An examination of the history of computer modeling and animation in adult computer games over the last two decades.
Descriptive Essay # 133307 |
10,000 words (
approx. 40 pages ) |
20 sources |
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$ 121.95
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Abstract
This paper examines the history of computer modeling and animation in adult computer games over the last two decades. Beginning by providing some needed context on Tom Hudson and Gary Yost (two giants of computer games architecture development), the writer then carefully describes the earliest manifestations of CAD-3D technology. The paper then explains the many achievements of Tom Hudson (and a few others) as he (and they) slowly worked towards 3D Studio (and beyond) and today's contemporary 3Ds Max technology. The paper concludes by looking at what the future holds for 3Ds Max software and for computer games in general.
From the Paper
"In the final analysis, this writer is of the view that the last several versions of the 3Ds Max have been, more or less, expansions upon earlier themes or innovations; they have not been radical departures from the past. Consequently, the future will probably continue to see the same linear progression while those who enjoy playing computer games will find themselves confronted with entertainment that features more in-depth narratives, more complicated story lines, and more arresting visual imagery; in effect, adult users of adult computer games will be basically "playing" movies - with themselves as the directors."
Tags:computer, games, animation
A proposal for a project to examine the impact of computer games in bolstering children's mathematical and engineering skills.
Research Proposal # 129628 |
750 words (
approx. 3 pages ) |
2 sources |
APA |
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$ 16.95
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Abstract
This paper presents a grant proposal for a project endeavoring to measure the impact of computer games (featuring problem-solving mathematical and engineering situations faced by children in everyday life) upon the acquisition of these important skills by children ages 7-12. The paper explains that the intellectual merit of this project is that it seeks to "connect" young people to mathematics and to introductory engineering by providing them with instruction through an entertaining medium that many of them use routinely - namely, computers and computer software. The paper notes that the prospective project emerging from this proposal seeks to satisfy the National Science Foundation's chief aim of uncovering new ways of using information technology to bolster the learning of STEM skills in the classrooms of today and tomorrow.
Tags:school, games, education
The paper analyzes the nature and role of computer games and focuses on modern additions such as interactivity and streaming technology.
Research Paper # 27867 |
5,433 words (
approx. 21.7 pages ) |
9 sources |
MLA | 2002
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$ 80.95
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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."
Tags:Linden, Lab, developers, dimension, violence
Examines the assumption that the violence in video and computer games contributes to aggression and violence among young players.
Essay # 104203 |
2,225 words (
approx. 8.9 pages ) |
9 sources |
MLA | 2008
$ 41.95
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Abstract
This paper explains that computer and video games have become a very popular form of mass-market entertainment because they offer a wide variety of virtual, realistic, unrealistic and fantasy type scenarios. The author describes the ways that many video and computer games contain violence, which the author believes is one of their disadvantages. The author relates that, although there is an indication that excessive violence in these games might be related to violent behavior in children, the outcome is not irrefutable. The paper concludes that it is up to parents to know their child and the types of games he or she is accessing.
From the Paper
"Yasmin Kafai has written numerous articles on learning technologies and environments for young children in the fields of education, developmental psychology, computer and information studies. In her book "Minds at Play" Kafai states that video games more than other media have become an essential part of contemporary children's culture. This is quite an interesting perspective considering you would think most children would be playing the games rather than trying to create them especially since it's such a complex process."
Tags:excessive, instant gratification, conscious thinking, repetition parents
A grant proposal for computer games in the classroom to improve the math, science and engineering skills of students.
Research Proposal # 99437 |
1,001 words (
approx. 4 pages ) |
2 sources |
APA | 2007
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$ 21.95
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Abstract
This paper presents a grant proposal for a project endeavoring to measure the impact of computer games on problem-solving mathematical and engineering situations faced by children in everyday life. The paper discusses the National Science Foundation's chief aim of uncovering new ways of using information technology to bolster learning and describes how this proposal will meet its criteria.
Table of Contents:
Abstract
Computer Games as a Means of Bolstering Mathematical and Engineering Skills
Need
Goals
Description of the Activity
Evaluation
Key Personnel
Dissemination and Supplemental Materials
Budget
From the Paper
"Goals: The goal of this project is to ascertain the extent to which computer games in the classroom can improve the math, science and engineering skills of students; at the same time, the games will also permit children to interface with computer software and hardware, thereby introducing them to information technology. In this regard, the project clearly satisfies the National Science Foundation's efforts to find new ways of improving the STEM skills of American youth."
Tags:mathematics, STEM, virtual
An analysis of the impact of violence in Web-based and computer games on adolescents.
Research Paper # 56417 |
4,879 words (
approx. 19.5 pages ) |
8 sources |
MLA | 2005
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$ 74.95
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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)."
Tags:video, violent, crime, social, content, gender, programming
This paper looks at the increase in computer games addiction and related issues.
Analytical Essay # 123278 |
3,000 words (
approx. 12 pages ) |
10 sources |
MLA | 2008
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$ 53.95
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In this article the writer examines computer games addiction. The writer discusses the problems that this addiction causes, the symptoms, the treatment and the prevalence of the problem along with the reasons that this specific addiction is growing so rapidly.
From the Paper
"According to an article by Diane Weiland published in Perspectives in Psychiatric Care personal computers and Internet access have been proliferating in households across the United States and other countries. Everyday activities at home work and school are increasingly dependent upon computers. The ability to access the Internet for news and information to communicate with others and to buy and sell products and services has radically changed society this technological advance also is accompanied by a significant number of problems of varying importance ..."
Tags:computer game addiction, internet, treatment, cognitive behavior modification, death, World of warcraft, Ultima, interactive, MMOG
This paper is a literature review of the advantages and disadvantages of playing computer games.
Essay # 59969 |
2,890 words (
approx. 11.6 pages ) |
24 sources |
APA | 0
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$ 51.95
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Abstract
This paper explains that educators and parents are concerned mostly about the amount of violence in computer games, which not only assaults kids with sex and violence, but also induces them to imitate what they see on the screen, ultimately causing them to lose their moral compasses. The author points out that researchers also have looked at positive aspect of electronic games, such as virtual reality (VR) and computer simulations, as educational tools for language learning and self-esteem and skill building. The paper relates that some research has found that gaming cannot be considered addictive, that arcade guests were not special in alarming ways, and that there was no correlation between heavy game use and mental disorders or delinquent behavior.
From the Paper
"The people on the other side of the argument, those who do not agree with the association of violence and media, report that youth crime has dropped sharply in the last decade. From 1992, the year "Mortal Kombat" debuted to year 2000, arrests for serious juvenile crime fell by about two-thirds, while the number of children carrying guns to school dropped by half. Game supporters say that their opponents gloss over the large amount of evidence that does not support a link between watching portrayals of violence and engaging in violent behavior. As scholars such as University of Toronto psychologist Jonathan Freedman and University of Southern California sociologist Karen Sternheimer have shown, experimental studies that alarmists cite may hinge on self-fulfilling prophecies, with researchers pushing subjects into giving the "right" answer. Furthermore, it is not clear how the stimuli and measures of aggression used in the highly artificial setting of a laboratory relate to viewing and violence in the real world."
Tags:violence, imitate, eyespy, learing, research
A paper examining the negative and/or positive effects of electronic games on children and young adults.
Research Paper # 61488 |
5,330 words (
approx. 21.3 pages ) |
30 sources |
MLA | 2005
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$ 79.95
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This paper presents a review of some of the literature that both supports and negates the use of computer games for children and youth. Because the studies to date have been very broad -a wide range of games, ages and backgrounds - the literature reviewed here is also varied. The report then proceeds in providing the methodology of a possible study to look at the longer term impact of video games. Middle-school boys play a video game that has been deemed violent (through the rating and number of defined violent incidents) and are tested for aggressive factors immediately after the game and then again at a later time. A control group is also be tested.
Video Games and Violence
Other Negative Impacts
Other Positive Impacts
Study Methodology
Conclusion
From the Paper
"When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults-the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement."
Tags:increased, levels, short-term, aggressive, behavior, addictive, behavior, less, sociable, academically, capable
This paper examines an article about computer technology and the impact it has on society, especially children.
Article Review # 83887 |
675 words (
approx. 2.7 pages ) |
2 sources |
2005
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$ 14.95
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Abstract
This paper relates that the reviewed article provides an interesting perspective on the social and psychological impact of video games and computers in modern society. The author points out the article's assumption that playing video games has been an introductory stage children pass through before they gain experience and competence with computers. The paper states that that this theory remains valid.
From the Paper
"In summarizing the article and critically reviewing the assumptions contained within it, it is evident that the insightful content of the article provides an interesting perspective on the social and psychological impact of video games and computers in modern society. One of the most important aspects of this article is the author's assumption that playing video games has been an introductory stage children pass through before they gain experience and competence with computers. This assumption was valid a generation ago when video games first appeared and is still valid today, for children still gain their first experience with computer technology through playing educational video games."
Tags:video, games, issues