Violence in Web-Based and Computer Games on Adolescents
Playing video and computer games is a treasured leisure activity among many young people today, and these young players frequently prefer violent games. Studies suggest that exposure to media violence may adversely affect young people's attitudes and behavior. Further, self-concept is a key indicator of core attitudes and coping abilities, and, for adolescents, the evolution of the sense of self is a fundamental developmental activity (Buchman & Funk, 1996). The average adolescent in the United States spends over 6 hours a day in front of some sort of video screen such as a television, computer, video games, the Internet and movies, and the total actually exceeds the amount of time children spent in school today (Smoots, 2003). In fact, while watching or playing video games, children in the United States will have witnessed around 200,000 violent acts and 16,000 murders on television…...
mlaReferences
Ballard, M.E. & Lineberger, R. (1999). Video game violence and confederate gender: Effects on reward and punishment given by college males. Sex Roles: A Journal of Research, 541.
Buchman, D.D. & Funk, J.B. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19-27.
Certain Toys Trigger Aggression. (December 2003). USA Today Magazine, 132(2703), 7.
Dietz, T.L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles: A Journal of Research. Volume: 38(5-6), 425.
Abstinence
Gaming addicts such as me, who attempt to totally abstain from gaming, normally suffer from withdrawal symptoms. These symptoms vary among different individuals. However, majority of us have discovered that we possessed several common symptoms. Personally, I decided to "detox" for a 3-day duration during the weekend where the symptoms were quite serious. During these three days, however, I experienced symptoms of withdrawal.
Some of the withdrawal symptoms that I experienced include:
Unmanageable or changing emotions and mood swings
Trouble with social relations and facing responsibilities
Sleep modifications: excessive sleep or insomnia
Feeling greatly drawn to other electronic forms of entertainment
Obsessive thoughts regarding in-game allies
Dreams and fantasies regarding the game, or regarding being part of the game
estless, unsatisfying, hurting dreams
Furious and impatience outbursts
Nausea
A feeling of loneliness, emptiness, and/or unhappiness
Despair
Lack of inspiration or direction
Lack of any kind of interest of life's endeavors
Trouble with concentration as well as completion of intricate tasks
Agitation or petulance
Desperate trials to reduce…...
mlaReferences
Video Game Addiction.(n.d.). Retrieved November 17, 2015, from addiction.org/social-consequences.htmlhttp://www.video-game
Video Games.(n.d.). Retrieved November 17, 2015, from http://www.addictionrecov.org/Addictions/?AID=45
Video gaming withdrawal symptoms. (2014). Retrieved November 17, 2015, from http://cgaa.info/gaming-withdrawal-symptoms/
The Voice of Addiction. (2014). Retrieved November 17, 2015, from of-addiction/http://cgaa.info/the-voice
Quite to the point, television, film, pop music and video games share in common a proclivity to promote that which yields prosperity. Thus, there is little regard from the computer gaming industry for indications that "a meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults." (Anderson & Bushman, 353)
In spite of this, revenue for video game produces revolves on role-playing titles such as orld of arcraft, which promotes fantasy world combat, simulation games such as Grand Theft Auto, which glorifies violence and antisocial behavior, Halo, the simulated first-person shooter game, and Madden Football, which portrays in detail the often brutal sport of football.
Connecting absorption of such media with the commitment of violent crimes remains a challenge however. Famously, the two minors responsible for the massacre at the Columbine High School in 1999 were noted for playing such ultra-violent…...
mlaWorks Cited:
Anderson, C.A. & Bushman, B.J. (2002). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353-359.
Harding, a. (2009). Violent Video Games Linked to Child Aggression. CNNHealth. Online at http://www.cnn.com/2008/HEALTH/family/11/03/healthmag.violent.video.kids/index.html
(Crawford)
The I/O structure is of great importance because of the reason that it makes the connection between the computer and the player. 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…...
mlaWorks Cited
Bellis, Mary. Computer and Video Game History. Retrieved November 26, 2008 from About.com Website: http://inventors.about.com/library/inventors/blcomputer_videogames.htm
Crawford, Chris. (1997). The Art of Computer Game Design. Retrieved November 26, 2008 from Washington State University Vancouver Website: http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html#TOC
Player-centric design. Retrieved November 26, 2008 from a series of Tubes Website: http://aseriesoftub.es/blog/2008/1/26/player-centric-design
Moreover, it has also to be ensured that the motherboard contains expansion slots built into the board, and not built into the expansion board which plugs into the motherboard.
Memory: The memory located inside the computer is called as the andom Access Memory (AM). This AM is place where CPU temporarily stores information, which it needs to perform a function. The quantum of memory is directly related to the extent of complicated functions it is able to perform. It is important to get a system having at least 256 MBs AM or 512 MBs or higher is preferred. For the greater part, the more memory to which the system can be upgraded to in future is better. The latest software programs are always extremely resources hungry.
Input-devices: - Input devices are employed to enter information and direct the commands to your computer. The two most typical input devices are a keyboard…...
mlaReferences
Improve Your Computer's Performance. Retrieved at on 27 November, 2004http://h50055.www5.hp.com/smb/ph/resources/improve.aspxAccessed
Purchasing a Computer Investing in Your Career. Union Technologist. No: 52 January 2001. Retrieved at on 28 November 2004http://www.chtu.org/Tech/Tech52.html#waitAccessed
Purchasing a Computer System. The Computer Specialist. Retrieved at Accessed on 28 November 2004http://www.coroneldp.com/Prchtips.htm .
Upgrading Your Computer Components. March, 2003. Retrieved at on 27 November, 2004http://www.techsoup.org/howto/articlepage.cfm?ArticleId=142&topicid=1Accessed
computers and culture, using the book "Technopoly: The Surrender of Culture to Technology," by Neil Postman, and other resources. Specifically, it will answer the questions: How have computers and computer networks changed human thinking, behavior, and lifestyle? What has been gained? What has been lost? What are the advantages of computers in communication? In education? In entertainment? In the economy? What are the disadvantages in these areas? Is computer technology creating winners and losers, or furthering social stratification? Have we become too dependent on computers? Do computers limit social skills and physical activity to a damaging degree? Why or why not? Computers have changed our national culture and our global culture, and not always for the better. When they were first developed for the mass market, computers were meant to increase productivity and cut down on paper work. Today, computers have permeated every section of our lives, and our…...
mlaBibliography
Berg, R. Dreyer. "Our Computational Culture: From Descartes to the Computer." ETC.: A Review of General Semantics 51.2 (1994): 123+.
Marsha Kinder, ed. Kids' Media Culture. Durham, NC: Duke University Press, 1999.
Perrolle, Judith A. "Information, Technology, and Culture." The Relevance of Culture. Ed. Morris Freilich. New York: Bergin & Garvey Publishers, 1989. 98-114.
Postman, Neil. Technopoly: The Surrender of Culture to Technology. New York, Vintage Books, 1992.
Computer Games esearch
When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent games does…...
mlaReferences Cited
Anderson, C.A., and K.E. Dill "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 2000, 78, 772-790.
Ask, A., Autoustinos, M., and A.H. Winefield, "To kill or not to kill: Competitive aggression in Australian adolescent males during videogame play." Children in the New Media Landscape. C. van Feilitzen and U. Carlsson (Eds.). Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen, 2000.
Bowman, R.P. And J.C. Rotter. "Computer games: Friend or foe?" Elementary School Guidance and Counselling, 1983, 18, 25 -- 34
Calvert, S.L., and S. Tan, (1994). "Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts." Journal of Applied Developmental Psychology, 1994, 15, 125-139.
This is what creates the continual need to share literally everything going on in their lives, as each post releases a significant dopamine rush (Charman-Anderson, 17, 18).
Dopamine is also the reason why the many forms of computer addiction are so difficult to treat. ith anonymity comes the opportunity to create multiple identities or personas online (Soule, 66, 67). This is what leads employees who have Internet addictions to create many different online identities, giving them ethical and moral leeway they would never give themselves. This aspect of personas and the forgiven unethicacy of conduct of personas is a key factor in online crimes committed by employees during company hours (Nykodym, Ariss, Kurtz, 82, 83). The personas of the addicted computer addicts are orchestrated for specific dopamine-driven production to fuel and feed habitual behaviors online
(Quinn 180). These strategies to ensure a steady supply of dopamine may not even be obvious…...
mlaWorks Cited
Charman-Anderson, Suw. "Seeking Addiction: The Role of Dopamine in Social Media." Computer Weekly (2009): 16-23.
Neumann, Peter G. "Are Computers Addictive?" Association for Computing Machinery.Communications of the ACM 41.3 (1998): 128-135.
Nykodym, Nick, Sonny Ariss, and Katarina Kurtz. "Computer Addiction and Cyber Crime." Journal of Leadership, Accountability and Ethics (2008): 78-85. ABI/INFORM Complete. Web. 3 Dec. 2012.
Quinn, Brian. "The Medicalisation of Online Behaviour." Online Information Review 25.3 (2001): 173-80.
Computer History Museum: A virtual visit
Description of the event
The Computer History Museum has both an online and a 'real world' incarnation. It is a physical warehouse of different types of computers, a virtual catalogue of computer history throughout the ages, and also provides information about specific topics pertinent to computer history, such as the history of video games. The Museum contains artifacts such as the first calculators, 'punch cards' and online computers as well as information about their place in computer history. It makes a convincing case about the ubiquity of computers in everyday life from an early age, even though the contrast between the primitive nature of early computers and computers today is striking.
There is also a stark contrast between the functionality of early computers and computers today. The computers we use on a daily basis are multifunctional. People demand that their smartphones do everything from take pictures, surf…...
mlaWork Cited
"The Web." Computer History Museum. [5 Dec 2012]
To some users of personal computers, who state, never trust a computer that you cannot lift; the IBM has been viewed, more often than not, as an enemy, and according to Byte, the computer magazine, this was because of the fact that the IBM company rose to fame mainly on the basis of its mainframe computers, that were large and forbidding, and overwhelmingly bulky. This was probably why, when the rest of the world was eyeing the emerging opportunities in the minicomputer market, the IBM never paid any attention, and even though IBM did succeed in capturing a large chunk of that market, it did not happen until Digital had captured the minicomputer market and had grown into a large corporation.
In the past few years, IBM has agreed to change the ways in which it conducts its business, and adapt to the changing times when the prices of computers…...
mlaReferences
Ellett, John. "About / Best Practices Center, Results Oriented Integrated Marketing the Dell
Way" Retrieved at accessed 27 July, 2005http://www.nfusion.com/about/best_practices/Results-Oriented_Integrated_Marketing.html .
Konrad, Rachel. (10 August, 2001) "From Bits to Boom, IBM PC turns 20" Retrieved at accessed 27 July, 2005.http://ecoustics-cnet.com.com/Mixed+record+as+PC+turns+20/2009-1040_3-271422.html .
Outsourcing Law, Deal structure, Case Study." Retrieved at accessed 27 July, 2005http://www.outsourcing-law.com/DealStructures/IBM.Lenovo.2005.01.06.htm.
Some nanorobots are being designed as "spray-on computers the size of a grain of sand." Edinburgh University has been working on nanorobots that can be sprayed onto patients as monitoring devices. They may be released for medical use in four years.
Quantum computers, based on principles like quantum entanglement and superposition, use the properties of particles. Quantum bits, called qubits, can process information faster than any existing computer technologies. A quantum computer can process many equations simultaneously. In a smaller space, using less energy, a quantum computer becomes more powerful than any commercial PC. In fact, Hertzog implies that quantum computers will mainly be used in fields demanding rapid data processing like the sciences or in cryptography.
Finally, one of the most promising future developments will be in the realm of artificial intelligence. Artificial intelligence implies computers that can think critically and creatively, like human beings. The potential for artificial intelligence…...
mlaReferences
Hertzog, C. (2006). The future of computer technology. Tech Tips. Retrieved April 17, 2007 at http://www.geeks.com/techtips/2006/techtips-26nov06.htm
Because of the standardization and flexibility of the mouse, software developers have considerable leeway in their engineering. Alternates to the mouse such as the light pen and tablet do not provide users with as robust and diverse usages as the mouse.
Mice, moreover, are inexpensive. Although users can opt for high-end mice, most standard mice and even optical and cordless mice are affordable for the average consumer. Early mice, contained in clumsy rectangular boxes, did not have the ergonomic or visual appeal of modern mice, which are easy and accessible for all users. Accessibility is another reason why the mouse has revolutionized computing. Disabled computer users who cannot access QWERTY keyboards can perform many functions using voice recognition software and basic mouse clicks.
Advancements in mouse technology have also enabled users to save considerable time and energy for their computing needs. For example, the right-click button often brings up menu items…...
Computer Fraud and Abuse Act
Information technology and related systems provide multiple benefits to business, government, and individual users. Databases, Internet transactions, and emails contain sensitive customers, employee and operations data that are extremely vulnerable. The following study focuses on various components of IT and related systems used for the storage of information like computers, servers, and website databases. Whilst identifying the ways the date can be compromised and exposed to abuse, the study identifies ways of protecting and enhancing their integrity.
Types of information systems that that hold data
Computers
Computers do their primary work in parts that are not visible when using them. To do this, a control center that converts data input to output must be present. All this functions are done by the central processing unit (CPU) a highly complicated set of electric circuits that intertwine to store and achieve program instructions. Most computers regardless of the size must contain…...
mlaReferences
Adikesavan, T.A. (2014). Management Information Systems Best Practices and Applications in Business. New Delhi: PHI Learning Pvt. Ltd.
Bradley, T. (2006). Essential Computer Security: Everyone's Guide to Email, Internet, and Wireless Security: Everyone's Guide to Email, Internet, and Wireless Security. New York: Syngress
Khosrowpour M. (2006). Emerging Trends and Challenges in Information Technology Management: 2006 Information Resources Management Association International Conference, Washington, DC, USA, May 21-24, 2006 Volume 1. Washington: Idea Group Inc. (IGI)
Kim, D. & Solomon, M. (2010). Fundamentals of Information Systems Security. New York: Jones & Bartlett Learning
Game Simulation
What were the ethical issues presented in the simulation?
The two scenarios had different ethical issues that presented themselves. The first scenario was about a contaminant that was found in a supplement that the company was using, and the second was about selling a defective product to buyers in another country. In the first ethical dilemma, the levels of contamination were lower than the FDA recommendation, but higher than the company standards. The task was to decide whether the company should recall the slightly tainted supplement or not. For the second dilemma, the issue was that the FDA had raised its standard and the marketing department was trying to get the inspector to sign off on selling the product in other countries where the standards were not as strict.
What decision-making steps did you take to ethically address these issues?
The steps were to follow the lenses and make sure that every…...
mlaReferences
DeGeorge, R.T. (2005). Business ethics. Retrieved from https://ecampus.phoenix.edu/content/eBookLibrary2/content/eReader.aspx
University of Phoenix. (2002-2007). Ethics Game [Computer Software]. Retrieved from University of Phoenix, Simulation, MGT216 website.
Sometimes everyone draws nine bones. Usually, in Dominican rules, if one player is blocked, he cannot play, has to pass, and does not draw from the bone yard; so those 27 bones are completely out of the game. In the variants of different cultures, sometimes the blocked player must draw one bone every time he passes, and in others must continue to draw bones until he has a play. ut that is the game's objective: block the other team's moves, while getting your bones onto the board. It sounds easy, but there is a complicated tango of mathematics and shrew guesswork involved. Dominoes is a game that permits, even necessitates, "card" counting, and it is this dance of four intelligences, drawing on their own wisdom and experience of the game, that makes for the competitive aspect.
Here is the most important thing to know about Dominican dominoes: Never, ever, place…...
mlaBibliography
1. Dominoes. Wikipedia, The Free Encyclopedia. Wikimedia Foundation, n.d. Web 23 March 2010
2. Board Games. Wikipedia, The Free Encyclopedia. Wikimedia Foundation, n.d. Web 23 March 2010
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