"Violence in television and video games does the media s message matter" Essays and Research Papers

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    History of Video Game Development Presented by: Caleb Arbaugh The First Video Game • Creator: William Higinbotham • Year: 1958 • Where: Brookhaven National Laboratory en o f s i n o w rT The First Video Game Console • Creator: Ralph H. Baer • Year: 1967 All six games released‚ resembled Tennis for Two in some way. w o Br x o B n First Licensed Home Game Console • • • Company: Magnavox Year Licensed: 1972 Modified Version of The Brown Box (1967) y d O y e ss Who Played Video Games? • •

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    Video Games: Creating Monsters or Not? “Stay alive at any cost! Find the key! Shoot the bad guys!” This is how one sixth-grader describes the way of playing video games. Such video games can seem like harmless fun‚ but what if the violence gets personal and addicts young teenagers‚ affecting their behavior and their view of reality? Some studies have shown that violent game players just do not leave it there on their game screens; they transfer the violent acts they get attached to‚ to the real

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    the four articles‚ “Does Media Violence Lead to the Real Thing?”‚ “Violence and Media…”‚ “Children affected by violence suffer mental injuries‚ psychologists and experts say”‚ and “Thresholds of Violence” they give explanations on why someone is expose to become violent without them even knowing. Four factors that can lead into violence from these four articles is revenge‚ media‚ threshold‚ and trauma. Although we might not know it‚ these risk factors apply in bringing violence and are easy to attract

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    ------------------------------------------------- Table of contents 1. THE BRAND ITSELF 3 1.1 Brand elements 3 1.2 A brand is more than a product 3 1.3 Why do brands matter ? 4 1.3.1 To consumers and manufactures 4 1.4 How are brands positioned ? 4 1.4.1 Segmentation 4 1.4.1.1 Nintendo Wii 5 1.4.1.2 Nintedo DS and 3DS 5 1.4.2 Positioning 4 1.4.2.1 Nintendo Wii 5 1.4.2.2 Nintedo DS and 3DS 5 2. BRAND EQUITY 8 2.1. What is a strong brand ? 8 2.1.1 Brand Awareness

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    Video gaming is the largest entertainment industry‚ with an estimated 1.2 billion people engaged worldwide. Whilst women represent 46% of gamers and female game creators are increasing‚ games are still predominately made by and for men. As a result‚ misogynistic and sexist representations of women are created in the interest of male fantasy that is reflected in both game context and game play. Throughout many video games a patriarchal culture of sexism is maintained‚ reinforced and normalised through

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    Video games are bad for Children Stop the debate as to whether children who love playing video games should be encouraged to continue or should they be stopped. Several people think children need to play video games because they make them active‚ but still‚ numerous other people also believe video games are not good for children. Despite the fact that other people think video games are healthy for children‚ I strongly believe they are bad for them. There are several reasons why video games are

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    Does Violence on TV and films create a more violent Society? Discuss.” ‘Media Violence’- Where the latest cars go flying fifty meters into the air‚ with the driver falling out the window and into the next street ‚ consequently someone is ‘accidently’ shot. In today’s culture and for the past fifty years many adolescents and other individuals have been and are being submissively subjected to this indoctrinating movement. With the simple switch of a television button it can all turn into a ‘picture

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    Does Bicameralism Matter?

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    Does Bicameralism Matter? Michael Cutrone Dept. of Politics Princeton University Nolan McCarty Woodrow Wilson School Princeton University 1. Introduction Perhaps the most conspicuous variation in modern legislatures concerns the practice of granting legislative authority to two separate chambers with distinct memberships. While the majority of national governments empower but a single chamber‚ at least a third of national legislatures practice some form of bicameralism as do 49 of the 50 American

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    Video Games Changes Lives

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    Professor James English Comp II 8 March 2014 Video Games Changes Lives There are upsides and downsides to letting video games shape your life as a child‚ and even up to your adulthood. Even in my own life‚ I have experienced games shaping me‚ and giving me the skills I would not have gotten if I did not grow up playing video games. As an “adult” now‚ I have noticed different aspects of my life that have been altered dramatically by gaming. Playing video games throughout your life may have positive and

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    Combating the Effects Media Violence on Children “You better run for your life if you can‚ little girl‚ hide your head in the sand little girl‚ catch you with another man‚ that’s the end’a little girl. I’d rather see you dead‚ little girl‚ than to be with another man…” Most of us would be shocked by these words‚ but these are actually the lyrics for Run for Your Life by the Beatles. Other songs like Foster the People’s Pumped Up Kicks (All the other kids with the pumped up kicks you better run

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