"Threats of video games industry" Essays and Research Papers

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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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    Citation: * “Video Games: A Cause of Violence and Aggression” from SerendipUpdate’s blog. Fri‚ 01/04/2008. <http://serendip.brynmawr.edu/exchange/node/1723> This site provided basic information about social problems merged with video gamers tendencies. It does raise some important issues about the effect of videogames in our society and status that may be useful for my Recommendation Report. It is a commercial site rather than an academic site‚ so it provides some internal opinions

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    and not a friend. In this generation of teenagers violent video games such as “Halo” “Mortal Combat” and “Medal of Honor” all of which take gamers to a place where its okay and not only okay but encourged to kill. “Iowa State university reasearchers found that violent video games increased the likely hood of of aggression”(Oskin). These games make it hard for the gamer to distingush between reality and the game. While yes these games do have ratings many of them R‚ an adult has to buy it for their

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    Effects of Violent Video Games on Children The use of video games has become tremendously popular among children and adolescents in the past decade. In fact‚ “Sixty-eight percent of U.S. households play computer or video games.” (David Jenkins‚ 2009) This statistic reveals how important it is to understand the effects that these games can have on individuals and more specifically‚ children. Over the years‚ numerous studies have been conducted investigating whether video games have positive or

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    Childhood Obesity: Video Games Not To Blame According to a 2006 American Obesity Association Study‚ approximately 30.3% of children (6-11 years) are overweight and 15.3% are obese. For teens (12-19 years) 33.4% are overweight and 15.5% obese. Who is planning on having children in the future? Who is planning on raising overweight or obese children? I bet if someone asked that question 20 years ago the response would be about the same; but in the last two decades the rate of overweight and obese

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    An Overview of the Digital or Video Gaming Industry A Walk Down the History Lane Not only the words games and gaming are self-explanatory‚ the practice of using games both as a source of entertainment as well as learning is almost inherent to humans and the practice dates back to ancient civilizations as old as 3200 BC. Although‚ games have been used for gambling and learning strategies of war and concepts of ruling for thousands of years‚ the use of video games as a source of entertainment as

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    Violence There’s too much of it‚ but where does teen violence come from? Some studies say movies‚ other say TV shows‚ but most of them say video-games. When a dad or a mom sees the news and they says that the killer played violent video-games‚ they just take of shooting games for a week and then they forget about it. If parents are just going to do that what is the difference? "There’s an association‚ but it’s not a very robust one." says Katherine Newman author of books about the

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    Video games are one of the greatest inventions to ever be created. I say this because they have been played and enjoyed for generations. Another reason I say video games are great is because I love them I use them almost every day‚ and they give me joy if I’m having a bad day or if I just want to have fun they are very helpful for that. Video games have helped lots of people in lots of different ways like if you had something bad going on in your life‚ video games can help you escape all of that

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    average age of the audience is between 28 and 35 years of age with ages ranging from 18 to 35. The audience consists of 2 females and 1 male. Central Idea: Video game violence and children. Specific Purpose: To inform my audience about videogame violence and children and to persuade parents to become more knowledgeable about game violence. Introduction: I. Attention-getter A. As parents we protect our children from watching all types of media from T.V‚ DVDs‚ and the internet.

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    The Effects of Violent Video Games on Adolescents Kacy Romero University of Louisiana at Lafayette Abstract In this paper‚ the effects that violent video games have on adolescents will be discussed. Mentioned throughout this paper will be results from specific studies that both support and oppose the theory that violent video games increase aggression in adolescents. The theory that violent video games do encourage aggression will be the main focus‚ specifically supported the study conducted

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