| Papers [1-14] of 100 :: [Page 1 of 8] | | Go to page : 1 2 3 4 5 6 7 8 —> | Search results on "AMERICA ARMY VIDEO GAME V": |
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"America's Army" Video Game v. Army, 2006. This article compares the "America's Army" video game with the United States Army. 957 words (approx. 3.8 pages), 1 source, APA, £ 23.95 »
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Abstract In this article, the writer discusses similarities between the video game "America's Army" and the real army, such as simulation games and battle simulation episodes. The writer looks at methods of recruit and ways of advertising for the United States Army. The writer states that both the actual United States Army and "America's Army" rely on lures to gain new recruits. The writer continues that "America's Army" was designed to be both a way to lure young recruits and as a way to simulate battle experience. The writer shows that although "America's Army" and the United States Army share much in common, the video game remains a game and does not adequately capture the experience of serving in the armed forces.
From the Paper "Both the America's Army video game and the United States Army use advertising, propaganda, and clever product placement in order to sell their ideas. In fact, America's Army is one of the propaganda and advertising tools that the United States Army uses as part of its arsenal of marketing tools. In addition to the video game, the United States army uses brochures, television ads, print ads and radio ads to sell the armed forces to young people. In the same way, America's Army is marketed through a series of advertisements in publications and on multimedia sources.
Both the America's Army video game and the United States Army use battle simulation games. In fact, the America's Army video game is almost entirely based on battle simulations. The United States Army employs more specific simulations games, such as those that are used to operate different types of mobile artillery. However, both the America's Army video and the United States Army need to hire software engineers that can craft intricate battle simulation episodes."
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Video Games And The Army, 2004. Examines how video games are been used by the army as a marketing tool. 2,034 words (approx. 8.1 pages), 4 sources, MLA, £ 49.95 »
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Abstract This paper explores how video games such as X Box Warrior, America's Army, Black Hawk Down and Conflict Desert Storm are being utilized by the army as marketing tools. It looks at their effectiveness, and how they compare to earlier propaganda tools such as Frank Capra's "Why We Fight" movies during WWII.
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Video Gaming, 2007. This paper discusses the history, advances, concerns and future of video gaming. 2,492 words (approx. 10.0 pages), 9 sources, MLA, £ 52.95 »
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Abstract In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.
Outline:
Objective
Introduction
The History of Video Gaming
The Advances in Video Gaming
Concerns Related to Video Gaming
The Future of Video Gaming
Summary & Conclusion
From the Paper "Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
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Gender Transgression and Video Game Culture, 2007. An examination of gender transgression - specifically, the violation of traditional gender roles by females - in video games and video game culture. 2,312 words (approx. 9.2 pages), 9 sources, MLA, £ 49.95 »
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Abstract This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the game play level where both female and male users play games in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.
Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion
From the Paper "In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
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Addictive Adolescent Video Games, 2008. An examination on the amount of time playing video games that is considered to be addictive. 1,136 words (approx. 4.5 pages), 6 sources, APA, £ 27.95 »
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Abstract The paper states that video gaming addiction has been recognized as a new form of addiction requiring treatment, as today's video games are extremely graphic and realistic. The paper discusses the fact that youth who escape into the world of video gaming, spending excessive time in this particular pursuit are at a high risk of developing video gaming addiction, which in turn is linked to violence among youth. The paper concludes that future research should concentrate on identification of individual characteristics that, when combined with excessive time spent video gaming, is likely to lead to the individual developing an addiction to video gaming.
Outline:
Introduction
Literature Review
Summary & Recommendations for Future Research
From the Paper "The work of Taylor (2006) entitled: "Video Game Addiction A Treatable Mental Condition" states that according to Maressa Orzack, McLean Hospital Computer Addiction Study Center Director and an assistant clinical psychology professor at Harvard University states that: "Computer addiction is an activity in which the person spends too much time, risking everything from relationships to finances." (2006) A separate report entitled: "Game Away the Day" states that researchers states that the Society for Neurosciences has stated indications that the individual who spends an excessive amount of time video gaming has "the same physiological responses that trigger a smoker's craving" and that this research was established through use of electroencephalography (EEG) measurement of brain activity in those addicted to video gaming."
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Video Games and Aggression, 2004. This paper is a research proposal to test the relations of video games and childhood aggression. 1,490 words (approx. 6.0 pages), 9 sources, APA, £ 34.95 »
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Abstract This paper relates that the General Affective Aggression Model (GAAM) is one of the leading theories in the field of aggression, which argues that exposure to violent video games can increase short-term aggression (20 minutes following exposure to a video game) over long periods of time. The author states that the experimental hypothesis is that children who play violent video games are more likely to be more aggressive on the playground. The paper describes a research design with three experimental groups consisting of randomly selected 8 to 10-year-old boys and girls. The experimental group plays a violent video game (e.g., Kung Fu), one control group plays a non-violent video game (e.g., Ms. Pac Man) and another control group will consist of children that did not play a video game.
Table of Contents
Introduction
Literature Review
Proposed Study
Methods and Statistical Analysis
Participation
Design and Procedures
Discussion
Conclusion
From the Paper "Certainly, the literature available notes several limitations on this type of study. One important constraint is that this experimental design does not allow researchers to determine the effect of video game violence in a 'real' or 'playful environment. Goldstein notes that voluntary exposure to violent video games may have a different effect than enforced exposure on aggression. In the lab, video games are not entered into in a playful frame of mind, as they are in the 'real' world. However, the need for a controlled, experimental situation in this experiment makes such a distinction difficult."
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Violent Online Video Games. This paper is a research proposal to study the effect of violent Online video games on adolescent behavior. 14,570 words (approx. 58.3 pages), 165 sources, APA, £ 172.95 »
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Abstract This paper explains that the video game industry is the fastest growing entertainment industry and second only to music in profitability, but there is concern regarding the link between violent video games and a number of negative behaviors in children and adolescents who play them. The author lists the goals of this research project, which are (1) to study the violence level of adolescents who regularly play on-line video games, (2) to examine the relationship between violent on-line game exposure and violence level of adolescents, and (3) to recommend ways to reduce the effect of violent online video games on adolescents. The paper reports that this research will use a confidential email questionnaire drawn from a sample population of participants from online game centers in Hong Kong, soliciting their video game usage and opinions about how it affects them. Illustration and graph.
Table of Contents
Introduction
Statement of the Problem
Aims of the Research
Hypotheses
Literature Review
Myths and Facts
The Online Gaming Industry
The Atmosphere of an Online Gaming Center
Effects of Violent Online Games
Risk and Protective Factors for Youth Violence
Theoretical Perspectives
Methodology
Ethics
Participants
Design and Materials
Procedure
Survey Instrument
Sample and Implementation
Analysis
Positives
Negatives
Summary of Findings
Observational Studies
Self-Report Studies
Experimental Studies
Other Studies
Conclusion
From the Paper "Two features of video games have generated a renewal of interest by researchers, public policy makers, and the general public. First, the active role required by video games is seen as both beneficial and negative. It helps educational video games serve as invaluable teaching tools for motivational and learning process reasons. However, it also may make violent video games more hazardous than violent television shows or movies. In addition, the arrival of a new generation of violent video games resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond what is available on television or in movies. Recent video games reward players for murdering citizens, police, and prostitutes, using guns, knives, flame throwers, swords, baseball bats, cars, and martial arts. Some include movie clips of strippers and drug deals. In some games, the player plays the hero, while in others he is the criminal."
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Violent Video Games, 2006. A look at the issues surrounding violent video games. 1,527 words (approx. 6.1 pages), 4 sources, MLA, £ 34.95 »
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Abstract This paper discusses how violent video games should be a clear cause for concern among all American citizens, especially parents and teachers and how children are the most at-risk group for developing signs of increased aggression due to playing too many violent video games for too long. It contends that American culture is violent enough without school shootings and that psychologists and sociologists need to study the effects of video game violence more so that public policy can better reflect the needs of children and of all citizens. It concludes that, because preliminary studies show at least a correlation between violent video games and aggressive physiological response as well as emotional, mental, and physical aggression, violent video games should be banned or at least restricted.
From the Paper "As Walsh notes, "Pong" was one of the first video games, an innocuous non-violent digital version of table tennis. Pong evolved quickly into combat games that involved the player blasting spaceships to bits or hitting creatures on the head with mallets. Some violent video games even came with toy guns in place of the joystick, so that viewers could shoot at targets physically. Nothing could be closer to inducing actual violence than a game with a gun. Many of the violent games using guns are hunting games, implying that violence against animals might also be an added concern. Today, video games are more violent than they ever have been; they have come a long way since Pong. Games like Doom and Mortal Kombat require constant killing of enemies. In many cases the imagery that accompanies the killing is gory. Blood spurts through the air and splatters on-screen. Severed limbs tremble and spew bodily fluids. Ultra-realistic settings make the viewer feel even more like he or she has been transported to another world, that the game is a semblance of reality."
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The Video Games Industry, 2007. This paper examines the video games industry and its impact on children today. 2,762 words (approx. 11.0 pages), 9 sources, MLA, £ 57.95 »
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Abstract The paper defines how video games encompass a multitude of computer made programs that result in a user-friendly game which can be run on several gadgets such as computers, iPods or mobile telephones. The paper relates that specialists foresee a dramatic increase in the role of video games, leading to many changes. The paper discusses the U.S. Government desire to control the distribution of violent games towards children. The paper also discusses the social consequences prone to affect the consumers of virtual realities which have been widely disputed ever since 1960. The paper discusses how the video game industry is unstable and investors have no certainty that their financial involvement in the process will lead to a successful outcome.
Outline:
Resource Availability
Technical Support
Government Actions
Socioeconomic Trends
Actual Statistics
Marketing the Video Games
From the Paper "The development resources refer to the personnel in charge of developing the computer programs at the basis on the games, in other words, the development resources are in fact human resources. These people are mostly certified programmers and are divided into six different categories according to their work domain as follows: game programmer, game designer, level designer, game producer, game artist and game tester."
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Video Games - For Better of For Worse, 2001. This paper discusses the topic of video games and how the major corporations of Sony and Sega have managed to penetrate the consumer market. It provides a history of the development of this craze and discusses how it influences adults and children alike. 2,950 words (approx. 11.8 pages), 10 sources, £ 60.95 »
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Abstract This paper discusses the topic of video games and how the major corporations of Sony and Sega have managed to penetrate the consumer market. It provides a history of the development of this craze and discusses how it influences adults and children alike.
From the paper:
We are used to thinking of video games as the newest thing, the very latest form of entertainment. But it may be more useful to think of video games as very old forms of games that have just been put into new packages, for ? for all their multi-media glitz, glamour, bells and whistles ? all video games truly are deep down is a packing of that age-old commodity, the urge to play.
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Violent Video Games, 2002. Examines the effect of violent video games on children under the age of 18. 898 words (approx. 3.6 pages), 4 sources, MLA, £ 21.95 »
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Abstract According to a recent survey, nine out of ten U.S. households with children have rented or owned a video or computer game and nearly a third of the Top 100 video-console games for the first quarter of 1999 had at least some sort of violent content. This paper looks at the effect these games have on the emotional, moral and social well-being of children. The paper covers issues such as the gradual changing of the 'bad-guys' from monsters and imaginary characters to real people, thus legitimizing violent behavior, as well as looking at the link between violent video games and events such as the Columbine High School shooting. Finally, the paper looks at the possibility of banning these video games and the difficulties involved.
From the Paper "Opponents of violent video games usually argue that games such as Doom or Quake help break down the natural inhibitions we have against killing and in the U.S. the military has begun using Doom-like games to improve so-called fire rates ? encouraging soldiers to pull the trigger in battle. Only about one-fifth of U.S. soldiers in combat in World War II fired their weapons, a rate that the military pushed up to 95% by the Vietnam War, in part through the use of simulations meant to make shooting at humans seem more routine and "normal" (Slatalla)."
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Video Games and Child Development, 2005. An analysis of the effects of video games on the social development and the motor performance of children. 4,094 words (approx. 16.4 pages), 18 sources, MLA, £ 76.95 »
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Abstract Technological advancements have allowed society to be actively involved in a virtual world, thus providing cognitive stimulation. This paper examines how the effects of video games can influence the six major themes in developmental psychology. These themes include nature and nurture, socio-cultural influences, the active role of the child, continuous versus discontinuous, individual differences, and the interaction among domains.
Outline
Introduction
The Effects of Video Games on the Cognitive Development of the Child
The Effects of Video Games on the Motor Performance of the Child
The Effects of Video Games on the Social Development of the Child
Recommendations
Conclusion
From the Paper "In recent events, violent acts from adolescents at school have taken precedence. An adolescent need not fire at gun to be an outstanding marksman. Video games proved the target practice that facilitates becoming one. A fascination with computer games turned Michael Carneal, a fourteen-year-old from Kentucky, into an excellent marksman. As Grossman describes it "Michael Carneal...fired eight shots...at a bunch of milling, scrambling, creaming children.... Even more astounding was the kill ratio. Each kid was hit once. Three were killed; one was paralyzed for life... He simply fired one shot at everything that popped up on this screen" (Anderson & Song, p. 4 ). Sadly, such adverse effects on varying levels are seen commonly among aggressors whose reality is tainted with the illusions of video games."
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Violent Video Games Do Effect Aggressive Behavior, 2002. Report on the direct correlation between increased violent behavior in children and the amount of violent video games viewed. 2,400 words (approx. 9.6 pages), 12 sources, £ 61.95 »
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Abstract Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
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Violence in Video Games, 2006. A study on the effects of violent video games on youth. 3,630 words (approx. 14.5 pages), 11 sources, APA, £ 70.95 »
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Abstract This paper takes a look at both sides of the debate regarding violent video games and their effect on youth. The paper begins with the assumption that violent video games do not make youth more violent and, in fact, help youths with already violent tendencies channel their aggression in a less harmful manner. The paper thus examines the contention that playing violent video games does not have a negative affect on the behavior of the adolescent as well as the contention that youths that play violent video games do not become more violent.
Table of Content
Literature Review
Methodology
Conclusions
From the Paper "No people before or since have so reveled in displays of mortal combat as did the Romans during the last two centuries B.C. and the first three centuries thereafter, nor derived such pleasure from spectacles in which slaves and convicts were exposed to wild beasts and killed in front of cheering spectators. Video games, one of the most prolific forms of violent entertainment in the world today, seems to pale in comparison to the brutality of the Romans. However, critics claim that video games such as Mortal Kombat, Duke Nukem, and Doom are not only inundated with violence, but that playing such games may be having a harmful effect on the youth. Senator Joseph Lieberman stated in 1998, "these games... are part of a toxic culture, that is helping to desensitize them (youths) and blur the lines between right and wrong, and encouraging some of them to commit violence," Despite this growing concern, children still seem to be spending time playing video games. Several studies have examined the impact that gaming has on individual's aggressive tendencies. Some of the research indicated that there was a relationship between playing video games and aggression, while other studies found that there was no indication of increased aggression after playing a video game."
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