Video games in pop-culture. Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham‚ their popularity didn’t occur until the seventies with the appearance of Pac-man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out
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Introduction The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industry‚ video game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements
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The Relation of Narratives and Video Games Video games are a relatively new form of entertainment; the first video game is considered to be Tennis for Two (1958)‚ around fifty years ago‚ while film has been around for over one-hundred years‚ the printing press for over five-hundred‚ and storytelling for thousands of years before that. Because of its newness‚ video games are a developing medium‚ their conventions and potential have not been explored as fully in comparison with film and literature
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OF HOSPITALITY TOURISM AND CULINARY ARTS HTM1213 ENGLISH FOR HOSPITALITY AND TOURISM ESSAY NAME: Nabila Putri Ananda STUDENT ID: 0311053 BATCH & GROUP: G5 LECTURER: Mrs. Jacqueline Thomas Pereira The Positive Effects of Video Games Video game is an electronic game that is controlled by player but moderated by the electronic control and manipulating images on a video display or television screen. This is one of the largest and most influential inventions on people’s
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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 By Craig A. Anderson and Brad J. Bushman Iowa State University Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive
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English 102 23 October‚ 2012 Video Game Violence In the United States video games and violence have become synonymous to each other. Some of the most popular games today tend to be the most violent. This has brought up the issue of video game violence and its relation to adolescent violence. Many argue that video game violence primes anger and aggressive thoughts in the individual using them. But research and proof of this argument has been limited‚ inconclusive‚ or contradictory which has brought
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History The history of video games goes as far back as the 1940s‚ when in 1947 Thomas T. Goldsmith‚ Jr. and Este Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s‚ when arcade video games‚ gaming consoles and home computer games were introduced to the general public. Since then‚ video gaming has become a popular form of entertainment and a part of modern
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Wright. Will Wright discusses in his article “Dream Machines” that video games “benefit rather than denigrate culture” (212). For years‚ many people have blamed video games for the violence among white youth‚ however Will Wright presents an outstanding argument on how video games can be a positive influence on the world such as progressive new ways of thinking and new technology. For years people have blamed violent video games for violent behavior problems with white youth. In fact‚ many journalist
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Videogames are a large part of children’s lives and this essay will discuss two positive effects of video games as well as two negative effects. First‚ videogames help develop skills that are useful in the future‚ such as multitasking‚ decision-making‚ memory‚ and concentration. Lots of adults nowadays have problems multitasking‚ fortunately though‚ some researchers believe that strategy/action games can help children develop such a skill. During a game‚ if a sudden enemy or disaster occurs the player
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Rhetorical Analysis Essay According to the article “Shooting in the Dark” author‚ Benedict Carey‚ states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience‚ neurology‚ and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author
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