Computer Games PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost
Words: 1256 - Pages: 6
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
Words: 379 - Pages: 2
Mental Destruction: Video Games Video games have a detrimental effect on the minds of our youth. Individuals should limit their use of video games to ensure that they have the mental capacity to succeed in life outside of a virtual world. The effect of these visual stimulations goes further than the standard aggressive behavior due to the violent content in some of these games. Additionally it affects the mental levels that hinder a child's mind from benefitting from academic activities
Words: 2516 - Pages: 11
15th 2012 The Video Game Connection We are the first generation to grow up in a world full of computers. Everywhere you look there are computers, cell phones and now even notebooks and iPads. There are many uses for these new technologies such as data entry and audio programs. Some use computers to access the internet for information or to contact people via email or social media but a very large portion of individuals are using this new technology to play video games. Video games started in the
Words: 321 - Pages: 2
Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game
Words: 6233 - Pages: 25
Reference list ABC News. (2011). The Benefits of Video Games. [Online]. Retrieved on 29 October 2012 from http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games/ ACEI. (n.d) . Childhood. [ Online ]. Retrieved on 8 November 2012 from http://www.acei.org/childhood.html Bates, C. (n.d). Fat Britain: Tackling the obesity epidemic. [Online]. Retrieved on 11 November 2012 from from online Brady, S. (2006). Video Game Violence Changes Attitudes in the Real World. [ Online
Words: 595 - Pages: 3
Avatars Are video games useful? Do they serve any type of larger purpose other than providing entertainment through a screen? These are complex and multifaceted questions that require complex and multifaceted answers. Prior to answering these questions, I believe it is important for recognize that each gaming experience is different. There are many different types of games, people have different types of reactions to each game specifically, and there are different ways to play games. Just looking
Words: 1000 - Pages: 4
Santa Monica, CA. They are responsible for creating and publishing video games and accessories. These games are distributed and available on a wide range of platforms across the globe. Additionally, Activision Blizzard maintains and operates Battle.net, a online-game service in which players can connect via the internet and play with each other online. Activision Blizzard has created some of the most recognized and successful game franchises including, Call of Duty, Guitar Hero, Tony Hawk, Spider-Man
Words: 5497 - Pages: 22
and home entertainment industry. The company has been part of the wave that is taking this industry into the future in terms of how consumers are interacting with home video entertainment in particular. In general, we can observe that consumers are increasingly demanding more instant and personalized experiences when watching video entertainment as well as more mobile availability. There seems to be a “when I want it, how I want it” type of movement among consumers with declining interest in DVD’s
Words: 7403 - Pages: 30
developing of home entertainment software for the PC (including Macintosh), console gaming systems (Xbox 360,Nintendo Wii & GameCube, Sony PlayStation 2 & 3), portable gaming systems – PlayStation System Portable, Gameboy Advance, Nintendo DS), online gaming (web and Java based software), and mobile platforms (iPod, iPhone and Smartphones)6. In this way, this industry is very much global in terms of the development of games to the end users of software that are comprised of hardcore and casual
Words: 3254 - Pages: 14