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Search results on "RULES GAME":

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 # 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 # 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 # 100298 SHOPPING CART DISABLED
Sense of Self, 2007.
An analysis of the development of sense of self through the texts "Cathedral" by Raymond Carver, "The Fat Girl" by Andre Dubus and "Rules of the Game" by Amy Tan.
762 words (approx. 3.0 pages), 3 sources, MLA, $ 27.95
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Abstract
This paper discusses how one's sense of self develops and sustains itself. It particularly looks at the psychological and environmental factors that influence one's sense of self. The paper focuses on three texts and their insights into the development of sense of self -"Cathedral" by Raymond Carver, "The Fat Girl" by Andre Dubus and "Rules of the Game" by Amy Tan. The paper then compares the influence of these texts to the writer's own personal experiences and beliefs and how they have influenced his sense of self.

From the Paper
" In his short story, "The Fat Girl", Andre Dubus provides compelling insights into how one's sense of self, which is based primarily upon internal psychological and emotional factors, can conflict with the sense others have of one. He emphasizes this by choosing to describe the emotional appearance of his characters instead of their physical appearance. (Dubus 86-102) This approach clarifies why the perceptions of others can be so different from one's own sense of self, for those perceptions are based to a great extent upon physical appearance, while one's own sense of self is based upon one's own hopes, fears, and beliefs."
Term Paper # 71097 SHOPPING CART DISABLED
Mothers and Daughters, 2004.
A comparative analysis of the mother-daughter relationship in Amy Tan's "Rules of the Game" and Alice Walker's "Everyday Use".
690 words (approx. 2.8 pages), 2 sources, MLA, $ 23.95
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Abstract
This paper analyzers the ways that Amy Tan, in "Rules of the Game" and Alice Walker in "Everyday Use" investigate the relationships between mothers and daughters. It looks at how these relationships that the authors find compelling in and of themselves, are also found to be illuminative of the larger conflicts between past and future, tradition and progress, the Old World and the New. It shows how both writers root their stories within a specific ethnic tradition and how both are also engaged in that retelling of the universal.

From the Paper
"Amy Tan in "Rules of the Game" and Alice Walker in "Everyday Use" investigate the relationships between mothers and daughters, relationships that the authors find compelling in and of themselves and that they also find to be illuminative of the larger conflicts .."
Term Paper # 45838 SHOPPING CART DISABLED
Tennis, 2003.
An explanation of the rules and practice of the game of tennis.
958 words (approx. 3.8 pages), 4 sources, MLA, $ 34.95
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Abstract
This paper explains how the game of tennis is played. Using a number of diagrams, the writer shows the rules and layout of the game. The writer also includes some recent statistics and player's names from major tournaments.

Contents:
The Origins of Tennis
Dimensions, Descriptions and Sizes
Tournaments and Players
Tennis Skills
Tennis Terms
Umpiring Decisions
References

From the Paper
"Present day tennis most likely has its origins in the "Jeu de Paume", which was practiced at the King's Court in the 13th century. Tennis spread throughout Europe, finding great support in Great Britain. At the foot of the Windsor Castle ramparts, and in the majority of royal British residences, a "tennys courte" could always be found. This trend was credited to Henry VII, who had four courts built on the land surrounding Whitahall Palace. The word "tenetz", which was cried out by the player upon serving the ball to his opponent, eventually gained acceptance throughout Europe and became the deciding factor in the unification of the "Jeu de Paume"."
Term Paper # 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, $ 71.95
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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."
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 # 16496 SHOPPING CART DISABLED
Computer Gaming Technology, 2002.
This paper discusses computer gaming technology, the use of gaming ?engines? to provide an experience of entertainment to the user.
1,870 words (approx. 7.5 pages), 6 sources, MLA, $ 59.95
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Abstract
The paper points out that gaming is used also in the army, education, transportation, and many other industries to realistically simulate training situations although the biggest use is for entertainment. The author states that, as the games have become more realistic and more violent, the ethical issues around gaming have increased.

This paper includes colored scene captures of games.

Table of Contents
The Nature of the Innovation
The Role and Importance of the Innovation
The Factors Underlying Success of the Innovation
Ethical Issues in Relation to the Innovation
The Impact of the Innovation on Australian Society

From the Paper
"Violence has been an issue with video games since their birth, but not with out due reason. Although some games only have little if any violence, at the other end of the spectrum there is games like Grand Theft Auto, Soldier of Fortune, and Hitman1&2. In Grand Theft Auto (GTA) players are rewarded for the theft of cars, the killing of innocent bystanders by either running them over in a car or shooting them with a weapon. While in the original version of GTA, which had a birds-eye view perspective, and unrealistic graphics, by the release of GTA3 it is a third-person view, with realistic graphics and highly realistic driving physics (it was originally banned in Australia)."
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 # 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, $ 75.95
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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."
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 # 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."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>