact that videos games can have an addictive quality to them, due to the escapism they provide. Wherever one looks, there seems to be someone engrossed in the latest action-adventure game, whether it be on a handheld device such as a smart phone, or on an enormous flat screen television that uses more electricity than Rhode Island. We have more leisure time in today’s society than in any other time in...
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...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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...there have been ten Wild Card games played in MLB with the two Wild Card team system; nine of those twenty teams had 90 plus wins, and eight of those 90 plus win teams played each other in a winner take all game ("Major League Baseball Wild-card Game"). How to improve the Wild Card system has been talked about year after year. There is of course one side opposing this and another agreeing to this change. MLB needs to change the Wild Card system so it is a three game series instead of one game. People view the MLB season as being too long. Many people have lauded the idea of going back to a 154 game season, but continuing to keep the single game wild card format. This idea can make sense because if MLB does take out eight games from...
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...sophisticated and have lives rather than not talking to anyone. What people say about the gaming industry and about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident has sparked new flames in the ongoing U.S. gun control debate, but the familiar scapegoat of violence in video games is also being connected to the murder.’ ‘With the release of Grand Theft Auto V, discussions of the impact of video games on minors will certainly be in...
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...Computer Game Addiction - Symptoms, Treatment, & FAQs By Dr. Brent Conrad Clinical Psychologist for TechAddiction What is computer game addiction? Computer game addiction generally refers to an excessive, unhealthy amount of playing computer games. Rather than engaging in the real world, an addicted user devotes the majority of his or her time to gaming. The addicted gamer often isolates him/herself from others, ignores more important responsibilities, and is often obsessed with obtaining higher status / rankings / achievements in his/her favorite computer game. Is computer game addiction a diagnosable disorder? According to the DSM-IV (the current manual for classifying emotional, psychological, and mental disorders), no. Although there have been calls from some mental health professionals (and parents) to recognize computer game addiction as a "real" disorder, it has not been granted official diagnostic status. As more research on the effects of excessive gaming is conducted, many believe that it is only a matter of time before computer game addiction is classified as a compulsive behavior similar to gambling addiction. What are the symptoms of computer game addiction? Because there is no official diagnosis of computer game addiction, there is obviously no universally agreed upon list of symptoms. Psychologists and other mental health professionals initially adapted the diagnostic criteria for gambling addiction and used this as a rough assessment tool...
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...Oriental Basic Education Department School Year 2013-2014 TERM PAPER “An analysis on the advantages and disadvantages of playing computer games or online gaming” August 19, 2013 Presented by: Rey Pahunang Presented to: Ms. Michelle Odchigue Introduction Playing game is a natural part of growing up. It is one way that person can learn to socialize and compete. Computer and online games , in most instances are no more dangerous than other games that people plays. But sometimes computer and online games become more than just play. They become an addiction and when they become in addiction teenagers psychological and physical well being may be in danger. Addiction to computer and online games is a real and growing problem. It affects both kids and adults specially teenagers. Often the most addictive games are the online multi-player game they include role playing and endless of achievements and an IM or a chat function. Groups of players play and chats online, creating a fantasy world that provides an escape from real life. Kids can get caught up in this fantasy world to the exclusion of their real life responsibilities. Playing online games is an innocent hobby that can become a pathological behavioral problem, in which playing games becomes more important than other aspects of life. Addicted teenagers spend hours on the computer to the exclusion of other activities. They lose interest in their school, fail to turn in...
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