Video Game Consoles

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    Online Games: Impact on the Behavior of Must Students

    online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always

    Words: 2639 - Pages: 11

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    Video Games

    Again “Video games are bad for you? Thats what they said about rock n' roll.” In the early 1970's video game consoles moved from the arcade rooms to the average home, and hasn't looked back since.The visual gaming world has been expanding immensely for the past four decades and has become the worlds most prominent source of entertainment. With this expansion there are now professional gaming teams that compete in tournaments around the world playing for prizes and titles. Not only do these games require

    Words: 1561 - Pages: 7

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    Effects of Videogame Addiction on the Body and Mind

    Effects of Video Game Addiction on the Body and Mind Ryan Wootton 7th Hour Psychology 10-22-12 Abstract For most young people, playing games on a computer, video game console, or handheld device is just a regular part of the day. Most are able to juggle the multiple demands of school, sports, work or chores, and family life. Gaming becomes an addiction when it starts to interfere with a person's relationships or their pursuit of other goals, such as good grades or being a contributing member of

    Words: 2123 - Pages: 9

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    Popular Culture and Video Games

    Video Games Annotated Bibliography American Military University SOCI 220 January 29, 2012 Video Games and the Effect on Children The popular culture subtopic I choose that interests me is video games and the effects on children. To start my research I need to find articles, both peer-reviewed and popular source, to gather information. I used both the internet and the online university library and searched terms such as video games and children, popular culture and video games, video game

    Words: 2809 - Pages: 12

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    Application Design, Application Software, and Software Design

    as video games or PC game and even mobile gaming on smart phones. Personal computer games are an electronic game that involves personal interaction with an interface to generate visual feedback on a monitor or other screen. The personal serves as the platform rather than a gaming only console. The games were originally distributed on media such as DVDs and CDs, but have become far more readily available as Internet-downloadable versions. With each passing generation of technology PC games require

    Words: 873 - Pages: 4

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    Sistem Pengendalian Manajemen Hasbro

    to the public. Between 1978 and 1981, Stephen reduced the Hasbro product line by one-third and its new products by one-half. Hasbro focused on simple, low cost, longer life cycles toys like Mr. Potato Head. Hasbro thus stayed out of the electronic games field which when bust in the early 1980s. In 1982, Hasbro revived its G.I. Joe line — with the help of Marvel Comics — as an anti-terrorist commando based on current events. The company launched

    Words: 2441 - Pages: 10

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    I See

    Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games 1 Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc.,2 and Reinout W. Wiers, Ph.D. 3 Abstract Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational

    Words: 4647 - Pages: 19

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    Alone

    Abstract 2 The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games in education. The claims are that digital games (1) are built on sound learning principles, (2)

    Words: 8946 - Pages: 36

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    Hasbrooo

    chief executive of toy and game company Hasbro, decided it was time once again for his company to take a risk on interactive games. The company had been stung when betting on the notion that consumers would spurn traditional board games in favor of the electronic variety. However, the personal computer, with its improving multimedia capabilities, looked to be the future of gaming. Mr. Hassenfeld spoke with Tom Dusenberry, an ambitious rising star from Parker Brothers, a game company that Hasbro had

    Words: 6462 - Pages: 26

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    Term Paper

    retailer of video game and entertainment software, GameStop boasts 6,500 retail stores worldwide and also operates the popular websites GameStop.com and EBgames.com. Moreover, GameStop publishes a critically acclaimed monthly, Game Informer, a magazine that covers the entire gaming industry. This marketing plan presents the results of our situational, marketing and financing analysis and presents the strategies to be employed to implement a new product offering - a video and computer game rental kiosk

    Words: 6866 - Pages: 28

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