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Computer Games
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What is Computer Games?

Computer games sit at the intersection of technology, psychology, media studies, and education, making them a subject of genuine academic interest across multiple disciplines. Students encounter this topic in communications courses, child development programs, public health curricula, and digital media studies. The subject attracts scholarly attention because games are not merely entertainment—they function as cultural artifacts, commercial products, and environments that shape behavior, cognition, and social norms, particularly among younger audiences.

The papers archived here reflect several distinct approaches to computer games as a subject. The most prominent angle examines the relationship between violent video games and aggression or behavioral outcomes in children, treated through both research synthesis and case-study methodology. Other papers take a broader media-effects perspective, analyzing how digital content influences child development alongside television and other platforms. Additional approaches include analysis of gaming culture at a national scale—such as examination of South Korean gaming schools—as well as marketing situational analyses that treat games as commercial products operating within competitive industries.

A strong essay on computer games requires a clearly bounded thesis that specifies a population, a mechanism, and an outcome rather than making sweeping claims about games in general. Evidence drawn from peer-reviewed psychological or sociological research carries the most weight, especially when studies are compared for methodology and sample size. When writing about effects on children, distinguishing between correlation and causation is essential—this is also the most common pitfall in student writing on this topic, where studies showing associations are frequently overstated as proof of direct causation.

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Research Paper Undergraduate
Media violence perception: graphicness over quantified violent acts
For decades, there has been concern over media violence and its influence or potential influence on public behavior, and while there have been countless studies and volumes of research devoted to this topic, the issue…
Paper Undergraduate
Interactive art and David Rozen's Wooden Mirror
Interactive art is an artistic piece that promotes interaction between the spectator and the artistic work. Spectators influence the piece by movement, body heat, or by direct interaction from standing or walking on it,…
Paper Doctorate
Child Development Case Study: 10-Year-Old Boy Analysis
This case study will evaluate a 10 year old boy, Alec. The child has had pervasive relocations in his life, beginning at age 2 and endured a challenging separation between his parents. Since the separation he first experienced 50% split parenting, living with his mother one week then his father and stepmother the next, until such time as he was school age. He then began to live full time with his mother during the school week and visit his father and stepmother every other weekend, until age 7 when his mother relocated to an area which is a seven hour drive from his father at this point the mother also remarried. From that point to the present he has stayed with his mother and stepfather the majority of the time and traveled to visit his father and stepmother on the Christmas holiday, spring break and through the summer, which usually works out to be about 2 months. Prior to age seven he the time that he moved away with his mother he also changed schools 4 times, as she relocated in the general metro area several times. Alec has two siblings from his mother, a half-sister(8), and a half-sister (3) and two siblings with his father, a half-brother (3) and a step sister (15). Prior to age 5 the half-sister (now 8) also lived with his father (not her biological father) on the same 50% schedule but since then has been barred by the mother from spending time with Alec's father's family for her own reasons mostly associated with the father's remarriage and attempt to have another child which began when Alec was between 5 and 6.
Paper Undergraduate
Video games' cognitive and emotional benefits for children and teenagers
Despite a culture that video games are immoral, they assist in positive development in children and teenagers.
Research Paper Doctorate
Video game effects on aggression and addiction in children and youth
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…
Research Paper Doctorate
Gaming as an instructional strategy for nursing students' learning
Gaming as an Instructional Strategy to Enhance Baccalaureate Nursing Students' Learning
Paper Undergraduate
Corporate and environmental issues in PepsiCo's global supply chain
In today's dynamic context, organizations strive to improve and maintain a highly competitive edge. They engage in operations to increase the quality of their products and services, they strive to increase customer…
Research Paper Undergraduate
Achieving photorealism of human characters in augmented reality
A seamless incorporation between virtual objects and real environment in real time is one of the desired goals of computer animation. This goal is to have synthetic objects that are perfectly blended with real image…
Research Paper Undergraduate
Adolescents' awareness and implementation of information security and online privacy regulations
The report entitled: "Children and Interactive Media: Research Compendium Update" relates: Since the 2000 report, both large- and small-scale studies have been published on children's in-home use of interactive media."…
Research Paper Undergraduate
Preschool classroom management through activity engagement and child choice
This observation took place on Thursday, December 6, 2007 from 8:30 AM to 12:00 PM at a suburban daycare center for preschool children. The age range of the children was 3.5 years to 4.5 years old.