Journal #2 – Music Videos I watched my hour long of videos on daily motion. I watched music videos by August Alsina and Beyonce’s self-titled album Beyonce. August Alsina is a 21year old singer born and bred from the streets of New Orleans‚ Louisiana enters into the music industry two years ago. For those who don’t know who Beyonce is she is an American recording artist and actress. Born and raised in Houston‚ Texas. She performed in various singing and dancing competitions as a child‚ and rose
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Video Games Have Negative Effects on Children Rating: 5.0 Introduction Playing video games is perceived as an exciting aspect of the media landscape and has experienced a lot of expansion in recent years. There has been a rise in the number of children who use video games in many parts of the world‚ particularly in the United States (Hagan‚et al. 2002). Among children in the United States‚ playing hours for video games have increased from 4 hours every week in the 1980’s‚ to about 13
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is Video conferencing. Video Conferencing: A set of interactive telecommunication technologies which allow two or more locations to interact via two-way video and audio transmissions simultaneously. The core technology used in a video teleconference (VTC) system is digital compression of audio and video streams in real time. The hardware or software that performs compression is called a codec (coder/decoder). The other components required for a VTC system include: Video input: video camera
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------------------------------------------------- CHAPTER # 1 BACKGROUND 1.1 INTRODUCTION 1.1.1 GAME CONSOLES A video game console is an interactive entertainment computer or modified computer system that produces a video display signal which can be used with a display device (a television‚ monitor‚ etc.) to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer‚ which has many other functions‚ or arcade machines
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As a group we chose to investigate gendered aspects within video games and how those games embody military values‚ behaviours and discourse. I am going to argue that children can internalise gender stereotypes and military discourse through the medium of gaming and that this can have wider social implications. Analysing gender demarcation‚ which is the process by which gender boundaries are set I looked at how video games encourage the stereotyping of genders‚ with a focus on the male archetype
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Video games According to Matthew Gallant‚ a game designer and software engineer‚ video game is software which displays images on a video screen‚ interacts with a player or players and is intended to provide challenge and/or produce an aesthetic response in the viewer. http://gangles.ca/2009/01/03/defining-video-games/ A study conducted by Chen and Yang (2011) shows that some video games such as “The Sims” can be useful for language learning. The result of their study shows that students considered
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Video conferencing is the message between two or more people‚ using computers based networks‚ and sending out both audio and video information between them. The main requirements to set up a videoconference known also as video teleconference are: A web camera Microphone Screen Speakers Computer with the Internet network. History Videoconferencing first demonstrated in 1968. It was established since the Television has been invented. Video conferencing system consisted two connected
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Violent Video Games and Physical Aggression in Adolescents Anna Phelps Chatham University The Correlation Between Playing Violent Video Games and Physical Aggression in Adolescents A critical analysis of violence and aggression in the United States is an issue commonly debated by psychologists‚ government agency officials‚ and many university researchers. This topic has also been separated into many specific categories in the general media such as violence in movies‚ schools‚ and video games
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platform of video games. Video games have opened up a whole new venue for knowledge‚ literacy of problem solving and of course-entertainment. There is still debate on the negative effects concerning video game exposure‚ but a new light has been shed in the more positive direction within the last couple years. Gamers‚ as many of the general public and even themselves would call them‚ make up a majority of the US population. It was documented that around 67% of US households partake in gaming (“ESRB”)
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between 70% and 90% of teens in the United States play video games and it is said that 5% to 10% of those kids are addicted to gaming‚ but what about the other 80%? Although people may argue that the internet or video games cause adolescents to have antisocial personalities that isn’t necessarily true for every person. The internet and videogames can have positive impacts on both the world and people’s lives. The internet and both online and video games aren’t detrimental to adolescents’ intellectual
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