Video Game Consoles

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    Technology

    Violent Video Games: Aggression formed from Entertainment The future of entertainment revolves around technology. Video games have become more and more realistic. The main consumers for violent video games are teens. These games encourage killing and fighting enemies. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence young people to act aggressively? I've played violent video games since I was 15 years old

    Words: 1140 - Pages: 5

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    The 3d Generation: Video Game Preference

    The 3-D Generation Video Gaming Preference of the Youth of Today Written by: Grade 10 – Timothy Chapter 1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of

    Words: 1542 - Pages: 7

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    English

    Keen Maxwell “What benefit other than entertainment are Video Games?” For a long time parents have always asked one simple question, are video games good for you? Video games have been blamed for a lot of things from making kids gain weight to making their behavior aggressive. Some of the negative effects parent’s say video games have on children are: 1. An increase in emotional disorders. What I mean by this is that video games can get a kids or anybody emotions down and keep them down

    Words: 954 - Pages: 4

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    Gamestop Analysis

    GameStop They purchase hardware and games from game manufacturers and other sources to meet customer demands. For example, they are affiliated with drop-ship merchants on selected products depending on their demand.  Therefore, they serve as an unique entity of traditional retailer and a prime example of a Value delivery network. For instance, under a downstream model they purchase systems and games and accessories from original manufactures and various 3rd party suppliers ( accessories)  Their

    Words: 414 - Pages: 2

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    Persuasive Letter To Krogers

    YOU ALL ARE OLD NEWS! You are losing this infinite game of chess, and the cage match between y’all (I am from northern USA and I don’t care if that is a southern term) and PC Gaming. Mostly everyone that I know would rather play a game from Steam or play Minecraft then play Mario, Sonic, or all FPS games (first person shooters). I know that you say that you can you’re games to get into shape, but if you are gonna do that then you might as well as just rent a Julian Michaels DVD. Or even better you

    Words: 680 - Pages: 3

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    Instant Gratification

    children, as today’s media outlets suggest. From violent video games to movies depicting and glorifying crime as a means of success, the news in this age can just as easily play a role in desensitizing our youth. I don’t believe this to be one hundred percent true. As a product of this very same generation, I could never imagine doing the things I do in games, in real life. I was born in 1984, the same year Nintendo launched its first home console. From the time I could pick up a controller or use a

    Words: 559 - Pages: 3

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    Case Analysis Of Activision

    Introduction Activision is an interactive entertainment company founded in 1979. This company is a leading worldwide developer, publisher and distributor or interactive entertainment for various consoles, handheld platforms, and PC. Technologically, Activision has done quite well in the past, integrating into PC from console, and by buying King Digital, a giant mobile interactive entertainment company (Activision, 2017). While these markets are great, much attention is being brought into more realistic gaming

    Words: 836 - Pages: 4

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    Language Research

    Emergence of Lingua Gioco (Gamers’ Language) Enrichment or distorter of the vocabulary? Paul M. Feliciano BSE-English Rizal Technological University Boni Ave., Mandaluyong City Rationale: Different games have emerged throughout the years that captured the attention of many youth. Some perceived this as a hindrance for a good study habit and a disruption to the focus of the students involved to their scholastic activities. The researcher however, has noticed a positive effect of his that

    Words: 2840 - Pages: 12

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    Com156

    Specifically, the focus of the review is geared toward online gaming addiction and online social networking addiction. Thus, giving information pertaining to symptoms and effects these addictions cause on people. Addiction to online networking and online video gaming, impact society as a whole and especially the younger part of society. People suffering from addiction can be helped, and this help may come in the form of information to prevent harm to their life and wellbeing. While addiction comes in different

    Words: 1596 - Pages: 7

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    Notion of Authorship in Digital Media

    changing media landscape that has placed much of the control on the consumers rather than the producers of these media forms. Two digital media forms experiencing particularly interesting shifts of power are video games and digital music. Consumers of digital media forms such as video games and digital music files have complicated the traditional notion of authorship through their use of digital media technologies, which allows them to use digital media as an instrument of expression. Before delving

    Words: 1998 - Pages: 8

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