Video Game Consoles

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    Video Violence

    Do video games make children and teens violent? Many feel that violent video games are affecting our children and teens. Are video games really a factor in children and teen violence? I think not. Video games are definitely not to blame for children and teen violence. A factor that could cause violence is poor parenting. Violence is the expression of physical or verbal force against self or other. It is also a form of control that includes emotional abuse (Oxford Dictionary). Violence

    Words: 806 - Pages: 4

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    Video Games and Youth Aggression

    Video Games and Youth Aggression Reuben Steele Post University Abstract Due to technology advances, video games are becoming more graphically violent these days. Maybe we ask ourselves, is this the reason our youth are becoming more violent and aggressive? Some say that it’s not the video games that cause the aggression, but more of the individual. Our youth are more susceptible to influence, and violent video games are one of the many influences that promotes aggression. Parents/guardians

    Words: 899 - Pages: 4

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    Gamestop Analysis

    1GameStop brief profile of the firm The GameStop Company, an American video game and entertainment software retailer, ranked 262 on the Fortune 500. GameStop represent as GME on the New York Stock Exchange. In 2011, GameStop stock price is $24.70 ended January 27, 2012, a 23 percent growth compared to $20.05 ended January 28, 2011. Compared to many firms that restore its business difficultly from Financial Crisis, GameStop have significant growth for its overall operating. One of the major reasons

    Words: 3264 - Pages: 14

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    No Place For Kids Research Paper

    over our lives, which by most is seen as an issue. But what is really concerning, is seeing how technology is now becoming a huge part of young peoples’ lives too. We see far too many kids as young as two years old playing games on their parent’s phones or watching YouTube videos. It’s amazing to see how kids can just pick up a phone or tablet and learn how to use it and search the internet. What is even more amazing, though, is how no one seems to care what their kids are looking at while on the internet

    Words: 506 - Pages: 3

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    Dreamworks

    money to compensate for the higher operating costs. This is also why there new products cost so much more since they are new to the market. 3. Why does it make sense to buy them? DreamWorks Pictures develops, produces, and distributes films, video games and television programming. Originally its films were distributed worldwide by Paramount, but the animation studio remained independent of

    Words: 527 - Pages: 3

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    Blue Ocean Strategy

    Blue Ocean Strategy Shovanda Davis MKT/421 July 13, 2015 Nnamdi Osakwe Blue Ocean Strategy Introduction This week we will discuss Blue Ocean Strategy in detail. We will provide a description of blue ocean strategy and its importance. We will also discuss a product or service that might be considered a blue ocean move and why. We will also talk about an alternative red ocean move for the same product or service along with the pros and cons of that strategy. Description of blue ocean

    Words: 805 - Pages: 4

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    Violence in Video Games

    | Violent Video Games | | | | Violent Video Games INTRODUCTION: Concerns over the effect of violent video games on today’s youth have been debated since the late 1970’s. School shootings, criminal behavior, bullying, and violence towards woman have all been blamed on violent video games. Electronic media plays an important role in the emotional development, social behavior and intellectual functioning of children and youth.  Many video games are very helpful for children

    Words: 2095 - Pages: 9

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    Protecting Your Child from Social Media

    there has been a significant increase in video gaming among young adults. They are a unique form of entertainment that allows it's users to become interactive. According to an 2014 article entitles The Impact of Video Games, 97% of teens play video games, making the video game industry a dominant force in the lives of many adolescents (2014, Norcia). A 2010 survey hosted by the Kaiser Family Foundation found that children ages 8-18 devoted 7.5 hours daily to video gaming. Of the children surveyed, less

    Words: 1686 - Pages: 7

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    Term Paper

    INTRODUCTION Gadgets are important to the society. They are man-made technology that is highly accessed by this generation. It is said that electronics gadgets modifies the world. This will show the true power of electronically gadgets. There are many types of gadgets. The gadgets that are usually used by students are smart phones, tablets, televisions, laptops, computers, X-box and kinect. The researchers picked this topic because technology has gotten more attention than the studies of the students

    Words: 2595 - Pages: 11

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    Yeah Men

    recreation are often replaced by the use of electronics for entertainment. They prefer to spend their days indoors at a computer or video game console than outside playing sports of exercising. The availability of electronic distraction is a contributing factor to an emerging trend in computer game addiction among students. Source: http://www.ehow.com/info_8713643_computer-games-addiction-among-students.html#ixzz2mKWiJHjV B Computer addiction can have a variety of negative effects on a person. The

    Words: 518 - Pages: 3

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