It consequently is the message of the designer sent to the player with the help of the computer. I/O is created out of input and output. The output of the game refers to the graphics and to the sound coming from the computer and the speakers. Designers are dedicated to having the graphics of games as good as they can because of the fact that people generally pay more attention to visual effects than to sound effects.
The input of the game refers to the player's interference in the game with the help of the contact that the player has with the keyboard, the mouse, or the joystick. Game designers had often failed from having a success with their games because of joysticks which had not been properly designed; hence it annoyed the people playing.
A true gamer would not be able to limit himself to playing games on the computer by using the keyboard and the mouse, but he would inevitably need a joystick in order to play the game to its full potential.
When reaching the part where he would have to create the game structure, the designer would have to find means of uniting both the goal and the topic into a scheme which would not be impossible from making. One can stumble into more than one problem when trying to actually put the story of the game into an operational program. It is common for a designer to realize that the plans for his game are too complex for the gaming platform.
The program structure brings together the I/O structure and the game structure into a functioning product. The program structure takes up most of the platform's available memory and thus the designer needs to keep this in mind.
After successfully creating all of the three structures, the designer needs to evaluate the product and to verify that it is exactly what the designer wanted it to be. Designers are often reluctant from choosing to abort a project as they believe that it might work in spite of the few flaws that it has. This one of the worst mistakes that a game designer can do, since continuing the project would only involve loosing money.
In case that the designers decide to continue the process of creation further analysis should be given to all of the parts in the design process...
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Additional studies show these effects last." (Ibid) the following statistics are stated in the study of Walsh, Gentile, Walsh and Bennett (2005) relating to the parent's belief and the actuality as reported by their child. Differences between parents and children reports related to video games Parent reports Never" Child reports Never" How often does a parent/do you: Play computer or video games with you/your child? Talk to you about the video games you play? Help decide what video
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
" How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007) (titled "Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During video Game Play") states that 70% of college students are "avid" video game players. Also, video game sales are "steadily increasing, reaching
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.
Get Started Now