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Search results on "VIDEO GAME ADDICTION":

Essay # 101196 SHOPPING CART DISABLED
Video Game Addiction, 2008.
A psychology research proposal on the topic of video game addiction.
2,031 words (approx. 8.1 pages), 10 sources, APA, £ 45.95
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Abstract
The paper proposes a study to explore the prevalence of video game addiction as a behavioral addiction associated with drug addiction and other addiction problems, such as gambling. The paper explains that the study's focus is on the psychological elements of video gaming. The paper provides a literature review that explains the behavioral addiction theory.

Outline:
Introduction
Purpose
Literature Review
Hypothesis
Research Design
Social Impact

From the Paper
"The underlying assumption regarding video game addiction is directly correlated to the stigma and roots of habitual drug abuse. Historically, video games, especially violent video games, have been perceived as 'poison' and 'mind numbing' by older generations.
"Video games are becoming prevalent not only in with the youth of the world, but with older generations. The advent of the video game console has been in existence for roughly 20 years, and the issue of game addiction covers a large age demographic."
"However, the beginning of the 21st century has demonstrated a skew of the population who play video games more so than participating in normal socialization activities."
Essay # 97687 SHOPPING CART DISABLED
Video Game Addiction, 2007.
This paper discusses video and Internet game addiction.
1,132 words (approx. 4.5 pages), 5 sources, MLA, £ 27.95
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Abstract
The paper looks at five studies that show how addiction is associated with adjustment problems, such as school performance and aggressive attitudes and behaviors. The paper concludes that more research needs to be conducted in the area of video game/Internet game addiction.

From the Paper
"With each advance of technology as the creation of the telephone, radio, and television, psychologists have conducted research to determine the positive and negative impact on adolescents. Recently, the game playing on the TV and Internet have become one of the major entertainment vehicles for youths. Online gaming, similar to activities in previous generations, has raised concerns regarding the effects on behavior. These games appeal to adolescents for many reasons."
Essay # 93618 temporarily unavailable
Essay # 107361 SHOPPING CART DISABLED
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."
Essay # 97123 SHOPPING CART DISABLED
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."
Essay # 101055 SHOPPING CART DISABLED
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."
Essay # 52562 SHOPPING CART DISABLED
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."
Essay # 59702 SHOPPING CART DISABLED
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, £ 174.95
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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."
Essay # 67692 SHOPPING CART DISABLED
Violent Video Games, 2006.
A look at the issues surrounding violent video games.
1,527 words (approx. 6.1 pages), 4 sources, MLA, £ 35.95
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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."
Essay # 92651 SHOPPING CART DISABLED
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."
Essay # 26105 SHOPPING CART DISABLED
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)."
Essay # 3959 SHOPPING CART DISABLED
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, £ 61.95
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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.
Essay # 62349 SHOPPING CART DISABLED
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, £ 77.95
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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."
Essay # 102662 SHOPPING CART DISABLED
Aggressive Behavior and Violent Video Games, 2008.
A analysis of three studies addressing aggressive behaviour and violent video games.
1,821 words (approx. 7.3 pages), 3 sources, APA, £ 40.95
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Abstract
This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. The paper explains that these studies take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. The writer points out that one paper was found to be more thoughtful, varied, less reductive and more generative of new questions than the others towards reflection on what studies of this variety can produce in terms of useful or stimulating information. The writer then looks at how all three studies indicate the sway in psychology of what previous studies have found in numbers, in studies of varying quality or small differences seeming to be unanimous in correlating violent video games and user aggression. The writer concludes that many studies addressing violent video games in relation to aggression obviously point to an unspoken question as to why such aggression of sometimes very serious forms is demonstrated by many persons in North America - a society that has attained one of the highest standards of living, ever seen.

From the Paper
"A comment is made on violent media as known to produce aggressive behaviour according to various studies of different kinds. The conclusion repeats the introduction's statement on violent video games perhaps inducing automatic aggressive associations of the self. However, the reader is never quite sure what aggressive associations of the self are. One presumes that a student of a certain age has enough insight to report that, yes, he or she is aware of feeling angry or 'wired up' after interacting with a violent video game, but this need mean very little. Perhaps a student having had a difficult morning or a delayed trip to school would report that he or she also felt aggressive, or a student having had to deal with an intense, unpleasant experience of another kind. Again, is aggression anger, or anger expressed outwardly, or annoyance?"
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Papers [1-14] of 100 :: [Page 1 of 8]
Go to page : 1 2 3 4 5 6 7 8 —>