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Search results on "GAMES RULES":

Term Paper # 65388 SHOPPING CART DISABLED
?Different Games, Different Rules?, 2005.
An overview of this book by Haru Yamada which explores the relationship between the Japanese and the Americans.
868 words (approx. 3.5 pages), 0 sources, $ 30.95
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Abstract
In his book "Different Games, Different Rules: Why Americans and Japanese Misunderstand Each Other", Haru Yamada attempts to explain the cultural disconnection that commonly occurs between people from the two very different cultures of the United States and Japan. The paper shows that, for Yamada, the explanation lies in linguistic differences. The paper examines the key thesis of the book that the main difference between the two cultures is found in the implicit and explicit delivery of messages.

From the Paper
"The language of both cultures functions to display and reinforce the values that the individual is brought up with. When people from each of these cultures attempts to communicate, the differences in values is what leads to misunderstandings. Words, phrases, and expressions in one language may have the same literal meaning in the other language, but because the connotations are completely different, they do not actually mean the same thing."
Term Paper # 95104 SHOPPING CART DISABLED
"Rules of the Game", 2007.
This paper analyzes the characterization in Jean Renoir's 1939 movie "Rules of the Game".
3,097 words (approx. 12.4 pages), 10 sources, MLA, $ 90.95
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Abstract
The paper discusses the stark contrast between the world of the aristocrats and the world of the servants who attended to them in rural France before World War II. The paper shows how Jean Renoir brings these two groups together in the classic 1939 movie "Rules of the Game." The paper explains how Renoir violated many rules of writing, both in the number and complexity of the characters and the number of subplots that he allowed. This allowed Renoir the ability to create an entire world within the Chateau. The paper discusses how this film offers modern viewers a glimpse at the mood which prevailed in France during World War II.

Outline:
The Importance of Characterization
Plot Summary
Stylistic Notes
Characterization
Symbolism and Theme

From the Paper
"Movies and novels are classified as to the key driving force of the plot. Some stories are clearly plot driven. Plot driven story lines depend on the events to create interest for the audience. Plot driven stories depend on forces outside of the characters themselves to create interest. These types of stories have several pitfalls. The first is that the characters can seem shallow. The true test of a plot driven story is if one could imagine other characters in the same situation without affecting the impact of the film. The characters themselves are not essential to the success of the story. Plot driven stories often involve generic characters such as hero and heroine archetypes."
Term Paper # 102016 SHOPPING CART DISABLED
Coming of Age in "Rules of the Game", 2008.
An analysis of the theme of coming of age in Amy Tan's "Rules of the Game".
1,003 words (approx. 4.0 pages), 0 sources, $ 35.95
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Abstract
This paper discusses how, when the young protagonist, Waverly, emerges as a chess champion in Amy Tan's "The Rules of the Game," she becomes the pride of her neighborhood and household. This is especially pertinent to her mother, who takes a vested interest in the success of her daughter, in spite of her extremely limited understanding of the game, or American culture for that matter. The paper looks at how these ignorances will eventually provoke frustration in Waverly, who undergoes a coming-of-age experience in attempting to contend with the friction between her increasing independence and her mother's sometimes overbearing presence. The paper further examines how Waverly's rapid improvement as a chess player causes her to develop a sharp sense of identity which hastens the approach of an age in which she resists the authority of her parents as an assertion of her own autonomy.

From the Paper
"Just as Waverly finds herself in a transitional period of her life, developing her own abilities, strategies and ultimately, a continually refining sense-of-self, the independent pursuit of her gifts as a chess player begins to parallel a growing need to draw a distance between the heritage of her family and her own personal identity. This impulse is represented in the obvious, sometimes even humorous distance between her and her mother's conceptions of life. In a telling passage, Waverly describes the way her mother stands over her as would a 'protector,' as she would practice chess. It is evident that Waverly bristles with irritation at her mother's insistence upon observing and wordlessly critiquing her performance. "
Term Paper # 55760 SHOPPING CART DISABLED
"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, $ 48.95
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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."
Term Paper # 27867 SHOPPING CART DISABLED
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, $ 133.95
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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."
Term Paper # 94605 SHOPPING CART DISABLED
War Games Analysis, 2007.
This paper examines the role of war games in the strategic planning of war, considering in particular a Nigerian war game.
5,942 words (approx. 23.8 pages), 9 sources, APA, $ 141.95
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Abstract
This paper presents a project that attempts to verify the role of strategic level war games in war-planning and to determine, in particular, the potentials of the Doziet strategic war game invented by Dozie Nwanna. The author cites the long history of war games and their impact on actual military strategy and success. The first part of the paper is comprised of a theoretical study of the general role of war games; the second half consists of a comparison of the Doziet war game with other popular war game devices. The author concludes that the introduction of increasingly sophisticated war gaming technology such as Doziet and Grand-Doziet have provided policymakers and military planners with the opportunity to better understand the potential implications of a given set of variables on the outcome of a military conflict.

Outline:
Introduction
Research Objective
Methodology
Contribution to Existing Body of Knowledge
Review and Discussion
Background and Overview
Traditional and Emerging Purposes of War Games
Doziet War Game Description
War Game Strategy of Doziet
Physical Aspects of Doziet
Modus Operani of Doziet
The Ultimate Game - Grand-Doziet
Physical Aspects of Grand-Doziet
Potential Applications of the Various Models
Impact of Doziet and Grand-Doziet Technology
Overview of WASP Technology
Current and Future Trends
Conclusion

From the Paper
"With a war on terrorism being actively prosecuted on two fronts today, and with the potential for two (or three) more in the future, the U.S. military is stretched very thin indeed. Because resources are by definition scarce, it is important for the armed forces to make the maximum use of the tools and talent that they have available to accomplish their organizational goals. In this regard, the Chief of Staff of the United States Army announced recently the intent to develop a strategy that will transform the Army over the next two to three decades into a force that will remain dominant across the full spectrum of operations while becoming more strategically responsive (Gonzales, Iv, Howe, Johnson, Moore & Pimie, 2001). These objectives, though, are constrained by the increasingly high costs associated with combat training and the need to maintain constant vigilance while pursuing any directly noncombat-related training endeavors such as war games, which are discussed further below."
Term Paper # 106730 SHOPPING CART DISABLED
Children, TV and Video Games, 2008.
This paper looks at the effects of television and video games on children.
3,172 words (approx. 12.7 pages), 9 sources, APA, $ 91.95
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Abstract
In this article, the writer notes that controls are placed on certain products and on advertising when targeted to children. The rules covering these regulations have changed over the yeas, based on perceptions of potential harm to children and the Internet age has raised new issues related to video and computer games, the content of which is often violent. The writer points out that television is a special case because it comes into the home and because controls can be imposed more easily as broadcasters must adhere to the requirement to serve the public in exchange for a license. Today, though, most people get television through cable, with many channels that are specifically for cable, and the same regulations and controls do not apply. The writer explains that this reduces the ability of government to pass and enforce rules on content for children. The writer notes that video and computer games are also widespread, though some regulations have been passed to reduce the ability of children to get such games if they are deemed to be not for children, largely through a ratings system with varying degrees of adherence to imposed norms. The writer maintains that concerned parents still want more rational and more effective controls on such content and a solution to the problem.

From the Paper
"Advertising on programs for children has been under fire for many years. Some object to images of violence, as with the sale of war toys or cowboy gear, and others object to unrealistic images of women, exemplified by products like the Barbie doll. Controversy has also centered on the very concept of developing the next generation of consumers, with some seeing television advertising to children as a way of creating a need where none existed and selling products that are not needed while accustoming children to the idea of being consumers. At some level, this can be a more abstract fear, not as clearly tied to a specific product or type of image, but it can be quite persuasive when one consider the number of ads directed at children, the way toys and other products are sold to children, and the way other products are geared to children, such as sugary cereals and soft drinks. Advertising to all markets increases at certain times of the year, notably in the fall into December, with advertising developed for Christmas and the buying season then and after as bargains attract buyers into the new year. An analysis of the commercials directed at a young audience for films, DVDs, and video games shows some of the selling methods and the appeal made to young people as well as the pervasive nature of such advertising messages, increasing as they do during the months before Christmas in order to increase sales of these products."
Term Paper # 62919 SHOPPING CART DISABLED
The Olympic Games, 2005.
An overview of the history of the Olympic Games from their origins in Ancient Greece.
1,619 words (approx. 6.5 pages), 9 sources, MLA, $ 52.95
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Abstract
This paper traces the history of the Olympic Games from the first record of the games at Olympia in 776 BC. It looks at how the first Olympic Games were not the games of today that represent a worldwide competition between the best athletes of the world. The ancient Olympic Games were dedicated to the Gods and only involved Greek athletes. It also examines the beginnings of the modern Olympic Games from their inception in France in 1900 and how they have over the years endeared political influences, performance enhancing drugs and the bribery of the IOC (International Olympic Committee).

From the Paper
"The ancient Greek Olympics were held every four years from 776 BC for the next 12 centuries. The ancient games lasted until 393 AD. The Romans had won the wars against the Greeks in 146 BC and were now in control of the Olympics. The games lasted until 393 AD, when the Roman Emperor Theodosius I (Rolfe 14) decided to end the games. The Emperor was incensed that the people were worshipping the gods and he wanted them to worship him. The Romans ruined the Olympic stadium and what was left was destroyed by natural events, such as floods and earthquakes. This was the end of the ancient Greek Olympic games. It would be centuries before the games would be reinstated and they would be different from the ancient games, but the influence of the ancient Greeks would forever be evident in the competitions."
Term Paper # 90556 SHOPPING CART DISABLED
Video Games and Violence, 2006.
A position paper arguing that violent video games promote violent behavior amongst its audience.
1,575 words (approx. 6.3 pages), 4 sources, $ 62.95
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Abstract
Since the introduction of video games and computer games in general, there have been concerns about their possible ill effects. This paper discusses those possible ill effects, which include promoting and increasing violent and aggressive behavior, particularly in children and teenagers. The paper points out that many video and computer games have violent content. The paper also describes the objective of some of these violent games such as one-person shooter games where the object of the game is often to shoot or kill or even eat various opponents. The paper also discusses how the constant improvement in computer and Internet technology has led to graphics and content that are more complex, detailed, realistic and even more violent.
Term Paper # 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, $ 249.95
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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."
Term Paper # 53757 SHOPPING CART DISABLED
Video Games and Violence, 2004.
A discussion on whether the violence contained in video games negatively affects the children that view and use the games.
1,815 words (approx. 7.3 pages), 7 sources, APA, $ 58.95
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Abstract
This paper addresses the subject of violence in video games and looks at whether there is any positive correlation between violent video games and the danger of perpetuating violence in children.

From the Paper
"Video gaming is a multibillion dollar industry and billions of dollars worth of game units are sold every year. It is estimated that more than 60% of all Americans play videogames which is nothing but an astounding 150 million people or more. Analysis has revealed that more than 89% of these videogames are imbued with violence of different degrees. Even majority of those games which have been certified and approved for all ages (E) carry violence as the main theme. [Children Now] While past studies have corroborated the positive aspects of video games such as improving the cognitive skills, spatial skills, hand eye coordination and attention skills recent researches have shown that they also pass on the scourge of violence. Many results have attested the fact that the obsession with videogames has also created a new type of society where children are beginning to be aloof and exhibit unusually aggressive behavior. Video games have sort of created a withdrawal effect in these children as they are more and more fixated to those pixilated characters than the social life outside."
Term Paper # 67546 SHOPPING CART DISABLED
Gladiatorial Games, 2006.
An exploration of the ancient gladiatorial games of Roman times.
2,221 words (approx. 8.9 pages), 8 sources, MLA, $ 69.95
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Abstract
In this paper, the author explores the ancient gladiatorial games that took place in Rome. He looks at how the gladiatorial games served Roman society and culture in a variety of ways and the important function they had in the Roman civilization. The paper explains the order of the gladiatorial games and describes the people that took part. The author also examines how Roman society seemed to demand these extreme exhibitions as evidence of their power over chaos, enemies and nature. He mentions how critics of the games did not find fault with the nature of the cruelty to humans, but instead only complained about certain perimeters of the games. In conclusion, the author states that the gladiatorial games were central to politics, religion and culture in Roman civilization, and were a reflection of how Roman society perceived themselves and their world.

From the Paper
"Many of the gladiatorial games were religious celebrations, some of them were called votive games designated to please Roman deities. Religious ceremonies are all distinct and controversial, when perceived from outside of a religion, so it is understandable that many would find this kind of religious ceremony to be nothing more than savagery. Sacrificing humans on the tombs of warriors seems barbarous, but sacrificing animals was a common practice in religions of the time. The Christian religion's central figure of Jesus also demonstrated that sacrificing life was needed to save the world. These examples illustrate the sharp contrast of how people's perception changes through time and what is seen today as savagery was not seen so in times past. Other early writers agreed that the gladiatorial battles did replace the human sacrifice to the spirits of the dead. From this point of view, the gladiatorial games were considerably more humane than just sacrificing human life."
Term Paper # 56417 SHOPPING CART DISABLED
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, $ 124.95
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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)."
Term Paper # 65406 SHOPPING CART DISABLED
Development and Use of Simulation Games in Education and Industry, 2006.
The purpose of this paper is to promote the development and the use of simulation games for production management both in education and industry.
9,150 words (approx. 36.6 pages), 1 source, MLA, $ 189.95
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Abstract
This paper explores the development and utilization of simulation games in educational and industry contexts. The author explores a variety of different games used to supplement traditional instructional methods, providing detailed technical information about the inner-workings of the interface mechanisms. The author concludes with his recommendations for strengthening simulation games as an essential training and pedagogical tool.
Introduction
Games in Supply Chain Management Area
The SUCH WBS Game
General Information about the Game
The Decision Interface
The Contribution of the Decision Intervals to SUCH WBS
Surfing the Decision Interface
Links to Decision Sheets
"Supply" Link
"Transportation" Link
"Production" Link
"Warehouse Capacity Changes" Link
"Advertising" Link
History Button
The Decision Card
"Update" Button
"Analyze my Decisions" Button
"MRP Help" Button
The Inner Mechanism of the Interface
How Does the Decision Interface Work?
The Main Mechanism ("SHOP.PL")
Conclusion
Appendix A Calculations Done by the Core Script
Raw Material Transportation Cost
Raw Material Purchase Cost
Planned Production
Oat Flour On Hand Calculation
Barley Flakes On Hand Calculation
Rice Flour On Hand Calculation
Finished Good Calculations
Finished Good Transportation Costs
Variable Per Unit Cost
Production Charge
Market Calculations
Advertising Cost
Warehouse Capacity of Raw Material
Finished Goods Public Warehouse Capacities
Finished Goods Private Warehouse Capacity
Warehouse Cost of Raw Material
Other Calculations in the Game
Bibliography

From the Paper
"There are many challenges for the instructors of production management who are eager to enhance the capabilities of the students continuously, in order to develop and adopt new teaching approaches and methods. Not only are most universities under sustained pressure to reduce costs and at the same time increase effectiveness. But new market conditions for industrial enterprises request a closer integration of the various disciplines of production, such as production planning & control, production processes, plant-layout, organizational structure and behavior. Furthermore, the production tasks should be seen in a broader context as related to marketing, product development as well as vendors and suppliers in the supply chain. Emerging production paradigms and principles call for a thorough discussion of potential benefits and limitations."
Term Paper # 65294 SHOPPING CART DISABLED
Olympic Games Documentary Films, 2005.
This paper contrasts the 1936 Olympic Games documentary film by Leni Riefenstahl and the 1964 Olympic Games documentary film by Ton Ichikawa.
1,375 words (approx. 5.5 pages), 0 sources, $ 45.95
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Abstract
This paper explains that that Leni Riefenstahl's film of the 1936 Olympic documentary is propaganda, focusing more on German and German-sympathetic athletes and the ambiance of the Berlin stadium, seen in its new Nazi grandeur; whereas, in the most stunning photography, Ton Ichikawa's film of the 1964 Tokyo Olympiad is a salute of the exertion of the athletes regardless of race, nationality or ethnic background. The author points out that "Tokyo Olympiad 1964" is not a "sports documentary" in the traditional sense of showing races, winners and celebrating crowds but rather a technically and emotionally gripping documentary about the effort of preparation and the Olympic spirit. The paper concludes that, in a sense, this film is just as much a propaganda piece about Japan's new maturity as was Olympia 1936 but in a way that the glorification politics do not interfere with the presentation of the athletics.

From the Paper
"There is no real story line easy to follow, even though this nearly three-hour film opens with buildings being demolished to make way for the Olympic stadiums and arenas, and training areas as well as housing. As we see this, there is a voice-over which gives the other previous Olympic locations and dates. One of the next scenes is the obligatory Olympic documentary one of the torch reaching Japan, and the following thew various runners in the countryside, running to bring the torch to Tokyo and its new Olympic stadium. For Americans, the win of the Native American, Billy Mills, in the 10,000 meter race is a highlight. But, interestingly enough, the camera stays at the finish line until every racer has finished. There is also a somewhat poignant story line about the single athlete from Chad, who shares no common language with any other athlete, and trains alone. When he loses in the semi-final heat, Ahmed Isa is ignored by the crowd, but not Ichikawa. Here is loneliness amid the shouts of tens of thousands."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>