An examination of gender transgression - specifically, the violation of traditional gender roles by females - in video games and video game culture.
Term Paper # 101055 |
2,312 words (
approx. 9.2 pages ) |
9 sources |
MLA | 2007
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$ 42.95
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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."
Tags:gaming, culture, sex, roles, violent, designers, players, Tomb, Raider, virtual
A proposed study of video game violence as a contributing factor in aggressive behavior toward women in young adult men.
Research Proposal # 99027 |
1,042 words (
approx. 4.2 pages ) |
4 sources |
MLA | 2007
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$ 22.95
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Abstract
The paper relates that a positive correlation between violent video game play and aggression has been identified by many individual studies. The paper presents a study to research whether violence and sexual objectification of women in video games increases aggression toward women in college aged men. The paper notes the ethical issues that will exist in the proposed study.
Outline:
Abstract
Introduction
Methods
Results
Discussion
Ethical Issues
From the Paper
"Four groups of young adult men will be selected. Each group will be tested in advance with adjective matching and oral testing from female researchers to identify their attitudes and reactions toward women. The first two groups will play one to two hours of violent and sexually offensive video game play for five days. The third group will include individuals who have limited previous video game exposure and will not play video games during the experiment. Groups one and three will be orally tested by a female researcher following the week of video game play. Groups two and four will be tested by a male researcher. Results will be compared to identify differences between reactions in video game users and non-users."
Tags:sexual, objectification, gender, roles, male, female
Relates Britain's Great Game from 1800 to 1914 in its power struggle against Russia.
Term Paper # 111801 |
3,155 words (
approx. 12.6 pages ) |
11 sources |
MLA | 2005
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$ 54.95
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Abstract
This paper explains that India, which was so integral to the economic interests of Great Britain, was the critical reason for the struggle for supremacy between Britain and Russia in Iran, Afghanistan and Central Asia for much of the 19th and early 20th centuries. The paper points out that this power struggle, known as the Great Game in Asia, attempted to bar Russian influence in the region and to curtail Russian advancement deep into Iran. The paper describes that the game was played like one of 'cat and mouse' with the British saw themselves as cats and the Russian as mice, yet the cats were mostly paranoid and fearful of the mouse's reprisal.
From the Paper
"Witte's assertion arose from the consolidation of the Caucasus beginning with the reorganization of Russian troops as well as controlling tribal unity. Promises were made to Muslim tribesmen where Russia offered to allow indigenous customs and faith to remain; both factors led to a quick Russian victory over the area. Between 1859 and 1864, most of the tribes had been overwhelmed by Russian advances. Now far into Muslim Asia, the thirst for glory perpetrated the ongoing Russian advancement into Central Asia (the areas east of the Caspian Sea) which was a check to British power in the region."
Tags:iran india buffer weakness, bakhtiyari tribes
A review of the book "The Power Game: How Washington Works" by Hedrick Smith, an account of how power works in Washington.
Book Review # 26918 |
2,612 words (
approx. 10.4 pages ) |
1 source |
MLA | 2002
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$ 47.95
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Abstract
The paper examines Hedrick Smith's book "The Power Game: How Washington Works" in which he presents what he learned during his years as the "New York Times'" Washington bureau chief and chief Washington correspondent. It discusses how his style of writing is informative and how although the stories can be illuminating, they carry the burden of his argument which is not at all systematic in his approach. In particular, it looks how Smith deals with the power "game" as it was played during the Reagan years how his analysis of the period in the book is is naive and uninteresting.
From the Paper
"The neglect of these parts of government might not be a major issue, but in a book where the transitory nature of government is a major concern it seems odd that Smith is not more interested in the numerous agencies that are, more or less, permanent and carry out much of the government's actual work. Yet this absence also points to the third major problem with Smith's book which is that his focus on the presidency and his secondary emphasis on Congress are direct reflections of the news media's sound-bite and photo-opportunity solution to covering Washington politics. Of course, Smith acknowledges that the presidential, image "is misleading [and] it exaggerates the actual power of the presidency, which is considerably less than suggested by the public attention which gets focused on the single figure at the apex of out political system" (emphasis added, 10). He goes on to explain that "as a nation, we focus obsessively on the president," and this occurs "largely because the president is one person whom it is easy for television to portray and whom the public feels it can come to know" and so "the press, especially television, have fallen into an unconscious conspiracy to create a cartoon caricature of the real system of power" (emphases added, 10)"
Tags:reagan, correspondent, government, bureau, chief
An examination of the process the writer went through in exploring the concept of business golf and determining the steps necessary for him to learn to play.
Analytical Essay # 113414 |
7,042 words (
approx. 28.2 pages ) |
12 sources |
APA | 2009
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$ 94.95
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This paper explores the concept of business golf and its role in improving business relationships. The paper determines the steps that the writer would need to take to learn to play business golf and examines the potential outcomes and benefits of learning business golf. The paper focuses on the steps that the writer has undertaken in this project. An annotated bibliography is included with the paper.
Table of Contents:
What Is My Goal For This Project?
How Did I Choose A Topic For This Project?
What Methods Will I Use To Achieve The Goal?
What Is My Learning Style, And How Might My Work On This Project Influence It?
How Will I Learn To Play Golf?
How Does This Kind Of Learning Fit My Learning Style?
What Is Business Golf And How Will It Help My Business?
Is There A Downside To Playing Golf To Acquire Clients?
When Will I Feel Comfortable Bringing Clients On The Course And Asking For Their Business?
What Do I Know About The Basic Skills Of Selling Outside The Office? How Have I Learned To Acquire These Skills?
What Outcomes Have I Realized?
From the Paper
"Probably the most important thing I learned through this exercise was about learning itself. Through most of my educational experience, I have only been exposed to a handful of learning methods. While I have excelled at learning using those methods, I have often wondered why I have never been able to learn certain other skills. For me to have a better understanding of why some learning is easy and other learning is more difficult is a valuable tool for helping to approach the issue of learning. I can look at acquiring a golf swing, selling to a customer, or honing my own 'mental game' and see that I must learn these in different ways that I would learn, say, corporate finance. That I now have a sense of how learning is done, and have the experience of learning in ways unfamiliar to me, I can now apply that knowledge of new ways of learning to the acquisition of all manner of skills. For me, this is the most important outcome from the entire exercise."
Tags:relationship, skills, experience, game
Examining the diverse values of the game as an important tool for the teacher.
Research Paper # 50584 |
11,414 words (
approx. 45.7 pages ) |
10 sources |
MLA | 2002
|
$ 134.95
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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."
Tags:childhood, early, games, relationships, social
This paper discusses gender transgression and video game culture.
Analytical Essay # 130645 |
1,250 words (
approx. 5 pages ) |
5 sources |
MLA |
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$ 25.95
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Abstract
In this article, the writer examines gender transgression in video games and video game culture. It is shown how the construction of gender in video games reflects a corporate model targeted at specific audiences rather than a simple reflection of social gender norms. In this context, it is argued that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds to the norms of masculine and feminine in our society. A particular focus of this paper is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity and how individuals internalize and re-vision their own conceptions of gender identity.
From the Paper
"The video game industry - embracing both console and computer games - is one of the most massive entertainment industries in the world today, yielding annual revenues in excess of Hollywood's movie industry. Given its global extent and popularity, as well as its potential for role-playing, video game culture has been the site of scholarly interest for understanding human gender relations. This essay proposes to examine gender transgression in video games and video game culture. It will be seen how the construction of gender in ..."
Tags:gender, video, games
This report investigates the possible links between childhood play activity and adult health behaviours.
Research Paper # 117704 |
2,430 words (
approx. 9.7 pages ) |
7 sources |
APA | 2007
|
$ 44.95
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Abstract
The paper discusses the positive developmental attributes that are acquired by childhood play, including health, cognitive development and personality development. The paper relates that recently, levels and types of childhood play activities have changed significantly; this report attempts to identify how these changes in childhood are affecting adult health behaviours. The paper outlines the method of the study and how it reaches the conclusion that if more active play was encouraged in childhood it would have a positive effect on adult health behaviours.
Outline:
Abstract
Introduction
Method
Discussion
From the Paper
"Play is such an integral part of childhood that it is recognised by the United Nations as essential for all children. There are many long and short term benefits of good levels of childhood play for individuals. These will be discussed briefly. Recent studies have indicated that childhood play has important links with cognitive development. A major component of childhood play is pretense. That is the child placing themselves in imaginary situations and characterisations. For this to take place the player must be able to use many cognitive processes such as joint planning, negotiation, problem solving and goal seeking (Bergen 2000)."
Tags:pretense, imagination, video, games, diet, exercise
This paper looks at the drama 'End Game' by Samuel Beckett.
Analytical Essay # 123215 |
1,250 words (
approx. 5 pages ) |
10 sources |
MLA | 2008
|
$ 25.95
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Abstract
This analysis of Samuel Beckett's theatre of the absurd drama "End Game" discusses how the characters and themes of the play are related to Beckett's view that faced with the end of existence, human beings are mutually dependent on one another but this does not provide deep meaning.
From the Paper
"In Samuel Beckett's theatre of the absurd the playwright's absurd comedies often embody a pessimistic worldview and dark themes. As Katharine Baker Siepmann asserts All of Beckett's pieces create a comically pessimistic allegory of man's condition. In End Game we are treated to two pairs of characters who play a game in which they await death. Hamm and his servant Clov live in a cellar nearly empty of furnishings with two small windows to the outside. Nagg and Nell are Hamm's parents and they ..."
Tags:existentialism, Beckett, Hamm, Clov, Nagg, Nell, themes, characters
This paper examines the effects of video game violence on children.
Term Paper # 99190 |
1,081 words (
approx. 4.3 pages ) |
9 sources |
MLA | 2007
|
$ 22.95
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Abstract
The paper explores whether violent video games have a detrimental effect on children and how they cause behavior changes. The paper examines various research studies and concludes with the consensus that violent video games can contribute to violent behavior for some players, notably for young males who play for many hours at a time. The paper also emphasizes, however, that the games are not creating an entire generation of violent people as some have claimed and the degree of effect will differ greatly from one person to another and one group to another.
From the Paper
"Concerns about the effect of media violence on children extends back at least to the beginning of the mass media, with the issue raised with reference to films, radio, television, comic books, and so on. As technology brings new types of media to the fore, the issue shifts to depictions of violence in these new media. Both popular sources and scholarly address this issue, asking in effect how violent video games change children's behavior and make them more violent, assuming that it is believed that this is the case."
Tags:behavior, changes, aggression, fighting, killers