Premium Essay

The Future Is Not Just a Game

In:

Submitted By MyahAlan
Words 1399
Pages 6
The Future is Not Just a Game
Superstar, can’t miss, elite, amazing, Mr. Everything, golden boy, Protégé, sure thing, gifted, or all-star athlete, if these terms are used to describe an amateur athlete does it mean that they will automatically become a professional athlete and make millions? Of course it does not. I have coached basketball for ten years at a local middle school and I have heard parents and other coaches label student athletes as a sure thing to make it on the college level. It is really sad when only a couple of these kids even go to college, while most end up working entry level jobs like Price Chopper, gas stations, and fast food. Even if a student athlete is talented enough to play at the next level they still need to focus on their education. Parents, teachers, and coaches should stress the importance of education because the future is not just a game. Parents should be stressing the importance of education at home from an early age since there are no guarantees that their child will be an all-star athlete. Of course parents want the best for their children but some parents focus more on their child being an elite player than their education. There are even a few parents who drive their son or daughter to the point that schooling comes well after extra practices and workouts (Griffin). The sad part about parents like this is they probably went through the same ordeal growing up. I see this at the division four school that I work at, the star athlete being pushed by their parents who work at entry level jobs or some of them even collect unemployment because they cannot keep a job. From my experiences it looks like parents want to re-live their playing days or they think that their child will be their ticket to the easy life. How unfair to the child is this? Every child needs at least a high school diploma so they can find some sort of work

Similar Documents

Premium Essay

Future Statement

...Unit 5: Future Statement Problem Solving Theory Mr. Hall By: Zachary Taylor April 13, 2015 What does the future hold? I believe that the future is going to hold much advancement in technology that will continue to change how we live everyday life. Just look at our civilization 100 years ago. At that time the automobile was just starting to become popular. At that time the computer did not exist, and when humanity finally invented it, it was the size of an entire room. Now we can basically carry small computers, called smartphones, right in our pockets. In this paper I will discuss a technology that I believe is going to take over the video gaming industry. There is a misconception on what the first videogame actually was. Most people would when asked would say Pong, Pac-Man, or Asteroids. These games came about in the 1970’s and 1980’s. The first actual videogame, however, was created in 1958 by William Higinbothan, who was a physicist in the employment of the Brookhaven National Laboratory. Since then, like all of the other technology we have, the video game industry has continued to be revolutionized, with new consoles coming out that can perform faster, and with higher graphics than its predecessor. We are at the point where current video games have such high graphics, that they literally look like real life. Now that we have hit that threshold, a big question for many gamers was what is next? Where do we go from here? I believe the answer is Virtual Reality Gaming...

Words: 657 - Pages: 3

Free Essay

Technology

...Violent Video Games: Aggression formed from Entertainment The future of entertainment revolves around technology. Video games have become more and more realistic. The main consumers for violent video games are teens. These games encourage killing and fighting enemies. 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 young people to act aggressively? I've played violent video games since I was 15 years old. I've seen all the blood, gore and many violent actions through the gameplay. Overplaying video games can have many disastrous effects on teens, although limiting the gameplay can have multiple positive effects on their futures. 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 too often he can subconsciously learn those actions and become violent himself. Playing too much violent video games can make the player think violence is fun. Violence seen in “video game play is active whereas watching TV is passive” truly sums up the basis of how influential one playthrough can have on teens. (Bushman) When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets a reward. If the person plays the game too much they can develop the habit of being aggressive for fun. In some way if the game is played...

Words: 1140 - Pages: 5

Premium Essay

Time Capsule Research Paper

...Dušan Lučić Professor Norris Eppes English 4 3 April 2018 Time Capsule The Twenty First Century is a period of many technological and social revolutions. Many things have changed over the course of this time and dividing three things to put in a time capsule for future generations is hard to do. In my opinion, the things I would divide for the time capsule is the game Nba 2k11, Apple earphones, and the jersey of LeBron James. The first thing I chose to store for the future is the basketball game Nba 2k11. Basketball games have remained one of the most popular games on the globe for many years. It’s production has gravely improved from game to game; however, one game remains the cornerstone in basketball game history as it was quite revolutionary....

Words: 902 - Pages: 4

Free Essay

Mgt 537 Best Game Productions

...Best Game Productions Best Game Productions is one of the largest video game company’s in the United States specializing in servicing their customers in the latest video gaming technology. As of late, they have come face to face with a dilemma that will alter the video gaming landscape for quite some time. This dilemma is something I will touch on throughout the course of this paper along with explaining what potential problems are facing Best Game Productions, identify the organizations internal and external stakeholders, explain how the these problems affect the stakeholders, and also identify the needs, motivations, and perceptions of each stakeholder. Best Game Productions Business Scenario Best Game Productions is currently gearing up for the new release of a specific video game that they feel will not only keep them on top among their competitors in the video gaming industry, but also generate massive revenue due to the video games appeal. They have been advertising and building up this video games release for the past two years as the customer’s interests and intrigue has increased with each passing day. Due to be released just in time for the holiday shopping season, Best Game Productions even went as far as to have their customers play the game as a “trial play” for them to get a feel for the what the game is going to be like before they buy it. As everything seemed to be going great from an advertising perspective with anticipation building, it has come to...

Words: 1485 - Pages: 6

Premium Essay

The Evolution of Video Game Technology

...The Evolution of Videogame Technology and its Impact on Gamers Shubhangi Vhatkar IB Extended Essay 3,902 words Abstract: This essay examines how the development of technology has changed the videogame experience, and how it will continue to change in the future as new technologies appear. Research investigated recorded histories of videogames, personal accounts of videogame experiences, the gaming industry’s impact on society, and specifications for particularly technologies. Predictions for future gaming experiences were based on the increasing rate of technological developments and current prospects of videogame tycoons such as Microsoft, Sony, and Nintendo. Personal knowledge and speculation were included as well. This study demonstrated that as videogame technology grew more sophisticated, gamers found themselves in more personal, immersive, emotionally titillating, morally challenging, and free-ended worlds. The increase in processing power and available memory led to photorealistic visuals, longer storylines, broader gameplay, and socially interactive games that have become second nature to most teenagers today. This second life will only become more influential in our physical and mental states as the scope of modern gaming increases, and new technologies provide for a longer, more poignant, and more immersive gaming experience. Technology, the “practical application of knowledge,” dates back millennia. Even pre-historic man used rock, wood, fur, and fire to...

Words: 3502 - Pages: 15

Premium Essay

What Are You Passionate About

...What I’m passionate about is making pc and video game I’m the passionate about. So why am I in to pc and video game, well it really stared with me as a about 4 or 5 year old. And I had a broke toy car and I went to my dad tool box and got the tool try which one work and did not work on the toy car. And I end up with my toy car all in parts, and so what I did to it is that I try to put it back to gather as it was and I did but the toy car was still broke, bit that was just a new that I so love to do. So once I was about 6 to 10 year old I stared to open toy with the tool and my dad well just get mad at me time to time. But I just love to do thing like that, just see how it works in the inside and then put it back to gather. And then there is me one year older brother was so much in to that fix toy. But all the time I tell he to help me in to me toy work that I was doing. So I was the one that got all the mass up and broke and try fix again, but my brother in the other hand had a much defiant mind then me. He was the one that said do or bad thing can happen to us. But I got brother to help me one way or another....

Words: 725 - Pages: 3

Free Essay

Conceptualizing a Business

...another. Using these statements and principals as a stepping-stone into a strategic plan is crucial to a successful business. Just Drive It, an indoor and outdoor driving range, will set these same central standards for its business to drive a strategic plan to define and grow the organization. Just Drive It Just Drive It is an indoor and outdoor driving range. The range is designed to accommodate experienced and novice golfers who wish to improve their mechanics, swing, and overall golf game anytime of the year. The driving range will include a pro shop, concessions, and offer individualized lessons by a professional golf instructor. Golf is a weather-limited sport. The weather must be dry and warm to fair temperatures to play. Rain, snow, or cold temperatures will prevent golfers from practicing the sport. The indoor golf dome will enable golfers to practice their skills day or night rain or shine. The pro shop will offer a variety of golf accessories such as, balls, club heads, golf clubs, gold bags, tees, towels, and clothing. The pro shop will be staffed by three part time employees and a full-time manager. The concession stand will serve cold beverages and snacks. It will be staffed by three to four part-time employees. Just Drive It will collaborate with a full-time golf pro to teach private lessons to individuals wishing to improve their game and will host teaching clinics for children ages 6 to 14 years...

Words: 1062 - Pages: 5

Premium Essay

The Targeting Rule In College Football

...Did you know that a hit by a college football player these days can cause a serious injury or maybe even death? The targeting rule in college football makes an attempt to prevent these kind of hits. The targeting rule's only intent is to make the game safer for the players and the players' future. One hit above the neck on someone who cannot defend themselves could and a player's future. The targeting rule in college football should be kept due to player safety and player health. College officials and the rule itself have proven that the targeting rule makes the game safer. Johnson states, "the rule, passed by the Football Rules Committee in February and approved by Playing Rules Oversight Panel in March, addresses the committee's concern...

Words: 1358 - Pages: 6

Premium Essay

Econ202

...privately held company based in the United States. They specialize in the sale of videogames and videogame systems. Their big draws are midnight releases of games and selling used games (at near new prices, sometimes, with only a five dollar difference in price for certain games that are still considered popular). GameStop has a strong presence in the niche of electronic home entertainment selling, buying, and trade-ins of new and used videogame systems and accessories GameStop also offer a rewards program to its customer that provides them with more incentives to encourage customers to trade in used games and electronics, which GameStop makes more money off of when they resell compared to new merchandise. There is not a lot of specific information available for GameStop. The primary fixed costs of GameStop are probably just rent they pay to the property owners where their stores are located. The primary variable costs include employee wages, utilities, and the costs of the products they sell (including goods bought from customers and trade-in values), which vary with demand and expected demand. Variable cost are probably the most important factor in the company’s performance. A new game can go from sixty dollars down to thirty dollars in just a few months after its release if there is not a high demand for it, whereas a more popular game may maintain a fifty or sixty dollar price tag for a year or two if the demand for it is high. This correlates directly to the elasticity in this...

Words: 1571 - Pages: 7

Free Essay

Ford

...Valve’s Distribution Strategy: Introduction: Digital game distribution is the simplest, cheapest, most convenient way to sell games and has been possible for a decade. “Digital distribution accounts for 24% of [game] sales in the US, up from 20% in 2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that...

Words: 2301 - Pages: 10

Free Essay

Valve Strategy

...Valve’s Distribution Strategy: Introduction: Digital game distribution is the simplest, cheapest, most convenient way to sell games and has been possible for a decade. “Digital distribution accounts for 24% of [game] sales in the US, up from 20% in 2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that...

Words: 2303 - Pages: 10

Premium Essay

Sports

...the International E-Sport Federation. Online competition has rapidly grown throughout the years, and continues to grow as technology grows. If e-sports have become this popular and more enjoyable to watch and play, then why are they not considered to be apart of the Olympic games? Do the Olympics fear for the future? Are they afraid that technology might take over sooner than they expected? I think that it is time the Olympic Games stop defining sports as only competitive games involving physical activity, and start letting technology and the future make history. I want to move the petition forward to make e-sports Olympic games and here is why. What do we think of when we think of sports? Fast paced activities involving lots of rigorous physical exertion, and very well practiced physical skills. I think that we sometimes look past other competitive activities solely because they do not involve physical activity. This is where e-sports come into play, and it may be hard to adapt to at first, because only the younger generation people will understand all of the new technology and games better than most older generation people. StarCraft 2, Dota 2, and League of Legends are all online competitive PC games, where millions of players online from around the world fight and compete with each other. Rob Pardo, the creator of World of Warcraft made a good argument as to why eSports should be in the Olympics, and he said “I think the way that you look at eSports is that its’ a very competitive...

Words: 1287 - Pages: 6

Premium Essay

The Coach

...as your education, your marriage, a place you are living in, a game, or a hobby. The Coach There are many hobbies that I have had as I get older, but none have made an impact as much as coaching has done for me. My son’s soccer team was chosen without a coach and was in jeopardy of not being able to play, so I did the right thing that any parent would do and I volunteered to be the head coach. That decision was a decision that has given me a new outlook on life and for my future. I never really thought that I would fall in love with coaching as much as I did. Coaching has become a very valuable hobby to me that has taught me many valuable lessons. Coaching has taught me to prepare in everything I do, it has taught me to be a better competitor, and it has given me the ability to be a better teacher. Coaching as a hobby has been a very fun and eventful time in my life, but coaching has taught me to prepare for not only my games but for everything I do in life. I was a procrastinator when it came to completing tasks, and it would drive my family crazy. When I started coaching I noticed that I had to prepare well in advance, and my preparing started months before any practice or game had started. I go over and over in my head what the next practice is going to be like and I take the same approach to my work. I used to just show up and get the job done, which sometimes would run into simple problems or just plain run out of time. As soon as I started coaching, at work...

Words: 1036 - Pages: 5

Free Essay

Video Games and Negative Effects

...Exploratory: Do Video Games Have Negative Effects on Users? The form of entertainment is always changing with the shift in culture and advances in technology. One of the most popular forms of entertainment today is the use of video games. Video games have gotten more and more popular over the years. The use of them over a period of time can have a timely effect on the user just like any drug someone uses or any sport someone plays. Can they be positive effects or negative effects? Some people believe that video games are a bad influence and do nothing but harm to the gamer, which is the person who is playing the video game. Media in the news usually focuses on the negatives of video game use, completely leaving out the positives of it. If someone were to go up and ask ten parents if they think video games were bad or good for children or adolescents they would probably say bad, but there is actually some benefits to playing video games that can be determined. In a blog called “10 benefits of Playing Video Games” it shows a list of the ten benefits a person can get from playing video games such as boost cognitive health, improve hand eye coordination, and have sharper image (http://www.tastyhuman.com/10-benefits-of-playing-video-games/). I was very surprised to see such a long convincing list of benefits from video games. The reason why video games help cognitive health is because the majority of games require players to think tactically and make quick decisions. The article...

Words: 2552 - Pages: 11

Premium Essay

Video Game Developer Research Paper

...enjoy computers, both playing and working on them. Computers have all sorts of programs that can help with what you want your future occupation to be, and there are plenty of resources out there that can help me with my future job. My short-term goals are to excel in multiple classes like algebra and computers. I want to excel in algebra because you need to know different types of math to code. You need to learn about functions and coordinates, so algebra is important. I would also like to excel in computers class because we are learning to code in computers right now, and it will be important...

Words: 784 - Pages: 4