| Papers [1-14] of 100 :: [Page 1 of 8] | | Go to page : 1 2 3 4 5 6 7 8 —> | Search results on "GAME PLAY": |
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Games People Play (Eric Berne), 2001. Discusses destructive aspects of game playing; social interactions. Applies theory of transactional analysis (TA) to games. 1,575 words (approx. 6.3 pages), 1 source, £ 28.95 »
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From the Paper " Eric Berne published Games People Play: The Psychology of Human Relationships in 1964. The book was an immediate market success, largely because it spoke to something many people recognized -- that much of human social interaction and intercourse resembled nothing so much as a formalized, ritualized "game" or sequence of games in which jockeying for position and power was ongoing. Berne (17) describes "social programming" as a fundamental basis for this perception, noting that social programming results in traditional ritualistic or semi-ritualistic interchanges. A progression can be observed from social to individual programming in which sequences, called games, are established as normative frameworks for social intercourse. Berne's work, while not fully unique, was able to impress on the.."
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Massive Multi-Player Online Role-Playing Games, 2006. A review of the role of Massive, Multi-Player Online Role-Playing Games in developing online relationships. 1,575 words (approx. 6.3 pages), 4 sources, £ 32.95 »
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Abstract This paper discusses how MMORPGs provide an environment in which satisfying relationships can be built. However, the compatibility that players feel with others in the game may be artificially enhanced by game-based pre-selection. The paper further discusses how it is possible, also, that individuals are concealing information that may lead to other players drawing other conclusions about them, if that information was known. Research on MMORPG relationships is scarce, however, existing research shows that players experience greater emotional involvement in these games, rather than outside of them.
From the Paper "Jason DesFlam is a husky young man with bright red hair, secured by a blue skullcap. He wears a silver chain-mail tunic, overlaid with a yellow doublet and leggings of red dragon scales. In Ultima Online, Jason is a powerful paladin warrior, capable of both armed combat and simple spell-casting. His blue ostard--a creature that is a combination of an ostrich and a lizard--is not the most powerful of creatures, but is a swift mount that possesses some combat skills of its own. Yet when Jason logs out in the inn, another identity emerges, a forty-five-year-old woman. No one in the game knows who "Jason" really is. They believe she fits the standard demographic of the game, a young man between the age of seventeen and twenty-four."
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"Man, Play, And Games", 2002. An analysis of Roger Caillois' book. 450 words (approx. 1.8 pages), 1 source, £ 7.95 »
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Abstract Analysis of Roger Caillois' book. Caillois thesis that although play is pure waste, it is an essential part of human social and spiritual development. How games become part of daily life, and their contributions to society and cultures. Definitions of play, and classification of types of games. Free play versus rules of games.
From the Paper "The author begins with a statement of the meaning of play offered by Huizinga, a definition that Caillois says is both too broad and too narrow; that definition states that play is "a free activity standing quite consciously outside 'ordinary' life" (4) and, while being seen as "not serious," also absorbs the interest of the player. It is also said to promote "the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means" (4). The author offers an analysis of this definition and of the concept of play itself to show what characteristics play possesses and why it is not as broad or as narrow as elements in the earlier definition.
Play is a choice, first, something one does because one wishes to do it. It is seen as something separate from real ..."
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"Inside Game/Outside Game", 2005. A review of David Rusk's book, "Inside Game / Outside Game: Winning Strategies for Saving Urban America". 1,481 words (approx. 5.9 pages), 2 sources, MLA, £ 25.95 »
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Abstract This paper looks at how Rusk's book is an insightful and well-researched addition to the current understanding of urban management and public administration. The writer explains that Rusk argues convincingly that improvement in inner city neighborhoods can only come from a coordinated effort that includes regional approaches to reducing suburban growth, the concentration of poverty, and financial differences.
From the Paper "In Inside Game / Outside Game, Rusk argues for reform of metropolitan regions based on the interrelationship between urban management and management of other, outside concerns, like taxation, suburban growth, and housing practices. Rusk argues that revitalization of neighborhoods, affordable housing, preservation of open space and fiscal policy reform are closely related. As such, changes in factors like taxation or housing practices can have a profound effect in urban neighborhoods."
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Violence in Video Games, 2007. An analysis of the psychological effects of video games as described in "Playing With Our Minds" by Chris Suellentrop. 1,574 words (approx. 6.3 pages), 6 sources, MLA, £ 26.95 »
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Abstract This paper discusses an article called "Playing With Our Minds", written by Chris Suellentrop, in which the author analyzes the psychological and social effects of playing video games. The paper suggests that video games are supplemented with increasingly violent content and the ramification of this trend is that violence has become a new social norm.
From the Paper "While they are undoubtedly learning how to use the resources given to them creatively in order to succeed, the same process is skewing them away from being able to realize that they are following a prescribed set of rules that may not have to be accepted. The notion that video games are stimulating creativity and promoting ingenuity is simply untrue, by definition of the two. Without the active psychological allowance of the player to generate their own solutions, creativity is not being allowed rather, to be lead by someone else's reality. Ed Vitagliano explains the psychological conditioning and effects that take place with the patterning of violence in video games, "Emotional and cognitive desensitization to violence decreases the likelihood that violent behavior will either be censored or censured", this same separation from the cognitive ability to discern or refute violence can be translated into the loss of the ability to challenge a system and its binding rules. (Vitagliano, 2006, p. 3) So what begins as the simple and seemingly innocent loss of one side of creativity and free thought, Suellentrop is suggesting can become a tendency to do something more worrisome than violence, saluting."
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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, £ 37.95 »
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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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Internet Gaming Addiction, 2005. This paper discusses internet gaming addition focusing on three genre: MMORPG (Massively Multiplayer Online Role Playing Games), RTBS (Real-Time Battle Strategy) and FPS (First Person Shooters). 1,290 words (approx. 5.2 pages), 4 sources, MLA, £ 22.95 »
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Abstract This paper explains that, when someone thinks of an addiction, internet gaming doesn't generally come to mind first but it is dangerous. The author points out that some of the indications of addition are worsening school grades or work performance, becoming obsessed or preoccupied with being on the game even when not connected to the internet and choosing to play video games over socializing with friends. The paper relates that MMORPGs are crafted to reward quickly the player in the beginning, allowing the player to level up in a very short amount of time, quickly developing talents and skills thus increasing the release of the neurotransmitter dopamine, which is associated with addictions.
From the Paper "My roommate, Jason, has suffered from addictions to multiple games, including "Red Alert 2", a RTBS, "Counter-Strike: Source", a FPS, and most recently "World of WarCraft," a MMORPG. Each game is completely different, and very involved, requiring months to learn how to be a good player. During the time in which Jason was addicted to Red Alert 2, he would play over the networks against only one or two different people. He wasn't playing for the social aspect, rather, just for the rush he got from winning. At the time when he was addicted, he was working the graveyard shift as a security guard, from midnight to eight in the morning. His girlfriend at the time was working full time, as well, nine in the morning until five in the afternoon. As such, they had very little time to spend together. Almost an hour in the morning, and only a few hours in the evening, Jason spent this time on Red Alert 2."
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Pay for Play?, 2007. This paper discusses the debate about whether football and basketball college players should receive financial compensation for playing in games. 2,791 words (approx. 11.2 pages), 6 sources, MLA, £ 43.95 »
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Abstract This paper discusses how some believe that college student-athletes should receive compensation or 'pay-for-play' while others vehemently believe that these college athletes should not receive any compensation whatsoever for the time expended practicing, training, and playing college sports. The paper is of the opinion that college athletes should receive pay or at the very least some type of compensation. The paper presents substantial evidence to support this position.
Outline:
Chapter One
Chapter Two
Chapter Three
Chapter Four
From the Paper "Much controversy and disagreement surrounds pay for play for football and basketball players in the NCAA Division I of college sports. And while it does at first thought appear to be something that would not be in the opinion of most intelligent individuals to be what would be called 'best practice' upon conduction of research one finds that there are very good reasons for college players to receive pay for play. One reason is based on the fact that, these players, unlike other scholarship players do not have time for part-time jobs due to the stringent demands placed upon them in relation to training and practice and not to even mention academic requirements."
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Video Games, 2002. A discussion of the positive and negative effects of video games on children. 1,265 words (approx. 5.1 pages), 4 sources, MLA, £ 22.95 »
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Abstract This paper examines how children these days spend more time watching TV or playing video games than any other activity save sleeping and how most studies so far indicate that video games can have both positive and negative effects on children, depending on the time spent in the activity and the type of video games played. It details these affects such as giving the child a good introduction to the use of computers and stress relief as well as the promotion of violence and the increase of obesity and weight problems through inactivity. It concludes with recommendations for parental intervention and the social responsibility of the manufacturers in order to control these phenomena.
From the Paper "Scientists have studied the physiological response of playing violent video games on people by measuring such responses as the heart rate and the galvanic skin response (the electrical activity on the skin). The studies show that the responses vary according to the content of the games-the more violent games tend to produce a response similar to an adrenaline rush and the reactions were more pronounced in the adolescent males. (Clements). The research also shows that the players of violent games quickly get de-sensitized to the degree of violence. This 'de-sensitization' has more than one disturbing aspect to it. "
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Computer Games and Internet Violence, 2005. An analysis of the impact of violence in Web-based and computer games on adolescents. 4,879 words (approx. 19.5 pages), 8 sources, MLA, £ 65.95 »
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Abstract This research shows that today there is more violence in television programming and video game content than just a few years ago and that more children than ever are watching such programming and playing such games. Furthermore,the paper points out that children, particularly boys, are playing more video games than watching television, and the violent content and gender role models exemplified in the games preferred by boys has been the source of increasing concern by educators, policymakers, and parents alike. The writer also states that the growing concern over violence in video games may be more justified than previously believed. The research suggests that playing such games can have an adverse effect on social development among young game players, especially boys, and may contribute to a higher incidence of aggressive behavior among this population.
From the Paper "According to Lachlan, Smith and Tamborini (2003), video games are the latest of the most recent forms of mass media to come under criticism for violent and female-bashing content Video game critics argue that games such as Mortal Kombat, Duke Nukem, and Doom are not only inherently violent, but that playing such games may be having a harmful effect on young players. In fact, U. S. Senator Joseph Lieberman (1998) stated, "these games ... are part of a toxic culture of violence that is enveloping our children, that is helping to desensitize them and blur the lines between right and wrong, and encouraging some of the most vulnerable of them to commit violence" (p. 1). Indeed, playing violent video games has also been implicated as being a potential contributing factor in the recent schoolyard massacres at Columbine High and Westside Middle School (Flatin, 2000)."
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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, £ 25.95 »
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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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Importance of Free Play in Early Childhood, 2002. Examining the diverse values of the game as an important tool for the teacher. 11,414 words (approx. 45.7 pages), 10 sources, MLA, £ 116.95 »
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Abstract It seems that a game is a natural process that is taken for granted, since every child knows how to play, and there is no need for special teaching in order to provide the habits and the planning, but if we examine the diverse values of the game, we will see that even this spontaneous activity should be planned. This work examines the influence of free play on the social relations in early childhood.
Introduction
Approaches that Explain the Essence of Games
What is the Free Game?
The Importance of the Free Game
Types of Free Game
The Values of the Game
Different Approaches that Explain the Essence of Games in the Social Domain
Methodology -
Research tools
The Aims of the Research
Population and Sample
The process of Data Collection and Ethics
Ethnographic Analysis according to Content Issues
Summary and Conclusions
Bibliography
From the Paper "Games appeared in the world together with the appearance of human beings. Some say that the game was born even before the human beings were created. The game accompanies us in many forms, in all ages and through all the generations. Since game is an expression of social life, of active life together with other people, it should serve as a useful and important tool for the teacher."
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Exploring Interactivity in Computer Games, 2002. The paper analyzes the nature and role of computer games and focuses on modern additions such as interactivity and streaming technology. 5,433 words (approx. 21.7 pages), 9 sources, MLA, £ 69.95 »
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Abstract The paper traces the rise of interactive entertainment and in particular computer games. The paper examines the genre of "Interactive Fiction" whereby interactive games are created in a sophisticated fashion, based on movies and books. The paper looks at the use of broadband and streaming media in the gaming industry. It also details the process involved in creating such games and the attractiveness of interactive games.
Table of Contents
Introduction The Rise of Video Games
Games as a Major Form of Entertainment in Today's World
Studying Games
Games, Media and Interactivity
Exploring interactivity in Video Games and Movies
Home Entertainment Networks
Violence in Games
Are Games Just for Boys
Indiana Jones and Tomb Raider
The Use of Streaming Media in the Gaming and Video Industry
Online World of Games called Linden Lab: An Example of Streaming Technology
Problems Associated with Streaming Technology
What makes Streaming Technology so Successful
Conclusion
References
From the Paper " In 1999, more than 20 billion game sets and software were sold, surprisingly more than the Hollywood box office for the first time in history. This just tells us that more and more people are playing games than they were before. This also means that more people are playing games instead of watching movies or even reading books. Making games the most popular form of entertainment on planet Earth. This also makes us see the transformation of digital entertainment into a proper art form."
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Computer Gaming Technology, 2002. This paper discusses computer gaming technology, the use of gaming 'engines' to provide an experience of entertainment to the user. 1,870 words (approx. 7.5 pages), 6 sources, MLA, £ 30.95 »
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Abstract The paper points out that gaming is used also in the army, education, transportation, and many other industries to realistically simulate training situations although the biggest use is for entertainment. The author states that, as the games have become more realistic and more violent, the ethical issues around gaming have increased.
This paper includes colored scene captures of games.
Table of Contents
The Nature of the Innovation
The Role and Importance of the Innovation
The Factors Underlying Success of the Innovation
Ethical Issues in Relation to the Innovation
The Impact of the Innovation on Australian Society
From the Paper "Violence has been an issue with video games since their birth, but not with out due reason. Although some games only have little if any violence, at the other end of the spectrum there is games like Grand Theft Auto, Soldier of Fortune, and Hitman1&2. In Grand Theft Auto (GTA) players are rewarded for the theft of cars, the killing of innocent bystanders by either running them over in a car or shooting them with a weapon. While in the original version of GTA, which had a birds-eye view perspective, and unrealistic graphics, by the release of GTA3 it is a third-person view, with realistic graphics and highly realistic driving physics (it was originally banned in Australia)."
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