sample
Haven't found the Essay You Want?
For Only $12.90/page

Video game Essay Topics & Paper Examples

Computer Game Addiction

ABSTRACT With the constant improvements in gaming technology, ranging from graphics to new types of controllers to faster processors, there is a growing problem of computer game addiction. In order to fully understand this problem, one must define addiction. According to the Center for Addiction and Mental Health, addiction is a psychological or a physical dependence on something. LITERATURE REVIEW In this paper, we will discuss the problem of computer game addiction, one of the most addictive games, and ways to prevent or stop addiction. Massively Multiplayer Online Role- Playing Games Game addiction really started turning into a problem with the advent of Massively Multiplayer Online Role- Playing Games, or MMORPGs. While regular games would keep you entertained until you…

Computer Gaming Addiction

BACKGROUND OF THE STUDY Computer Gaming Addiction is a modern problem in maritime high school students nowadays. It is a challenging part to the teachers to let students stay focused in their everyday lessons. It greatly affects the mental health of every student who is involved in this kind of activity. Computer Gaming Addiction by nature is the irresistible addiction and abusive use of computer for gaming purposes and sometimes even resulting to harmful effects to the part of the user. The person who is involved in this kind of activity can’t control the urge in playing computer games. By being addicted to computer games is like being addicted to drugs, alcohol, or gambling which resulted in academic failure. Apparently,…

Video Games Can Be Educational

Video games are widely known as an excellent source of entertainment, and according to some, they can be of great help as an educational tool because of their interactivity. What a lot of people don? t know is that they can be good for those who play them for fun as well for learning. There are several genres of video games, for example RPGs, or role-playing games. They often include the task of completing quests. The characters in the game are your party, or your team, and there are frequently three to eight in a game. Though, only some of them may be able to fight at a time, and players have to balance their teams to use all their…

Dota Addiction Effects in Academic Performance

INTRODUCTION As time continues to run, our world keeps getting more advance and modernize and until now, it doesn’t stop. One of the finished products of modernization is the machine called “Computer”. Since, it was invented and being developed, it gives us benefits and brings significance and importance to our lives. But as we all know that when things are not used properly, there’s always a negative effect that occurs. It can be in our thoughts, behaviors, actions, and or in other ways. Computer games are slowly arousing and it is one of the things that bring the negative effect. Many people are playing and having so much fun with this that can be a form of entertainment. DOTA is…

Effect of Online Gaming to the Students

* An online game is a video game played over some form of computer network, using a personal computer or video game console. * “Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of gameplay.” Online games are played over some form of computer network, typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games don’t require payment. Also third that is worth noting is the availability of wide variety of games for all type of game players. “Can video…

Nintendo History

Nintendo was founded in 1889. It was a poker card workshop. But now it’s Japan’s most famous game production company. Its production of electronic games are popular all around the world. Nintendo is the NO.1 of the world’s video game companies. With only 850 staffs, Nintendo used to beat such super enterprises as Toyota occasionally, thus becoming Japanese first profit-making company. Nintendo spells “Wii” with two lower-case “I” characters means: To resemble two people standing side by side, representing players gathering together.Wii sounds like ‘we’, which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. The Wii is a home video game console released by Nintendo…

Effects of Online Games to the Students

As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself. In the modern age, computers have become a part of man’s life. Almost all the things around us were made by computers with the aid of modern machines. From the edited books, design, special effects in movies, and televisions etc., were all made by computers. Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your…

Video Game and Gadget

The young and trendy generation of today judge themselves, according to the kind of gadgets they posses. The popularity of gadgets among youth has ensured that newer and trendier gadgets are introduced very passing day. The addiction of gadgets has been such among one and all that it has become unthinkable of a life without a gadget. The effect of these gadgets has been tremendous, and it is often debated that whether the impact that it has made on the youth is a positive or negative one. Video Games and Computer games can be listed as the gadget which has influenced the youth the most. Several researches indicate that these games can have a positive effect on the youth’s mind….

Responding to the Wii

Kazuo Hirai, the chief executive of Sony Computer Entertainment Inc. (SCEI) has encountered two large rivals in the video game industry this year. Nintendo and Microsoft have released advanced video game consoles that have left Sony sales behind. Nintendo especially, has broken the status quo for marketing in the video game industry by dramatically expanding its target market from 18-34 year-olds to 9-65 year-olds both male and female with its new video game console, the Wii. For years, Sony had gone head to head with Microsoft competing for the same market with their PSPs and X-Boxes consoles. Both Sony and Microsoft focused on using advanced technology to create cutting edge video game consoles whose purpose was more than just video…

Disadvantages of Playing Video Games

In the last several years the interactive games have had an amazing development in terms of image quality and variety of games. This has led to children and adults spend more time gaming and less time sharing with their families and friends. There are many significant disadvantages of playing video games. First, electronic games might have a negative impact over personal physical health. Gamers become lazy because they do not exercise every day. For example, they often eat only junk foods while playing, so they can become obese. Besides that, players have weak muscles because they do not exercise continuously, so their physical condition decreases. Moreover, their visibility is reduced by the time they are exposed in front of TV….

How Is Technology Affecting People Psychologically?

In 1922, a doctor’s kit was the most desired toy in the United States. Almost all toys on the website “Hot Holiday Toys for 2012” were either electronic or electronic related. These toys range from Furbuddy, an electronic pet that talks, to Nintendo and Wii’ games and gaming systems. What impact is technology having on people? Today, with thousands of video games offered; nearly 1 billion users on Facebook; and the average person checking their phone close to 75 times per day, one can only wonder how this affects people psychologically. This can be seen in how the internet offers amazing information and opportunities that have changed the way people communicate. Internet World Stats website cites that the internet users…

The Ongoing Battle with Microsoft and Sony

The Attractiveness of the Console Video Game Industry (Porter 5 Forces) Suppliers (Medium to Low) Suppliers include Foxconn Precision Components, IBM etc. for chip manufacturing, product assembly, video game creators, and content providers. Each supplier would provide a small piece of the complete product and as such bargaining power would be low (pg. 282). Buyers (Low) Buyers consisted of various retailers that carry the product and would vary in bargaining strength depending on their size. From the sheer number of retailers that carry the product along with the global presence of the major competitors in the industry there is no single retailer in a position to exert any significant level of power. Substitute Products (Medium) Direct substitutes for the console…

Video Games: A Source of Benefits or Addiction?

Super Mario Brothers, Sonic the Hedgehog, and Street Fighter are familiar names to nearly all of us. They are all best selling games of major video game consoles. Over 9.8 billion dollars were spent on video games in the United States during 2001 alone, and video game consoles are present in 36 million homes in the United States (1). With the increasing amount of time that people are spending on video games, one is left to wonder what effects video games have on the people who play them. Video games, especially those that contain violence, are becoming increasingly popular with children of young ages. Playing violent games may be associated with a tendency to behave more aggressively, although the data…

Let’s analyze the gaming console industry

We can define two types of supplier: the hardware supplier and the software supplier. The hardware suppliers providing the elements needed to build the consoles have a low bargaining power because there have very low switching costs and there are a lot of them. On the other hand, the software suppliers (developers) have a high bargaining power because they choose and set the conditions to work with each console. Entry Barriers Entry barriers are high because of high R&D costs and the high capital investment needed to start a business in the console industry. Internal Rivalry There is high internal rivalry among competitors because the core player market is growing slowly, competitors have high exit barriers and the products developed…

Does “Assassin’s Creed” Influence a Teen’s Mind

Imagine a world where everything that happened was secretly controlled by a large organization of people. Every day you are constantly recorded and monitored. Everything that you do is secretly planned out in advance, yet you think that everything you’re doing is by your own free will. Everyone including your family, your friends, and the government are all controlled by this organization, and you can’t even tell. While you blithely and involuntarily follow the path planned out for you, another organization is secretly and quietly trying to put a stop to the evil plans of the organization that wants to control your every move. This is the plotline of a very popular videogame known as Assassin’s Creed. Assassin’s Creed is…

Gamification of the Workplace

The paper examines a new trend in workplace design called “gamification”. Gamification is defined as using concepts derived from video games and applying them in businesses to enhance motivation, raise productivity and lower turnover. The areas of effect discussed are motivation, cooperation, productivity and employee happiness. The text looks at which characteristics of video games make them so engaging and translates them into examples from the workplace. It presents real examples of companies that have implemented similar techniques. Gamification in the Workplace: A New Way to Think About Work Georgi Ivanov American University in Bulgaria The workforce of today is composed of young, talented and creative people, who despite their potential are less loyal and are always on the lookout…

Do Video Games Promote Violence

There is much hype surrounding the launch of every new game system including Game Cube, XBox, Playstation 3 and all of their handheld portable equivalents. Affecting all sorts of people from children as young as age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games. A recent study of children in their early teens found that almost a third played video games daily, and that 7% played for at least 30 hours a week. What is more, some of these games being played like Mortal Combat, Marvel Vs. Capcom, and Doom are very interactive in…

Negative Effect of Video Games on Children

The Negtive Effects of Video Gaming on Children Children don’t have to buy an expensive gaming system to play video games anymore, than can simply log onto the internet through their home computer or their handheld devices and they have an array of videogames to choose from. Every time a child pops a role playing videogame into their gaming console or logs onto the internet to play so called interactive video games, they enter a virtual world where there are no real consequences for their actions. While playing violent video games children can choose to play the violent roles of either car thieves or killers. The more time a child spends playing video games the less time they spend engaged…

Video Game Industry Analysis

The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Este Ray Mann filed a United States patent request for an invention they described as a “cathode ray tube amusement device.” Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. There are currently considered to be eight generations of video game consoles, with the seventh and the eighth concurrently ongoing. Early Founders During the golden age of video…

Call of Duty

Premise: A new action-thriller game with trained soldiers and an arsenal of advanced, powerful, modern day firepower whom try and take down enemy combatants. The brutal opposition are threatening the world in various settings and scenarios. A story with twists and turns about soldiers fighting; using both ground-war technology and aerial strikes on a battlefield where speed, accuracy, and communication are the major factors in victory. Genre: Call for Action is a first-person shooter (FPS) which the person’s cross hairs are placed in the center of the screen and everything happens around it. Platform: Call for action has four different platforms. It is compatible with Microsoft Windows, PlayStation 3, Xbox 360, and Wii. The best platform for this game is…

Xbox Doxing Guide

How to get agent on: Call 1800-4 After intro message, push 1 then say other and then wait till the robot says “please say or enter your home phone number” and say “agent”. When the agent answers they will tell you their name, and may say “whats your name” or “how may I help you?” This is your Response: Hello _______, My name is ___________ with the Universal department of xbox support, and I am need of help from a fello agent. I have a customer on the other line that claims his Xbox 360 CONSOLE has been stolen from his House Hold, and he says he just bought a new xbox 360 and is trying to recover his gamertag,…

Macro Economic Factors Affecting the Video Game Console

Demographic Factors: Age is the main demographic factor affecting the market for video game consoles although common misconceptions are that the market is mainly comprised of teenagers. Recent Studies shows that the largest market sector of video game console purchases are teenagers or young adults. ESA demographic data shows that America’s average game player’s age is 34 and the average age of game purchasers is 40 (see article x) Generational factors play a big role in the market sector of gamers who purchase more than one game console, buy the latest version and buy games into adulthood. In 2010 26% of gamers were over 50. There is a definite generational factor as many of the consumers were in their teens…

Republic Act

SECTION II: POLICY It is the policy of the state, consistent with the Constitution to promote the general welfare, to safeguard the interest of the in and out of school youth and the entire young populace. For this purpose, the government shall institute a balance policy whereby the use of technology such as internet café’s videogame shops and the likes, be regulated in order to promote education and preserve the culture of Filipinos and at the same time ensure that the interest of business and stakeholder are not adversely compromised. SECTION III: PURPOSE It is the main thrust of this Act to: A. Prevent minors especially the student from hanging out at some Internet cafés and videogame shop/centers and other…

The Effect of Modern War Games on the Prejudices of Children

The rise of video games among youth in recent decades has spurred many new studies into the psychological effects of continued video game usage on a high level. According to a study by The Pew Internet & American Life Project, 97% of children and teens play video games (Lenhart, 2008). Video games and violence have also had a positive correlation, meaning they have some relation to each other in increased violence levels in adolescents. In recent years there have been a multitude of multi-platform supported games all with a plot that involves Middle Eastern cultures in a negative context. Could the effect of psychological conditioning and consistent positive reinforcement from the gameplay against radical Islamic terrorist groups develop into prejudices…

Brand Extension Marketing Plan

1.0 Executive Summary Wii is a for-profit organization already offering numerous video games targeted at many different segments of the market in different countries around the world. Wii is developing a new game, Wingo, with an extended service plan for any issues identified while playing the new game. Wingo is bingo for the Wii. Customers will be able to play four players at a time utilizing the two remotes included with the purchase of the Wii system and the two extra remotes that are included when the customer purchases the new game Wingo. The extended service plan will allow customers to first have their game repaired. If the issue is not resolved with repair, the customer will have their game…

Case Study Gamestop Digital Firm

1. «GameStop» Digital Firm – Overview In my research I would like to point out gaming industry as a very profitable e-commerce sphere and as an example present a company named «GameStop». «GameStop» was originally founded in 1984 in United States of America, as a small software retailer in Texas region. In 2009, «GameStop» took a major step by initiating a digital growth strategy that incorporated a Nov. acquisition of Jolt Online Gaming, an Ireland-based publisher of free-to-play titles. In 2011, the company again carried out on its digital expansion strategy, obtaining streaming technology company “Spawn Labs” and digital sharing service “Impulse”. At the moment the company operates around 6,700 retail shops around the world and is commited to distribute…

Video Game Addiction

In recent years there has been a great increase of children spending too much time playing video games rather than spending time reading books or school related curricular activities. As a result, because children are being introduced to video games at such a young age, they are becoming addicted, resulting in poor academic performance and also affecting their social skills. Video game addiction has been categorized ad an “addiction” since it’s similar to other addictive behaviors, demonstrating that it can last for years and not solely a symptom of comorbid disorders. Electronic gaming has exploded in popularity and for some children has become their primary recreational activity (Olsen, et al. , 2007). As new technology and new video consoles are…

Computer Games Addiction

There are five aspects of internet addiction noted by Shaw and Black (2008): Cyber sexual addiction, cyber-relational addiction, net compulsions, information overload, and computer addiction. The main subtype we will be looking at is computer addiction, as it is described as “Many computers come equipped with pre-programmed games and people become addicted to playing them at the cost of work performance or family obligations”. There is a lot of controversy over the overlap of devices in gaming, which has resulted in an ambiguous definition for computer games and computer game addiction. For instance, a game that was made for a video game console now has an internet version, a computer game has moved onto the tablet, gambling has also moved…

Anchoring-Annual Day

These virtual characters then do things that people in the real world do, such as having sex. Depending on your preferences, you can have sex with someone who is older or younger than you – perhaps much older or younger. In fact, if your virtual character is an adult, you can have sex with a virtual character who is a child. If you did that in the real world, most of us would agree that you did something seriously wrong. But is it seriously wrong to have virtual sex with a virtual child? Some Second Life players say that it is, and have vowed to expose those who do it. Meanwhile, the manufacturers, Linden Labs, have said they will modify…

Pro Gaming

Gaming for a living always seemed like some sort of adolescent dream growing up. Being paid to play your favorite game was something most kids only fantasized about, but now in 2013, it actually can be a reality for the truly hard working and talented. Electronic sports, also known as eSports has exploded worldwide, and with it, there is an entire class of 15 to 30 year olds who now play games for a living. Out of the millions that play titles like Starcraft, Defense of the Ancients or League of Legends, these players have gotten so good that many can make a full-time living out of gaming. The top few players in the world even pull in six figure…