Video Games Essays (Examples)

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Video Game Journals1Pong is actually not a bad game, considering what it is. It requires hand and eye coordination, like any other game, and it is a no-frills, simple, straight-forward game requiring no thought other than anticipating the trajectory of a bounce. Galaga is somewhat similar in that it is the same basic 2D concept, sliding an object left to right (instead of up-down) to destroy enemy combatantsa lot like Tetris in a way. Ms. Pacman adds a dimension of strategy to this concept and uses the space well to give the interactive experience more nuance. Super Mario Bros really builds on it by creating a world that goes beyond the frame: it scrolls on and on as the character moves left to right; and there is a narrative built into the gaming journey. The character can jump and duck and it combines strategy with hand-eye coordination skills. Sonic the….

Annotated BibliographyResearch QuestionHow have video games progressed in terms of narrative, player engagement, and societal impact, and what implications does this progression have for the future of gaming and its influence on society?Annotated BibliographyHon, Adrian. You've Been Played: How Corporations, Governments and Schools Use Games toControl Us All. Swift Press, 2022.Hon's work goes deep into the concept of gamification and how it has been used by various parties to influence behavior and how people think. Hon looks at gamification across multiple sectorshow government has gamified society, how businesses have gamified the workplace, how schools have gamified education, how Google has gamified using the Internet, and so on. The point is that gamification is not just something restricted to actual video games; it is a phenomenon that has permeated all aspects of society, with fundamental consequences, too. In relation to my research question, Hon provides an important and critical perspective on….

A'safe guidebook to Roblox
PAGES 7 WORDS 2074

Table of ContentsI. IntroductionA. Background information on RobloxB. Purpose of the studyC. Scope and limitationsII. Roblox OverviewA. Definition of RobloxB. History and DevelopmentC. Popularity and User DemographicsIII. Roblox FeaturesA. Online Multiplayer GamingB. User-Generated ContentC. Virtual Economy and TradingD. Communication and ChattingE. Parental Controls and Safety FeaturesIV. Dangers posed by RobloxA. Online Predators and CyberbullyingB. Inappropriate Content and User BehaviorC. Addiction and Screen Time ManagementD. Privacy and Security ConcernsV. ConclusionA. summary of findingsB. Recommendations for Parents and EducatorsI. IntroductionA. Background information on RobloxRoblox is a multiplayer gaming platform that was launched in 2006. It gives its users the freedom to develop their games and play games developed by others. With over 100 million monthly active users, Roblox has become one of the largest gaming communities in the world. The platform has attracted many users, including children, teenagers, and adults.Roblox offers an immersive virtual world where players can socialize, play games, and….

Video Games and Violence
The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven percent of twelve to seventeen-year-olds played a video game in 2008 (ESA, 2009). These figures suggest that virtually everyone in that specific demographic play video games. The economic result of the demand for video gaming has resulted in over an eleven billion dollar industry (2008) which is continually expanding (ProCon, N.d.). However, many of these games contain graphic violence and sexual content that deemed in appropriate for this demographic.

It is argued that this violence in the digital world can cause a host of negative implications in real life as well. hen children are exposed to violence then this can work to desensitize them to the use of violence and violence can even be perceived as an acceptable way to resolve conflicts.….

Video games: Are video games morally dangerous?
One of the most controversial forms of new technology is that of video games. Authors such as Grant Tavinor have lauded video games as unique pieces of 'interactive' art while opponents of video games such as Stephanie Partridge have condemned video games' violent images and the fact that they encourage the viewer to distance him or herself from the consequences of those actions. There is concern that because of their all-absorbing, interactive nature, video are uniquely 'dangerous' for the user, which for their proponents is actually what makes them so fascinating.

Tavinor clams that in additional to the artistic component of the video game experience, video games are themselves art because of their 'gaming' component. If various games such as chess have been called 'art' throughout the ages because of their use of dynamic strategy and what they demand of the viewer, why not video….

Video Games on Children
Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).

Analysis

Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers and is….

Sexism in Video Games
Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do not play games are exposed to video game characters. For example, it is common for products to use video game characters in their marketing campaigns when targeting young adults. Moreover, it is not unusual for there to be an overlap between video games and other forms of popular culture. Video games may be spun off into books, cartoons, films, and television shows. There is nothing inherently wrong with the presence of video game characters in so much youth-oriented popular culture. However, while video games may seem like harmless fun, it is important to understand the content of those video games and the message that content sends to young players, in order to understand the potential negative impact of these games.

Concerns about….


This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived from the similarities to gambling addiction. For this report, this pattern of heavy video game playing is referred to as "video game overuse." (Khan, 2007) Kahn additionally relates that: "Symptoms of time usage and social dysfunction/disruption appear in patterns similar to that of other addictive disorders. It is not clear whether withdrawal symptoms are associated with video game overuse; some excessive users do not exhibit "cravings" for the games if they are unavailable, while other users insist they cannot reduce….

Are Video Games Art
PAGES 30 WORDS 8319

Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.

Chapter I - Introduction

Video games, at this point in history in….

For instance, an outcast child has a high possibility of gaining his/her social stand only because he/she is devoted to playing video games (Marino n.p.). In addition, as the evolution of the high-tech devices continues, the involvement of the children in playing video games gives them the high opportunity and assistance necessary in releasing their frustrations and stress in a safer manner and in a controlled environment hence a chance to manage any hostile characters rather than encouraging them. For instance, a child who do not play video games frequently, can significantly benefit from releasing stress by spending approximately 15 to 20 minutes in playing video games (Marino n.p.). Moreover, the change in technology by it self is a good thing for the children generally as there is a continual development of video games that bring new challenging tasks/characters that enhance more thinking and creativity (Robers, "positive effects of….

Violence in video games and the role of culture.
The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among children as studies conducted in U.S. estimated that 99% of boys and 94% of girls play video games (Whitaker and Bushman, 2009), with children age 2-7 years spending an average of 3-5 hours a week playing games, while 8th and 9th grade students spend an average of 9 hours per week (Greitemeyer and Osswald, 2010). According to Whitaker and Bushman (2009), violence in video games is also commonplace with violent content available in over 85% of video games.

The effects of….

Violence in Video Games
Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, ojas, 2008) (Hartmann, Vorderer, 2010). To argue that games are not as powerful of an influence on children is ridiculous, yet ironically the FCC regulates who can see a movie by its content alone and has refused to take action on games (Soh, Tan, 2008). In June, 2011 the Supreme Court struck down a California law that fined retailers $1,000 for each occurrence or infraction of selling or renting violent games to anyone under the age of 18 (Lemmens, Valkenburg, Peter, 2011). Games….

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 Paragraph 3: Sociological implications and blaming

The First Amendment to the United States Constitution insists that citizens of the U.S. have the right to free speech. This Amendment has been utilized by artists from a wide variety of genres and talents to preserve their right to express themselves and prevent any form of censorship. Most calls for legislation regarding censorship have actually come from the parents of America's youth. Rather than take responsibility for determining whether or not a film or….

Technology has emerged and pervaded the lives of many people as it becomes more advanced and more a part of society. A good and prominent example of this is video games. Even with the leisure and perceived positive effects of video games, their effect on the brain is a cause for concern among many in the scientific and academic communities. While many of the effects could absolutely be good, there are other effects that could be bad with age and stage of brain development being important factors to keep in mind.
One factor that clearly aggravates the situation of people playing video games and it might or does affect the brain is the fact that the younger people who still have the development of their brains in motion. As such, verifying whether or not there are effects on cognition and that development of the brain structure is an important item to….


The United States Army, however, eventually introduces its recruits to a real battlefield, whereas the America's Army video game does not. Participants in the "SeeMePlayMe" multiplayer online tournament of America's Army do not use real machine guns when they shoot at enemy troops and do not lose any limbs when they are shot in turn. hen people play America's Army, the shoot and kill enemy troops in a virtual world. They don't have to contend with any psychological trauma or long-term effects such as post-traumatic shock disorder, which army veterans often do experience. Finally, playing the America's Army video game does not expose players to any hazardous chemicals, whereas the Untied States Army does expose its troops to a number of toxic substances.

America's Army players can play when they want for however long, and don't have to follow anyone's orders except perhaps their parents'. In fact, one of the main….

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2 Pages
Essay

Media

The Creative Exercise of World Building in Minecraft

Words: 730
Length: 2 Pages
Type: Essay

Video Game Journals1Pong is actually not a bad game, considering what it is. It requires hand and eye coordination, like any other game, and it is a no-frills, simple,…

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2 Pages
Essay

Education

Gamification of Everything in Today's Culture

Words: 633
Length: 2 Pages
Type: Essay

Annotated BibliographyResearch QuestionHow have video games progressed in terms of narrative, player engagement, and societal impact, and what implications does this progression have for the future of gaming and…

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7 Pages
Term Paper

Child Care

A'safe guidebook to Roblox

Words: 2074
Length: 7 Pages
Type: Term Paper

Table of ContentsI. IntroductionA. Background information on RobloxB. Purpose of the studyC. Scope and limitationsII. Roblox OverviewA. Definition of RobloxB. History and DevelopmentC. Popularity and User DemographicsIII. Roblox FeaturesA.…

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4 Pages
Term Paper

Recreation

Do Video Games Relate to Violence

Words: 1101
Length: 4 Pages
Type: Term Paper

Video Games and Violence The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven…

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2 Pages
Essay

Recreation

Are Video Games Morally Dangerous

Words: 711
Length: 2 Pages
Type: Essay

Video games: Are video games morally dangerous? One of the most controversial forms of new technology is that of video games. Authors such as Grant Tavinor have lauded video games…

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9 Pages
Research Paper

Recreation

Effect of Video Games on Children

Words: 2786
Length: 9 Pages
Type: Research Paper

Video Games on Children Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media…

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7 Pages
Essay

Recreation

Sexism in Video Games Video Game Characters

Words: 2311
Length: 7 Pages
Type: Essay

Sexism in Video Games Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do…

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5 Pages
Term Paper

Recreation

Adolescent Video Game Internet Game Playing

Words: 1468
Length: 5 Pages
Type: Term Paper

This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an…

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30 Pages
Research Proposal

Recreation

Are Video Games Art

Words: 8319
Length: 30 Pages
Type: Research Proposal

Pervasive Video Games as Art The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic…

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4 Pages
Term Paper

Recreation

Positive Effects of Video Games

Words: 1422
Length: 4 Pages
Type: Term Paper

For instance, an outcast child has a high possibility of gaining his/her social stand only because he/she is devoted to playing video games (Marino n.p.). In addition, as…

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5 Pages
Research Paper

Recreation

Violence in Video Games and the Role

Words: 1464
Length: 5 Pages
Type: Research Paper

Violence in video games and the role of culture. The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone…

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5 Pages
Essay

Recreation

Violence in Video Games Unlike Movies Video

Words: 1662
Length: 5 Pages
Type: Essay

Violence in Video Games Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do…

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4 Pages
Essay

Recreation

Violence in Video Games Guiding Question Should

Words: 1052
Length: 4 Pages
Type: Essay

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…

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3 Pages
Essay

Psychology

Brain Effects from Video Games

Words: 1216
Length: 3 Pages
Type: Essay

Technology has emerged and pervaded the lives of many people as it becomes more advanced and more a part of society. A good and prominent example of this is…

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image
3 Pages
Term Paper

Military

America's Army Video Game v

Words: 1025
Length: 3 Pages
Type: Term Paper

The United States Army, however, eventually introduces its recruits to a real battlefield, whereas the America's Army video game does not. Participants in the "SeeMePlayMe" multiplayer online tournament of…

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