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Video Gaming History Advances Concerns
Words: 2783 Length: 10 Pages Document Type: Term Paper Paper #: 1464114
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Additional studies show these effects last." (Ibid) the following statistics are stated in the study of Walsh, Gentile, Walsh and ennett (2005) relating to the parent's belief and the actuality as reported by their child.

Differences between parents and children reports related to video games

Parent reports


Child reports


How often does a parent/do you:

Play computer or video games with you/your child?

Talk to you about the video games you play?

Help decide what video games you may buy/rent?

Have to ask permission before playing video games?

Parent reports


Child reports


Does your family have rules about how much you may play?

Does your family have rules about when you may play video games?

Source: Walsh, Gentile, Walsh, & ennett (2005)

IV. The Future of Video Gaming

Positive applications for learning have emerged from video gaming capabilities. A Computer Research Association report entitled: "Cyberinfrastructure for…


Fischer, P.; Guter, S.; Frey, D.; Kubitz; J. (2007) Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect and Behaviors" Journal of Experimental Psychology Applied 2007 Vol. 19 No. 1 12031. American Psychological Association 2007.

Walsh, D.; Gentile, D.; Walsh, E.; Bennett, N. (2006) 11th Annual MediaWise Video Game Report Card. National Institute on Media and the Family, 28 Nov 2006. Online available at .

Ainsworth, S.; Honey, M; Johnson, WL; Koedinger, K.; Maramatsu, Pea, R.; Recker, M. And Weimar, S. (2005) Cyberinfrastructure for Education and Learning for the Future: A Vision and Research Agenda. Computing Research Association. Online available at 

Gaming Advances as Learning Tool: For Some Educators, Computer Games are Serious Business" eSchool News Online. Available at .

Game Design Computer or Video
Words: 2287 Length: 7 Pages Document Type: Thesis Paper #: 18100001
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The I/O structure is of great importance because of the reason that it makes the connection between the computer and the player. It consequently is the message of the designer sent to the player with the help of the computer. I/O is created out of input and output. The output of the game refers to the graphics and to the sound coming from the computer and the speakers. Designers are dedicated to having the graphics of games as good as they can because of the fact that people generally pay more attention to visual effects than to sound effects.

The input of the game refers to the player's interference in the game with the help of the contact that the player has with the keyboard, the mouse, or the joystick. Game designers had often failed from having a success with their games because of joysticks which had not been…

Works Cited

Bellis, Mary. Computer and Video Game History. Retrieved November 26, 2008 from Website: 

Crawford, Chris. (1997). The Art of Computer Game Design. Retrieved November 26, 2008 from Washington State University Vancouver Website: 

Player-centric design. Retrieved November 26, 2008 from a series of Tubes Website:

Violent Computer Game Violence and
Words: 651 Length: 2 Pages Document Type: Thesis Paper #: 13272289
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Quite to the point, television, film, pop music and video games share in common a proclivity to promote that which yields prosperity. Thus, there is little regard from the computer gaming industry for indications that "a meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults." (Anderson & Bushman, 353)

In spite of this, revenue for video game produces revolves on role-playing titles such as orld of arcraft, which promotes fantasy world combat, simulation games such as Grand Theft Auto, which glorifies violence and antisocial behavior, Halo, the simulated first-person shooter game, and Madden Football, which portrays in detail the often brutal sport of football.

Connecting absorption of such media with the commitment of violent crimes remains a challenge however. Famously, the two minors responsible for the massacre at the Columbine High School in 1999 were noted for playing such…

Works Cited:

Anderson, C.A. & Bushman, B.J. (2002). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353-359.

Harding, a. (2009). Violent Video Games Linked to Child Aggression. CNNHealth. Online at

Correlation vs Causation Violent Video
Words: 374 Length: 1 Pages Document Type: Thesis Paper #: 24052722
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The more violent teens might also be more apt to wear black rather than white t-shirts, but that does not mean that the act of wearing a black t-shirt makes a teen more predisposed to act violently.

The authors of another study did attempt an experiment that would suggest causation rather than mere correlation. In an experiment involving 210 college students, students who played a violent video game were more likely to 'punish' the opponent by inflicting a noise blast upon the opponent of greater intensity and for "a longer period of time" than did students who played a nonviolent video game (illenz 2009). However, the idea that inflicting a loud noise upon an opponent after playing a loud, noisy video game is analogous to committing acts of physical violence in the real world also seems like a tenuous causal argument.

orks Cited

illenz, Pam. (2009). Violent video games can…

Works Cited

Willenz, Pam. (2009). Violent video games can increase aggression. American Psychological

Association (APA). Media Release. Retrieved August 8, 2009 at

Speed Nfs the Popular Racing Game That
Words: 1156 Length: 4 Pages Document Type: Term Paper Paper #: 73134671
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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…

Massive Multiplayer Online Game
Words: 1896 Length: 6 Pages Document Type: Essay Paper #: 29362893
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Massive Multiplayer Online Game


Some people believe that videos games are pointless activities, and only teenagers waste their time playing these games. These people will be surprised to know that the average of video game players is somewhere around 26 years. In fact, teenagers account to only 25% of the video games players. According to the demographic statistics of the players of these games, 50% of them are full time employees. Around 36% of them are married; meanwhile 22% of them have children (Flew and Humphreys, 2005). Therefore, it will not be wrong to say that the demographic of video games' players is quite diverse. From high school students, to early professionals to retirees and middle-aged home makers, people are quite fond of playing these games. If stated in other words, it can be said that video games are not appealing to the youth subculture, but people from every…


Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: An Introduction (2nd edn), Oxford University Press, South Melbourne 101 -- 114.

Castells, Manuel (2001), "The Internet Galaxy," Oxford University Press, Oxford pp. 9 -- 35.

Stewart, D.W. & Zhao, Q. (2000). Internet marketing, business models, and public policy. Journal Of Public Policy & Marketing, 19 (2), pp. 287 -- 296.

Digital Movies and Digital Games
Words: 3272 Length: 10 Pages Document Type: Essay Paper #: 36529382
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digital games is quite relaxing, as no adequate research has been carried out yet, so nearly anything goes. Writing, in general, about gaming and games is also very much similar. Sadly, and with startling cumulative consequences, games are under-theorized. Although there is the work of authors such as Ehrmann, Huizinga, and Caillois, game theory, philosophical ideas such as the work of Wittgenstein, and libraries teeming with research on board games, one can not get far into the field of computer games using only the above resources. As well, if there is, or will be, a proper computer game research field, it can also be said to be at risk of colonization and intrusion from existing scholarly tribes (Eskelinen 2001). Computer games have to be secured against the colonizing effect of textual and narrative analysis. In the case of semiotics, the idea of "text" generalizes to everything in material existence; however,…


Adams, Ernest. 1999. "Three Problems for Interactive Storytelters.." Gamasutra.

Engberg, Maria. n.d. Markku Eskelinen. Accessed July 14, 2015.

Eskelinen, Markku. 2001. "The Gaming Situation." The international journal of computer game research.

Eskelinen, Markku. 2001. "Towards Computer Game Studies, Part 1: Narratology and Ludology." Helsinki.

Vide Game Players Spend a
Words: 449 Length: 2 Pages Document Type: Research Paper Paper #: 47427370
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75, p < .000. Ho: Mean IQ = 100. The mean difference of the sample from the test value of 100 (the average of the general population) was 29.25, with confidence intervals of 24.9 and 33.6, indicating that there is a 95% level of certainty that the true mean difference lies between these two numbers.

Alternate Hypothesis

Ha: Mean IQ > 100

Level of significance: .05

This is a one-tailed test because our hypothesis has a built in direction (we are hypothesizing that the average IQ of the group of video game players will be higher than the average IQ of the general population).

Z Score = X -- X


Z Score = 129.25 -- 100 / 11.86

Z Score = 2.4 -- thus, the average of the data set has a Z score of 2.4

Sketch and shade the rejection region.

A z score of 2.4 has 49.18%…

James Surowiecki The Dating Game
Words: 468 Length: 2 Pages Document Type: Term Paper Paper #: 22692163
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It is due to inadequate "civilized amenities," meaning, that people are subjected to drinking water that is contaminated by feces. It can also be treated with lots of fluids and electrolytes, but these countries do not have the knowledge or resources to save people from dying from cholera.

8. John Updike Down the River In what respectis Uncle Tom's Cabin superior to Huckleberry Finn?

Because the black man, Jim, in Twain's story, is a more realistic person. He is responsible, and has dreams of buying his deaf daughter's freedom, while experiencing his freedom on the raft. Uncle Tom is not a genuine character.

9. Elizabeth Kolbert Dead Reckoning Why have the Turks refused to acknowledge the Armenian genocide?

The Turks are afraid of losing their identity as a nation. They do not want to admit that their existence as a nation is the result of war crimes.

They want the…

Blockbuster Has 2800 Video Stores in 28
Words: 1096 Length: 4 Pages Document Type: Term Paper Paper #: 38649726
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lockbuster has 2800 video stores in 28 countries around the world, many of which are franchises. Its membership is thought to number 40,000,000+ people. lockbuster manages $5 billion in annual sales, and is the top retailer for movie rentals in the U.S. Recently, however, it has been facing tough competition, in view of the fact that the five major Hollywood movie studios are planning to rent movies to college students directly, and in view of the fact that new web-based movie-rental companies are starting up, for example, Netflix, which offer more flexible, movie-on-demand services. We will be discussing more about this competition that lockbuster faces later.

In view of this, lockbuster has therefore had to radically rethink its marketing strategies, and its pricing policies, in order to try and keep its existing customers, and to attract new customers to use its services. The first way it did this was to…


Blockbuster takes on Netflix. May 29, 2002.

Olsen, S. (2002). Blockbuster takes on Netflix. August 8, 2002.

Patsuris, P. (2003). Blockbuster takes on new strategy vs. Netflix. April 21, 2003.

Siklos, R., Anderson, S. And Browder, S (1999). Blockbuster Finally Gets it Right.

Are Music Videos Promotional Devices or Products in Themselves
Words: 3887 Length: 14 Pages Document Type: Term Paper Paper #: 50570986
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Music Videos Promotional Devices or Products in Themselves

Music Videos: Promotional Device or Separate Product?

Music videos are constructed in many different ways, but many of them involve the artist and others singing and dancing to specific songs. Some also tell stories or provide other background dealings that make the music video much like a television program. An example of this would be Michael Jackson's 'Thriller,' which was a very long video that involved much storytelling and other information as opposed to just the song. Some of these story type videos are still done today but this seems to be more popular in country music that it does in rock-and-roll.

No matter what genre is dealt with, however, the debate as to whether music videos are promotional devices or a separate product in and of themselves has been continuing for many years. In 1981 music television first began broadcasting music…

Disrupting by Imagining: ethinking Early Childhood esearch

Early Childhood esearch

This research highlights four teachers who work in early childhood classrooms who have chosen to implement the use of video-observations of their teaching in conjunction with the reflective process. Each teacher profile will include discussions and interviews about their teaching and change implementation. The ideas for change will be based upon their own knowledge, skills, and dispositions along with evidence from the recorded and observed videotapes. After viewing their own instruction, practitioners began the process of implementing change for individual students as well as for their class overall. Teachers shared this experience with others in their school and provided information regarding their results based on the following three areas: 1) Analysis: individuals and/or groups in the process of reflection (grade level teams); 2) Strategies: offers other teachers and/or programs ways to introduce concepts to a group of teachers and/or school;…


Bandura, A. (1997). Self-efficacy: the exercise of control. New York: Freedom.

Brophy, J.E. (2004). Using video in teacher education. San Diego, CA: Elsivier.

Copa, A., Lucinski L., Olsen, E, & Wollenburg, K. (1999). Promoting professional and organizational development: A reflective practice model. Zero to Three, 20(1), 3-9.

Cross, N. (2011). Coaching: Seven reasons to go to the tape. ASCD Express, 7(1).

E-Commerce the Game Known as
Words: 537 Length: 2 Pages Document Type: Term Paper Paper #: 72847757
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Media outreach is significant to create awareness, which the founder and his staff has done by managing a Facebook account, blog, and twitter page. In particular, the site's blog creates a more in-depth description about products and on-going games. The posts are complemented with stunning visual pictures, videos, details about teams and their players. However, media broadcasting goes further by being connected to YouTube, Foursquare, and Flickr. The workings and maintenance of a business online can be improved by acknowledging the experience of consumers. As a result, Rei permits product reviews, testimonials and an email to contact the company. Patrons and companies live in an age of advocacy, where a positive experience can create more business for a company like Rei's, while an opposite account may result in abysmal failure. Thus, the connections made on Digg and Stumbleupon can foster the former or latter relationships.

The commodities relating to soccer…

Works Cited

World Soccer Shop. Bernard Rei, 2001. Web. 17 Mar. 2011. .

Meet the Superhumans Video
Words: 1308 Length: 5 Pages Document Type: Essay Paper #: 13603822
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Today, the Paralympics are widely regarded as being the second-largest sporting event in the world after the Olympic Games themselves and there is growing recognition of the extraordinary abilities of athletes with disabilities as a result (Davis 2012). This paper provides a review of a commercial video, "Meet the Superhumans," that was used to promote the 2012 London Paralympics on a local television station, including an analysis of the brand being marketed, the targeted market segments, the key objectives of the video, and the video's key integrated marketing communications messages. Finally, a summary of the research and important findings concerning the "Meet the Superhumans" video are provided in the conclusion.

eview and Analysis

Analysis of the video as a sport product promotional tool

Brand being marketed. The brand being marketed in the subject video is the 2012 Paralympic Games. Originally established by Sir Ludwig Guttman in the late 1940s…


Brunello, A (2013, January-March). 'The Relationship between Integrated Marketing

Communication and Brand Equity.' International Journal of Communication Research,

Vol. 3, No. 1, pp. 9-15.

Davis, RW (2012, March). 'Introduction: The Paralympics Advocate for, and Build Awareness