"Roleplaying video game" Essays and Research Papers

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    How Video Games Effect Children During the last decade‚ attention and accusations within the media have turned more to the meteoric rise in popularity of arcade-type home computer and console games. Considerable anecdotal evidence abounds about how teenagers are affected by shoot-em-up and beat-em-up games. Zimbardo (1982) remarked that video games are so addictive to young people that they may be socially isolating and may actually encourage violence between people. Another comment came from

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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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    MCOM220-14A Assignment: 1 Do Video Games Cause Violence? Introduction: Video games and violence in the media for the past twenty years (specifically America) have always put video games as the scapegoat to blame whenever a series of tragic homicides occur. This topic is particularly of interest to me because I have journeyed through the evolution of gaming and witnessed the evolution of technology; some of the claims made in past research

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    intrigued the most in is the one of the video games. Video games have always interested me‚ ever since I was a young lad. I began playing video games when I was at the age of 4; it began with the Nintendo Entertainment System‚ one of my personal favorites. Next after a span of a few years my family purchased me and my brother the PlayStation One‚ which was an innovation of its time. The PlayStation Two came a few years later with better selection of games and improved graphics‚ very very fun in my

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    students are afraid to make a mistake and take the risk‚ however in order for the students to learn‚ he/she will be required experience it. Dying is a common thing when playing video games. When players die in a video game‚ they learn from this experience and try again until he/she succeeds and move on to the next level. Video games force the players to master a certain concept in order for them to succeed. So‚ they are allowed to keep trying until they are successful. Prensky (2001) noted that players

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    Video Games: Who’s Really Responsible? Melissa Hinkley Rosemary Mekita Composition I - February 29‚ 2012 Video Games: Who’s Really Responsible? It’s in the news at least once a week it seems. A crazed gunman goes on a rampage‚ leaving horror in their wake. The thought in most people’s minds are the same‚ “What caused this?” The finger pointing inevitably begins and as it seems more and more prevalent‚ those fingers get pointed at violent video games. Christopher Ferguson believes this

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    ever arcade video game. Since then‚ video games have come a long way from just consisting of a pixelated ball and paddle. There are different themes and genres that appeal to all ages. From educational games to virtual reality the possibilities are endless. Recently‚ video games that contain violence and adult content have been under multitudes of scrutiny for being claimed to cause aggression in people and even change parts of the brain for the worse. Although it seems that playing games on electronic

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    & Distribution has made the decision to provide a monthly video game rental programme as a result of extensive market research. The new programme will be web-based and will provide customers with the ability to rent video games using an online service. Customers will pay a monthly subscription for the service which will allow them to order and pay for video games online then receives them via express post. They can keep the games for as long as they wish then simply return them using the paid

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    September 26‚ 2012 Thesis statement : Today most children are more into video technology and violence than they are into normal outside physical activity which is the biggest problem of child obesity. Video technology has decreased the amount of physical activity in children. Because of my nephew’s interest in video games‚ he played less outdoors than most children his age. The only physical activity he was really getting was from his gym class

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    Home Video Game Industry In 1972 founders Nolan Bushnell and Ted Dabney scrounged $50‚000 from family‚ friends and local banks‚ formed their own company. They hired Alan Alcorn who created Pong and put a sample unit in Andy Capp’s Tavern in suburban Sunnyvale to see if anyone would play it. Twenty-four hours later‚ the owner called Bushnell in a rage and demanded that he get over to the bar with his tool kit as soon as possible--the prototype game had broken down because it was being flooded with

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