Representation Genre

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    Computer Addiction

    The Positive Effects of TV on the Family Positive Effects of Parent Involvement & Education Positive Effects From All-Day Kindergarten The news is full of stories about the effects of video games on children. According to the Centers for Disease Control and Prevention, video games are responsible for an increase in childhood obesity. Science Daily reports that video games increase anxiety and stress levels and violent behavior. However, not all the effects are negative. Children can experience

    Words: 581 - Pages: 3

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    Analysis of Blizzard

    [pic] 1. Introduction Activision Blizzard is an American video game developer and publisher who is held by the French Vivendi group. It is the largest game developers and game publishers, and the first third-party game publishers in the world . Activision Blizzard was made by Activision and the U.S. Department of Vivendi, Blizzard Entertainment, on December 2, 2007, and Entertainment in July 9, 2008. The total operating funds is $ 18.9 billion

    Words: 2543 - Pages: 11

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    How Video Games Are Beneficial

    Good, Better, Video Games Dakota Boyd ITT Technical Institute Over the past twenty years or so there has been much controversy regarding whether video games are good or bad for children and adults. I believe that video games have many physical and mental factors about them that are beneficial. This can range from helping with cataracts to even helping with depression. Video games are a tool that has not yet been utilized to its full potential and not just for entertainment. A Professor named

    Words: 1420 - Pages: 6

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    Boost

    Gaming is something I like to do very much. I play video games often. When I have time I play video games. One of the games I like to play most is League of Legends. League of Legends is a fast-paced, competitive online game that blends the speed and intensity of an RTS with RPG elements. Two teams of powerful champions, each with a unique design and playstyle, battle head-to-head across multiple battlefields and game modes. With an ever-expanding roster of champions, frequent updates and a thriving

    Words: 291 - Pages: 2

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    Argumentative Essay On Video Games

    Virtual Gaming Video games are a universally part of almost all children’s and adolescents lives. And most of the research done by Psychologist is on its negative impact and has less information regarding its possible positive effects. And still, after decades of research into the negative effects of video games, the result remains controversial (Vitelli, 2014) but is video game playing necessarily harmful? Now, multiple of reviews suggest that we need to look at the positive aspects of virtual

    Words: 1171 - Pages: 5

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    Positive And Negative Effects Of Video Games

    “Technology progress signifies the decline of human, moral, spiritual and traditional values.” Abstract: The progress of video games has done a great change in our lives. There are studies show that there is a study between video games and violent other research shows the good benefit of video games adult expose themselves to greater amount of video games What would our life be without technology; the term technology has Greek origins which means the science of craft? Nowadays technology has become

    Words: 1119 - Pages: 5

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    Research

    Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged

    Words: 6821 - Pages: 28

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    Dota 2 Reseach.

    Thesis statement: Because of too much indulgence to DOTA 2 the Marian Students of SMAD is affected psychologically, physically and mentally. Outline: I. Introduction A. Definition of terms B. Significance of the study II. Effects A. Psychological * Addiction B. Physical * Poor health C. Mental * Loss of interest in studies III. Conclusion A. Summary of findings B. Recommendations Introduction The youth is the hope of the

    Words: 4305 - Pages: 18

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    Ambot Lang

    Knowledge Discovery for Characterizing Team Success or Failure in (A)RTS Games Pu Yang⇤ and David L. Roberts† Department of Computer Science North Carolina State University, Raleigh, North Carolina 27695–8206 Email: ⇤ pyang3@ncsu.edu, † robertsd@csc.ncsu.edu Abstract—When doing post-competition analysis in team games, it can be hard to figure out if a team members’ character attribute development has been successful directly from game logs. Additionally, it can also be hard to figure out

    Words: 8057 - Pages: 33

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    Hyyg

    Anachronox is a third-person role-playing video game produced by Tom Hall and the Dallas Ion Storm games studio. It was released worldwide in June 2001 for Microsoft Windows. The game is centered on Sylvester "Sly Boots" Bucelli, a down-and-out private investigator who looks for work in the slums of Anachronox, a once-abandoned planet near the galaxy's jumpgate hub. He travels to other planets, amasses an unlikely group of friends, and unravels a mystery that threatens the fate of the universe. The

    Words: 291 - Pages: 2

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