Video Game Journals1Pong is actually not a bad game, considering what it is. It requires hand and eye coordination, like any other game, and it is a no-frills, simple, straight-forward game requiring no thought other than anticipating the trajectory of a bounce. Galaga is somewhat similar in that it is the same basic 2D concept, sliding an object left to right (instead of up-down) to destroy enemy combatantsa lot like Tetris in a way. Ms. Pacman adds a dimension of strategy to this concept and uses the space well to give the interactive experience more nuance. Super Mario Bros really builds on it by creating a world that goes beyond the frame: it scrolls on and on as the character moves left to right; and there is a narrative built into the gaming journey. The character can jump and duck and it combines strategy with hand-eye coordination skills. Sonic the…...
mlaReferences
Blanco-Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019). Video games can increase
creativity, but with caveats. Creativity Research Journal, 31(2), 119-131.
Domsch, S. (2013). Storyplaying: Agency and narrative in video games (p. 196). De Gruyter.
Annotated BibliographyResearch QuestionHow have video games progressed in terms of narrative, player engagement, and societal impact, and what implications does this progression have for the future of gaming and its influence on society?Annotated BibliographyHon, Adrian. You've Been Played: How Corporations, Governments and Schools Use Games toControl Us All. Swift Press, 2022.Hon's work goes deep into the concept of gamification and how it has been used by various parties to influence behavior and how people think. Hon looks at gamification across multiple sectorshow government has gamified society, how businesses have gamified the workplace, how schools have gamified education, how Google has gamified using the Internet, and so on. The point is that gamification is not just something restricted to actual video games; it is a phenomenon that has permeated all aspects of society, with fundamental consequences, too. In relation to my research question, Hon provides an important and critical perspective on…...
Table of ContentsI. IntroductionA. Background information on RobloxB. Purpose of the studyC. Scope and limitationsII. Roblox OverviewA. Definition of RobloxB. History and DevelopmentC. Popularity and User DemographicsIII. Roblox FeaturesA. Online Multiplayer GamingB. User-Generated ContentC. Virtual Economy and TradingD. Communication and ChattingE. Parental Controls and Safety FeaturesIV. Dangers posed by RobloxA. Online Predators and CyberbullyingB. Inappropriate Content and User BehaviorC. Addiction and Screen Time ManagementD. Privacy and Security ConcernsV. ConclusionA. summary of findingsB. Recommendations for Parents and EducatorsI. IntroductionA. Background information on RobloxRoblox is a multiplayer gaming platform that was launched in 2006. It gives its users the freedom to develop their games and play games developed by others. With over 100 million monthly active users, Roblox has become one of the largest gaming communities in the world. The platform has attracted many users, including children, teenagers, and adults.Roblox offers an immersive virtual world where players can socialize, play games, and…...
mlaWorks Cited
Brown, Maressa. “Is Roblox Safe for Kids? Here’s What the Experts have to Say.” Parents.com, 6 Oct 2022, https://www.parents.com/kids/safety/internet/is-roblox-safe-for-kids/#:~:text=Because%20Roblox%20is%20an%20interactive,potential%20risk%2C%20points%20out%20Knox .
Clement, J. “Roblox Gamers Users Distribution Worldwide September 2020, by Age.” Statista, 30 Nov 2021, https://www.statista.com/statistics/1190869/roblox-games-users-global-distribution-age/
Dean, Brian. “Roblox User and Growth Stats 2022.” BackLinko, 10 Oct. 2022, https://backlinko.com/roblox-users
Interactive Tutorial Effective?
Tutorials are integral to learning new technologies or procedures, from learning how to use a new software application to learning how to speak a new language. Therefore, it is important to know what factors determine the effectiveness of a particular tutorial. Empirical evidence and experimental research can be used to assess tutorial effectiveness, as learning can be objectively measured. Tutorial designers can improve their products by using empirical research to base their user interfaces, interactivity levels, instructional exercises, length of lessons, and hardware platform flexibility.
Effective tutorial design is critical not just for the user experience, but also to the effectiveness and accessibility of the product. This proposal identifies and evaluates the factors that help determine the effectiveness of a tutorial, with the ultimate goal of helping developers design successful interactive tutorials that they can integrate into products and services. Specifically, our research will focus on interactive tutorials:…...
mlaWorks Cited
Anderson, Rozalynd P. and Wilson, Stephen P. "Quantifying the Effectiveness of Interactive Tutorials in Medical Library Instruction." Medical Reference Services Quarterly Vol. 28, Issue 1, Spring 2009, pp. 10-21.
Boot, Walter R., Kramer, Arthur F., Simons, Daniel J., Fabiani, Monica and Gratton, Gabriele. "The effects of video game playing on attention, memory, and executive control." Acta Psychologica, Vol 129, Issue 3, Nov 2008, pp. 387-389.
Deterding, Sebastian, et al. "Gamification." Extended Abstracts on Human Factors in Computing Systems, 2011, pp. 2425-2428.
Duolingo: https://www.duolingo.com/
Video Games and Violence
The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven percent of twelve to seventeen-year-olds played a video game in 2008 (ESA, 2009). These figures suggest that virtually everyone in that specific demographic play video games. The economic result of the demand for video gaming has resulted in over an eleven billion dollar industry (2008) which is continually expanding (ProCon, N.d.). However, many of these games contain graphic violence and sexual content that deemed in appropriate for this demographic.
It is argued that this violence in the digital world can cause a host of negative implications in real life as well. hen children are exposed to violence then this can work to desensitize them to the use of violence and violence can even be perceived as an acceptable way to resolve conflicts.…...
mlaWorks Cited
Anderson, C., Sakamoto, A., Gentile, D., Ihori, N., Shibuya, A., Yukawa, S., . . . Kobayashi, K. (2008). Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. Pediatrics, 1067-1072.
ESA. (2009, May). Essential Facts about the Computer and Video Game Industry. Retrieved from Entertainment Software Association:
Video games: Are video games morally dangerous?
One of the most controversial forms of new technology is that of video games. Authors such as Grant Tavinor have lauded video games as unique pieces of 'interactive' art while opponents of video games such as Stephanie Partridge have condemned video games' violent images and the fact that they encourage the viewer to distance him or herself from the consequences of those actions. There is concern that because of their all-absorbing, interactive nature, video are uniquely 'dangerous' for the user, which for their proponents is actually what makes them so fascinating.
Tavinor clams that in additional to the artistic component of the video game experience, video games are themselves art because of their 'gaming' component. If various games such as chess have been called 'art' throughout the ages because of their use of dynamic strategy and what they demand of the viewer, why not video…...
Video Games on Children
Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).
Analysis
Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers and is…...
mlaBibliography
Franciss, M., & Subramanian, A. This Is Not Just a Game Anymore. Mumbai: Diligent Media Corporations Ltd. 2012.
Anderson, C.A., Gentile, D.A. & Katherine E. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press. 2007.
Associated Press. Monitoring video game violence - Expert's advice to. Ontario: The Guelph Mercury. 2006.
Billings Gazette, The (MT). Studies show children get hooked on addictive. The Billings Gazette 2011.
Sexism in Video Games
Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do not play games are exposed to video game characters. For example, it is common for products to use video game characters in their marketing campaigns when targeting young adults. Moreover, it is not unusual for there to be an overlap between video games and other forms of popular culture. Video games may be spun off into books, cartoons, films, and television shows. There is nothing inherently wrong with the presence of video game characters in so much youth-oriented popular culture. However, while video games may seem like harmless fun, it is important to understand the content of those video games and the message that content sends to young players, in order to understand the potential negative impact of these games.
Concerns about…...
mlaWorks Cited
Cass Communications. "Student Robert Parungao Finds Video Games Rife with Stereotypes."
Arts Wire. 13 May 2010. Web. 6 Dec. 2011.
Dill, Karen. "Do Anti-Social Video Games Foster Sexism and Violence against Women?
Research on Sexist and Pro-Rape Attitudes among Gamers." Wordpress. 2008. Web. 6 Dec. 2011.
This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived from the similarities to gambling addiction. For this report, this pattern of heavy video game playing is referred to as "video game overuse." (Khan, 2007) Kahn additionally relates that: "Symptoms of time usage and social dysfunction/disruption appear in patterns similar to that of other addictive disorders. It is not clear whether withdrawal symptoms are associated with video game overuse; some excessive users do not exhibit "cravings" for the games if they are unavailable, while other users insist they cannot reduce…...
mlaBibliography
Hauge, Marny R. And Gentile, Douglas a. (2003) Video game addiction among adolescents: associations with academic performance and aggression - Presented at Society for research in child development conference, April 2 -- 3 Tampa Florida.
Special Report: Video Game Addiction (2005) New Orleans WDSU.com. 24 Feb 2005. Online available at http://www.wdsu.com/news/4160216/detail.html .
Khan, Mohamed K. (2007) Emotional and Behavioral Effects, Including Addictive Potential, of Video Games. Report of the Council on Science and Public Health. CSAPH Report 12-a-07
Computer Games Addiction (2005) National Institute on Media and the Family. Online available at http://www.mediafamily.org/facts/facts_gameaddiction.shtml
Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.
Chapter I - Introduction
Video games, at this point in history in…...
mlaReferences
Blizzard. "World of Warcraft." World of Warcraft. / (accessedhttp://us.battle.net/wow/en
May 29, 2014).
Bogost, Ian. Persuasive games: the expressive power of videogames. Cambridge, MA:
MIT Press, 2007.
For instance, an outcast child has a high possibility of gaining his/her social stand only because he/she is devoted to playing video games (Marino n.p.). In addition, as the evolution of the high-tech devices continues, the involvement of the children in playing video games gives them the high opportunity and assistance necessary in releasing their frustrations and stress in a safer manner and in a controlled environment hence a chance to manage any hostile characters rather than encouraging them. For instance, a child who do not play video games frequently, can significantly benefit from releasing stress by spending approximately 15 to 20 minutes in playing video games (Marino n.p.). Moreover, the change in technology by it self is a good thing for the children generally as there is a continual development of video games that bring new challenging tasks/characters that enhance more thinking and creativity (Robers, "positive effects of…...
mlaWorks cited
Marino, Jonathan. Positive effects of video games, article base. 28 March 2009. Web. 19 April
2010.
Robers, James. The positive effects of video games on children. Associatedcontent.com. 8
January 2010. Web. 19 April 2010.
Violence in video games and the role of culture.
The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among children as studies conducted in U.S. estimated that 99% of boys and 94% of girls play video games (Whitaker and Bushman, 2009), with children age 2-7 years spending an average of 3-5 hours a week playing games, while 8th and 9th grade students spend an average of 9 hours per week (Greitemeyer and Osswald, 2010). According to Whitaker and Bushman (2009), violence in video games is also commonplace with violent content available in over 85% of video games.
The effects of…...
mlaReferences
Anderson, C.A., & Bushman, B.J. (2002). Human aggression. Annu Rev Psychol, 53, 27-51.
Bushman, B.J., & Anderson, C.A. (2002). Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28(12), 1679-1686.
Dill, K.E., & Dill, J.C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.
Funk, J.B., Buchman, D.D., & Germann, J.N. (2000). Preference for Violent Electronic Games, Self-Concept, and Gender Differences in Young Children. American Journal of Orthopsychiatry, 70(2), 233-241.
Violence in Video Games
Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, ojas, 2008) (Hartmann, Vorderer, 2010). To argue that games are not as powerful of an influence on children is ridiculous, yet ironically the FCC regulates who can see a movie by its content alone and has refused to take action on games (Soh, Tan, 2008). In June, 2011 the Supreme Court struck down a California law that fined retailers $1,000 for each occurrence or infraction of selling or renting violent games to anyone under the age of 18 (Lemmens, Valkenburg, Peter, 2011). Games…...
mlaReferences
Josh Bernoff, Charlene Li. 2008. Harnessing the Power of the Oh-So-Social Web. MIT Sloan Management Review 49, no. 3 (April 1): 36-42.
Boyle, M., McLeod, D., & Rojas, H.. (2008). The Role of Ego Enhancement and Perceived Message Exposure in Third-Person Judgments Concerning Violent Video Games. The American Behavioral Scientist, 52(2), 165.
Beth Snyder Bulik (2008, May). Despite recession, video-game industry shows massive growth. Advertising Age, 79(20), 6.
Cliff Cheetham (2008, April). Marketing strategies in the gaming community.
Violence in Video Games
Guiding Question: Should the government have to be involved in legislation regarding video game content?
Proof 1: Explain how First Amendment ensures freedom of speech, including video game content.
"It is not the government's job to forbid content in media. It is the responsibility of the parents to decide what their children should play.
Body Paragraph 1: Music censorship case and ratings system for video games
Body Paragraph 2: Research evidence
Body Paragraph 3: Sociological implications and blaming
The First Amendment to the United States Constitution insists that citizens of the U.S. have the right to free speech. This Amendment has been utilized by artists from a wide variety of genres and talents to preserve their right to express themselves and prevent any form of censorship. Most calls for legislation regarding censorship have actually come from the parents of America's youth. Rather than take responsibility for determining whether or not a film or…...
mlaWorks Cited:
Anderson, Craig (2003). "Violent Video Games: Myths, Facts, and Unanswered Questions."
Psychological Science Agenda.
Benedetti, Winda. (2008). "Playing the Blame Game." MSNBC. Retrieved from http://www.msnbc.msn.com/id/23204875/
Chalk, Andy. (2007). "Inappropriate Content: a Brief History of Videogame Ratings and the ESRB." The Escapist.
Technology has emerged and pervaded the lives of many people as it becomes more advanced and more a part of society. A good and prominent example of this is video games. Even with the leisure and perceived positive effects of video games, their effect on the brain is a cause for concern among many in the scientific and academic communities. While many of the effects could absolutely be good, there are other effects that could be bad with age and stage of brain development being important factors to keep in mind.
One factor that clearly aggravates the situation of people playing video games and it might or does affect the brain is the fact that the younger people who still have the development of their brains in motion. As such, verifying whether or not there are effects on cognition and that development of the brain structure is an important item to…...
1. The prevalence of theft in schools and its impact on students and staff
2. The role of technology in preventing and addressing theft in schools
3. The psychological effects of being a victim of theft in a school environment
4. Strategies for promoting a culture of honesty and accountability in schools to reduce theft
5. The consequences of theft in schools on academic performance and school culture
6. The relationship between socioeconomic factors and theft in schools
7. Investigating the reasons behind why students steal in schools
8. The effectiveness of disciplinary measures in deterring theft in schools
9. The role of parents and the community in....
Sure, here are a few essay topics on the subject of Pembunuhan (murder):
1. The psychology of a murderer: exploring the mindset and motivations behind committing murder.
2. The impact of media portrayal on public perception of murder cases.
3. The role of gender and society in shaping perceptions of murderers and their crimes.
4. The legal and ethical considerations surrounding the death penalty in murder cases.
5. Investigating the prevalence of serial killers in modern society.
6. The portrayal of murder in literature and its impact on cultural attitudes towards violence.
7. The influence of mental illness and personality disorders on the likelihood of committing murder.
8.....
Original Thesis Statement:
Benefits of Technology in All Fields
Revised Thesis Statement:
Technology's Ubiquitous Impact: Transforming Industries and Empowering Human Endeavors
Technology's pervasive influence has revolutionized all fields, offering unparalleled benefits that enhance our lives, drive innovation, and improve societal well-being. Its transformative effects are evident in every aspect of modern society, from healthcare to education, business to entertainment, and beyond.
Empowerment through Automation and Efficiency:
Technology has automated countless tasks, freeing up human time and resources for more complex and meaningful endeavors. From automated manufacturing and data processing to virtual assistants and self-driving cars, technology has significantly reduced the burden of manual labor and increased....
Technology has had a significant impact on the culture of Japan. The country is known for its embrace of cutting-edge technology, which has influenced many aspects of daily life and society. From the use of high-speed trains and advanced robotics to the popularity of video games and anime, technology has become deeply intertwined with Japanese culture.
The widespread use of smartphones and social media has changed the way people communicate and interact with each other. Traditional customs such as sending handwritten letters have been replaced by emails and instant messaging. Additionally, social media platforms like LINE and Twitter have become popular....
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