¶ … Speed (NFS), the popular racing game that has arrived, I think, at its eighth version already (without mentioning sidetracks such as Need for Speed Underground). The game is highly successful and it incorporates what we may refer to as "role-playing," although not in the meaning generally associated with another category of videogames.
First of all, Need For Speed is not about driving, but about racing, something we all must enjoy doing once in a while, because it is on the edge and, perhaps, also because it is illegal. It is still illegal in the game, with cops chasing you when you pass the legal limit, however, as the greatest advantage of any videogame, even if you are caught, nothing happens to you in real life.
So, as a first observation, NFS was created as a predictable reaction to the outside restrictive environment (we will see later on whether there are any implications from NFS). This is a characteristic generally shared by many computer games, from strategy to role playing to flight simulators: you get to be someone you are not in real life, may it be a pilot, a general or a rally driver. This is exciting, both for teenagers, who are still building their own universe and for grown ups, who have a place with different rules to retreat to.
The second thing about NFS is the cars. Not only do you get to drive, but you drive incredible cars, from Jaguar to Lotus and from Ferrari to Lamborghini. Obviously, these are the types of cars a regular person does not generally drive. Yet, NFS makes it possible.
Third of all, Need For Speed includes the necessity of performance as a criteria for success. Indeed, as you start of in the game with...
Violence in Video Games Guiding Question: Should the government have to be involved in legislation regarding video game content? Proof 1: Explain how First Amendment ensures freedom of speech, including video game content. "It is not the government's job to forbid content in media. It is the responsibility of the parents to decide what their children should play. Body Paragraph 1: Music censorship case and ratings system for video games Body Paragraph 2: Research evidence Body
By examining violence and women in both Sin City and the Tekken series, one is able to see how seemingly similar representations of gender and violence actually create wildly different meanings depending on the particular medium. While Sin City and Tekken participate in the visual language of gender, when it comes to the relationship between gender and violence, Sin City focuses on the victimization of women's bodies at the hands
Violence in Web-Based and Computer Games on Adolescents Playing video and computer games is a treasured leisure activity among many young people today, and these young players frequently prefer violent games. Studies suggest that exposure to media violence may adversely affect young people's attitudes and behavior. Further, self-concept is a key indicator of core attitudes and coping abilities, and, for adolescents, the evolution of the sense of self is a
Media Violence on Youth Damaging effects harm society's future adults Young people have the opportunity to respond negatively if provided violent material How Violent Print Media Affects Youth "Tweens" and teens are among the most influential group to market to, and are on the search for their true identities Magazines campaign for teenagers "to be cool" Posters and advertisements display sexuality, thin bodies, and beautiful self-images Famous clothing advertisers use adult sexuality to advertise to teenagers Results
A in millions) Current in millions) Provided by Federal Bureau of Investigation as of September 18, 2006. www.whitehouse.gov/goodbye/3ae6b1ac94aa97e6650780f280890a7c81100e47.html" CHART: National Correctional Populations National Correctional Populations The number of adults in correctional population has been increasing. A in millions) Current million in millions) Provided by Bureau of Justice Statistics as of November 30, 2006. (Social Statistics Briefing Room, 2006) More Statistics Violence in the Media Huston and colleagues have estimated that the average 18-year-old will have viewed 200,000 acts of violence on
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
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