Premium Essay

Video Game Review

In:

Submitted By mctrevizo
Words 251
Pages 2
Summary: This is a big game, and requires an iPhone 3GS or newer or a 3rd gen iPod Touch or newer. It must be downloaded over a Wi-Fi connection.Beautiful and surprising, the millions of Goo Balls who live in the World of Goo are curious to explore - but they don't know that they are in a game, or that they are extremely delicious. This is the FULL award winning game, now on iPhone and iPod Touch. Drag and drop living, squirming, talking, globs of goo to build structures, bridges, cannonballs, zeppelins, and giant tongues. Mysterious Levels - Each level is strange and dangerously beautiful, introducing new puzzles, areas, and the creatures that live in them. World of Goo Balls - Along the way, undiscovered new species of Goo Ball, each with unique abilities, come together to ooze through reluctant tales of discovery, love, conspiracy, beauty, electric power, and the third dimension. The Sign Painter - Someone is watching you. World of Goo Corporation - Congratulations! World of Goo Corporation is the Global Leader in Goo and Goo Related Product, including World of Goo Corporation Trademark Brand Soft Drink Beverage and World of Goo Corporation Trademark Brand Facial Exfoliating Lotion. Succulent! Massive Online Competition - Human players around the world compete in a living leaderboard to build the tallest towers of goo in World of Goo Corporation's mysterious sandbox. World of Goo Corporation is contractually obligated to state that everyone is a winner and is enthusiastic to celebrate everyone's tower building opportunities equally. Congratulations,

Similar Documents

Free Essay

Integration of Video Games in Classrooms

...Integration of Video Games in Classrooms Abstract This literature review will explore the effective ways educational video games enhance student motivation in classrooms and the personalized approach of education through video games. It will also explore the adaptation of educational games in classrooms as well as educator’s concerns. The review is limited to the use of video games designed for educational purposes and does not discuss the educational value of the entertainment video games. The review does not discuss the different effects of video games on diverse groups; it focuses primarily elementary to college level students. Video games have been around for over thirty years; they are one of the most lucrative and prominent forms of entertainment across cultures. A total of $20.77 billion was spent in 2012 in the game industry (ESA, Essential Facts about the Computor and Video Game Industry, 2013). The Gaming Industry is changing and adapting every year to the new technological changes. Video games have become an important form of entertainment to society. “U.S. consumers play video games on… Sony PlayStation 3 and the Microsoft Xbox 360 and on personal computers (“PCs”)….on mobile video players such as the PlayStation Portable “PSP”, the Game Boy Advance and the Nintendo DS….“on-line” among multiple players who interconnect over the Internet and other proprietary online networks” (Siwek, 2010). The expanding market of video games and its influence on American...

Words: 2385 - Pages: 10

Premium Essay

Research Paper About Online Addiction

.... . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and Recommendation Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Recommendation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Bibliography...

Words: 3742 - Pages: 15

Premium Essay

Video Game Addiction

...Nowaday, Video game addiction, often considered a form of computer addiction or internet addiction, has had more and more press over the years. Video games include computer games, console games, arcade machine games, and even cell phone, PDA, and advanced calculator games. Since the 1950s, gaming has grown into a multi-billion dollar industry. People have recently become concerned about the long-term effects of video game playing, particularly on children. Some theorists focus on presumed built-in reward systems of the games to explain their potentially addictive nature. In reference to gamers such as one suicide in China, the head of one software association was quoted, "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world." Ferguson, Coulson and Barnett in a meta-analytic review of the research, concluded that the evidence suggests that video game addiction arises out of other mental health problems, rather than causing them. Thus it is unclear whether video game addiction should be considered a unique diagnosis. Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, Florida, computer gaming Think-tank) investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than fun alone. Ryan, a motivational psychologist at Rochester, says that many video games satisfy basic psychological...

Words: 379 - Pages: 2

Premium Essay

Video Games Effects On The Brain

...Video games sometimes receives a bad rap when it comes to the effects it takes on the brain. Most people view the effects of video games on the brain as a bad thing, some people view the effects of video games as a good thing. In fact, it has been proven that video games have both effects on the brain. Phsycologist all over the world have created hypothesis and ran tests to see just what effect playing video games has on the brain. In this paper, I will discuss different researcher’s thoughts on whether video games on the brain are helpful, hurtful, or addictive. The effects of video games on the brain can be beneficial to the human body. First, let’s discuss the beneficial effects video games have on behavior. Some video games can enhance certain abilities such as vision, attention, and speed of processing (Bavelier & Green, 2011). Most of these attributes are displayed in video games that display a lot of agility. It makes sense, action games require players to be quick, obtain constant attention, and to be able to stay focuses on one thing for a long period of time. Furthermore, from a more psychological aspect, video...

Words: 495 - Pages: 2

Free Essay

Thesis

...Literature Review in Games and Learning John Kirriemuir, Ceangal Angela McFarlane, Graduate School of Education, University of Bristol FOREWORD Computer games are today an important part of most children’s leisure lives and increasingly an important part of our culture as a whole. We often, as adults, watch in amazement as children dedicate hours to acting as football coaches, designers of empires, controllers of robots, wizards and emperors. In the past, computer games have been dismissed as a distraction from more ‘worthy’ activities, such as homework or playing outside. Today, however, researchers, teachers and designers of learning resources are beginning to ask how this powerful new medium might be used to support children’s learning. Rather than shutting the door of the school against the computer game, there is now increasing interest in asking whether computer games might be offering a powerful new resource to support learning in the information age. This review is intended as a timely introduction to current thinking about the role of computer games in supporting children’s learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer. At the same time, the review takes a measured tone in acknowledging...

Words: 1573 - Pages: 7

Free Essay

Schinovsky

...National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” INVESTIGATORY RESEARCH / PROJECT Dealing with Benefits of Computer Games for Children, Students and Adults within Brgy. 28 In partial fulfilment of the subject requirement In ENGL 1023, Writing in Discipline Submitted by: Jerico L. Montifar Ivan Floralde Robert Ace Apalin Francis Angel Leian Dela Cruz BSCE I-I Submitted to: Miss Jinky De Jesus English Professor / IR / IP Adviser 11 March 2016 Friday Acknowledgment We would like to express my special thanks of gratitude to my teacher Ms.Jinky De Jesus who gave us the golden opportunity to do this wonderful project on the topic ---, which also helped me in doing a lot of Research and came to know about so many new things and opened my eyes on a lot of wonderful exciting and refreshing details about our topic. Secondly we would also like to thank our parents and companions who helped us in compiling and finalizing this project within the limited time frame. They also supported us financially and morally for us to finish this project. Without them, this will be a total failure. We would also like to thank everybody who contributed to our success and thank the people we interviewed for sparing some...

Words: 2651 - Pages: 11

Premium Essay

The Effect of Computer and Online Games in the Academic Perfomance of the Selected Highschool Students

...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...

Words: 5464 - Pages: 22

Premium Essay

Anime

...(MOBA) on People. Mila Tshering Dhendup Stamford International University Abstract With growing popularity of online video games especially MOBA games, this study is to explore the impacts of these video games on people. Focusing more on the addiction, the psychological effects and how it effects on learning. This study will show the reasons of addiction to this game. How violent gaming can effect to the mental and emotional state of people. The effects of these games to learning, if it’s good or bad. If these games are changing the system of learning. To see if it enhances learning. Introduction The popularity of internet has affected every aspect of human beings’ lives. With over 70 million registered users worldwide, 23.5 million daily active players and an incredible 10 games started every second, the game League of Legends is eye-poppingly massive. However, some negative effects are emerging at the same time, most noticeably the effect of internet addiction. Here we will focus on why people are addicted. If it’s good or bad depending on people. The psychological effects of playing video games on people. The effects may be different person to person. Learning maybe effected by video games. Positively or negatively, it has its effects and this study explains on it. MOBAS Addiction Addiction is defined by the Gale Encyclopedia of Medicine...

Words: 1183 - Pages: 5

Free Essay

Reading

...and it is a boundless activity because we never stop reading completely. Many people thinks that reading is only crucial during schoolling age and just forgo the importance of reading. Reading is an essential to function in the current era’s society particularly for college students. However, today’s college students are not reading sufficiently because of playing video games, outdoor activities, peer influence and reading for entertainment. College students do not read sufficiently because they are spending time on playing video games. Hivner (2012) noted that 65 percent of college students reported playing video and online games regularly. For most of the college students, playing games have become a daily routine instead of just being a hobby. They are spending more leisure time on playing video games rather than reading. Many college students fail to realize that reading is important for knowledge and skill development. Even though playing video games enables to cognitive development nonetheless it also can led to eye strains and other physical problems. Besides, college students can be so addictive on playing games. Flanagan (2014) stated that in 2007 a study found almost 12 percent of participants in a 7,000 college students were diagnosed as addicted to...

Words: 1203 - Pages: 5

Premium Essay

Effects of Videogame Violence and Profanity in Children and Young Adults

...of 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...

Words: 1253 - Pages: 6

Free Essay

Education

...Effect of Addiction to Computer Games on Physical and Mental Health of Students INTRODUCTION Computer diversions are the most prominent excitements in present day social orders and they focus on an assortment of individuals in various ages. The dependence on the competition and fervors of the amusements make them the most widely recognized recreational projects throughout today's young people, with the goal that they do anything to achieve a larger amount of the diversion, they submerge in the diversion so much that they totally isolate from their environment. Testing with the hindrances and achieving a larger amount in the diversion, make the players energized and losing the amusement make them anxious. Computer amusements began in 1972 with Pang, a computer tennis diversion, and afterward created in equipment and programming frameworks. Change of value and assortment of recreations progressively spread it in the general public particularly adolescences.2 It is trusted that computer diversions like sitting in front of the TV gives chances to visual learning. Particularly on the grounds that these amusements are more dynamic contrasted with staring at the TV, they are viewed as more effective.3 Since these diversions are known as the second excitement after TV, rivals of these recreations underscore on their negative impacts, for example, invigorating resentment and savagery, costing a great deal of cash and having negative impacts of physical and psychological wellness,...

Words: 1152 - Pages: 5

Premium Essay

Level of Video Game Exposure and Agressiveness

...Exposed to Video Games Vincent Michael Baclaan Chapter 1 Introduction to the Study Chapter One, is divided into 5 parts: (1) Background and Theoretical Framework of the Study, (2) Statement of the Problem and Hypotheses, (3) Significance of the Study, (4) Definition of Terms and (5) Delimitation of the Study. Part One, Background and Theoretical Framework of the Study, presents the rationale and the reasons why the study is being conducted. Likewise, it describes the theoretical basis of the study as well as the conceptual framework. Part Two, Statement of the Problem and Hypotheses, describes the general goal of the study and the specific questions to be answered in the study with corresponding hypothesis to be tested. Part Three, Significance of the Study, enumerates the different beneficiaries and corresponding benefits that they can derived from the results of the study. Part Four, Definition of Terms, list alphabetically technical terms used in the study. These terms are defined conceptually and operationally. Part Five, Delimitation of the Study, identifies the scopes and limitations encountered during the conduct of the study. It identifies the variables, the subjects, research designs and statistically analysis procedures used in the study. Likewise, it specifies the location and time in the conduct of the study. Background and Theoretical Framework of the Study A video game is a game that involves...

Words: 9913 - Pages: 40

Premium Essay

Fdcfewv

...Applied Developmental Psychology 22 (2001) 7 ± 30 The impact of computer use on children's and adolescents' development Kaveri Subrahmanyama,*, Patricia Greenfieldb, Robert Krautc, Elisheva Grossb a Child and Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth. D 2001 Elsevier Science Inc. All rights reserved. Keywords: Children; Computers; Internet I really want to move to Antarctica Ð I'd want my cat and Internet access and I'd be happy. ±16 year old HomeNet participant...

Words: 13031 - Pages: 53

Premium Essay

Social Skills

... (A)Social reputation: Exploring the relationship between online video game involvement and social competence Rachel Kowert a,⇑, Julian A. Oldmeadow b a b Institut für Kommunikationswissenschaft, University of Münster, Münster 48143, Germany Department of Psychology, University of York, Heslington, York YO10 5DD, UK a r t i c l e i n f o a b s t r a c t Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized...

Words: 7724 - Pages: 31

Free Essay

Gamification the New Age of Motivation

...and businesses taking part in its progression. What is gamification? The idea of gamification came into fruition as a business strategy to improve the productivity of employees in a work environment. It is the relative application of game elements to business practices and websites. Examples of said practice include experience bars, and achievement badges all of which corresponds to motivations that people instinctively respond to. In an age where children learn at such a rapid pace video games have becoming the primary entertainment tool. The fast pace and challenge of video games bring to audiences turn it into a valuable medium of amusement. This is aside from the fact that video games is the youngest of entertainment platforms. According to Wanda Meloni and Wolfgang Gruener the appeal of gamification stems from the fact that people enjoy actively engaging and participating with others through entertainment. A strong case can be made in favor for gamification because of this statement. We live in a generation where a good amount of the American population has played a video game one form or another. Game franchises from Call of Duty to Angry Birds reflect the different forms to which entertainment is consumed. The common elements these games have are the mechanics that are used in gamifying a system. The primary goal of gamification is to engage, motivate, promote, and retain over...

Words: 1669 - Pages: 7