genre-electronic video games-reinvigorated the debate. Two features of video games fuel renewed interest by researchers‚ public policy makers‚ and the general public. First‚ the active role required by video games is a double-edged sword. It helps educational video games be excellent teaching tools for motivational and learning process reasons. But‚ it also may make violent video games even more hazardous than violent television or cinema. Second‚ the arrival of a new generation of ultraviolent video games
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Music In Video Games Throughout the history of the video game industry‚ there has been many changes concerning music in video games. Music in video games progressed greatly within the life of the industry from 1972 to the present. These progressions can be seen as improvements in quality which includes an increase in the number of output channels‚ an increase in song length‚ a great improvement in the quality of timbres‚ and also a general shift from non- programmatic music to programmatic music
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or not games increase aggression. A video game is any console or PC based interactive game‚ aggression is any thoughts or behaviors related with the intention to cause harm. Contrary to popular belief‚ there is no reliable correlation between videogames and aggression. Claims are the backbone to a study; they are both the starting point and the goal. Cooper and Mackie (1986) sought to discover if a highly violent game would affect 4th and 5th grade kids differently than a nonviolent game or a paper-and-pencil
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Video games today are most commonly viewed as a way for students of high schools and colleges to slack off and procrastinate on homework and studies. What most people are not aware of though‚ is the social benefits that video gaming has on individuals. Video games can have positive effects on a gamers social life when it comes to teamwork‚ helping people‚ multitasking‚ and communicating efficiently. Educational Benefits for Students A recent study from the Education Development Center and the
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Gender Stereotypes in Video games Characters with disproportionate bodies. Characters submissive characteristics and storylines. Video games have come under criticism for the recent use of female characters. Whether it be how the characters look‚ or even behave within the story compared to their male counterparts. Yet‚ these criticisms and possible sexism have gone somewhat unnoticed by the community. It is important to understand how these sorts of stereotypes have any impacts on the consumer and
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The Video Game Narrative The first argument that arose out of the video game world was the debate of video game violence. Still unresolved‚ this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story? While the semantics would suggest
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system. At the time when Nintendo earned money on its 8-bit systems and wasnt going to reduce sales of 8-bit games by introducing new console‚ Sega ‚who had experience from its arcade games‚ decide to create a new more advanced product. At last Nintendo also decided to introduce a 16-bit system but to that time it was useless. At first it was incompatible with Nintendo’s high amount of 8-bit games. And also it was made too late. Gamers already had Sega’s systems; they liked it and have no need to buy
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Yacoub ALjaffery IENG 031/08 Spring 2013 Types of Video Games People think that video games are all the same‚ but in reality video games world is very huge and has many types and varieties of games. Same as movies‚ video games are developing to match people’s need and desire to be part of another experience to try out. As a result‚ video gaming companies are delivering a variety of video games types. Among all the types of video games‚ three are dominating‚ which are Role-play‚ Adventure‚ and
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Rivalry in video games industry Introduction The video games industry faces an entirely new rivalry situation. After 11 years of leadership‚ Sony has nearly lost its strong positions on the market‚ which gives the other two players – Microsoft and Nintendo - the chance to compete for the leadership. While the goal of Nintendo is to stay in the industry‚ Sony and Microsoft aim to strengthen their positions on the home entertainment market‚ which is constantly growing. The key factors‚ the companies
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Does Video Games cause Violence? 97% of 12-17 year olds in the US played video games in 2008. Due to recent school shootings‚ and increased bullying‚ communities are wondering if violent video games cause actual violence. The issue was brought up after the school shooting of Columbine High School. Investigators learned that the two students played many violent video games including Wolfenstein 3D and Doom. However this was to some was a one-time occurrence. Video games are being used as something
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