| Papers [1-15] of 100 :: [Page 1 of 7] | | Go to page : 1 2 3 4 5 6 7 —> | Search results on "VIDEO GAMES VIETNAMESE MARKET": |
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Video Games and the Vietnamese Market, 2006. An in-depth discussion on the introduction of video games to Vietnam. 6,377 words (approx. 25.5 pages), 19 sources, MLA, $ 148.95 »
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Abstract This paper takes a look at Electronic Arts, Inc., one of the major players in the video game industry. The paper attempts to assess the viability of further extending the company's operations into Vietnam. The paper reviews and analyzes the relevant and scholarly literature to develop a sound basis for the summary and recommendations supplied in the conclusion.
Table of Contents
Chapter 1: Introduction
Statement of the Problem
Purpose of Study
Importance of Study
Scope of Study
Overview of Study
Chapter 2: Review of Related Literature
Chapter 3: Methodology
Description of the Study Approach
Data-gathering Method and Database of Study
Chapter 4: Data Analysis
Chapter 5: Summary, Conclusions and Recommendations
From the Paper "The report also suggests that the idea that software piracy only adversely affects large Western software producers such as Electronic Arts is completely misguided. In this regard, Piazza reports that, "Foreign software makers can spread the piracy risk across multiple markets while local producers take the full brunt of piracy" (2003, p. 44). Although the company has taken the same precautions that are available to all video gaming manufacturers in attempting to protect its products from such piracy, the fact remains that it is a simple matter to copy the company's products and it can reasonably be expected that this practice will continue unabated until the government of Vietnam is able to establish more stringent controls. "
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Video Games and Aggression, 2004. This paper is a research proposal to test the relations of video games and childhood aggression. 1,490 words (approx. 6.0 pages), 9 sources, APA, $ 49.95 »
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Abstract This paper relates that the General Affective Aggression Model (GAAM) is one of the leading theories in the field of aggression, which argues that exposure to violent video games can increase short-term aggression (20 minutes following exposure to a video game) over long periods of time. The author states that the experimental hypothesis is that children who play violent video games are more likely to be more aggressive on the playground. The paper describes a research design with three experimental groups consisting of randomly selected 8 to 10-year-old boys and girls. The experimental group plays a violent video game (e.g., Kung Fu), one control group plays a non-violent video game (e.g., Ms. Pac Man) and another control group will consist of children that did not play a video game.
Table of Contents
Introduction
Literature Review
Proposed Study
Methods and Statistical Analysis
Participation
Design and Procedures
Discussion
Conclusion
From the Paper "Certainly, the literature available notes several limitations on this type of study. One important constraint is that this experimental design does not allow researchers to determine the effect of video game violence in a 'real' or 'playful environment. Goldstein notes that voluntary exposure to violent video games may have a different effect than enforced exposure on aggression. In the lab, video games are not entered into in a playful frame of mind, as they are in the 'real' world. However, the need for a controlled, experimental situation in this experiment makes such a distinction difficult."
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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."
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Violent Video Games, 2006. A look at the issues surrounding violent video games. 1,527 words (approx. 6.1 pages), 4 sources, MLA, $ 50.95 »
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Abstract This paper discusses how violent video games should be a clear cause for concern among all American citizens, especially parents and teachers and how children are the most at-risk group for developing signs of increased aggression due to playing too many violent video games for too long. It contends that American culture is violent enough without school shootings and that psychologists and sociologists need to study the effects of video game violence more so that public policy can better reflect the needs of children and of all citizens. It concludes that, because preliminary studies show at least a correlation between violent video games and aggressive physiological response as well as emotional, mental, and physical aggression, violent video games should be banned or at least restricted.
From the Paper "As Walsh notes, "Pong" was one of the first video games, an innocuous non-violent digital version of table tennis. Pong evolved quickly into combat games that involved the player blasting spaceships to bits or hitting creatures on the head with mallets. Some violent video games even came with toy guns in place of the joystick, so that viewers could shoot at targets physically. Nothing could be closer to inducing actual violence than a game with a gun. Many of the violent games using guns are hunting games, implying that violence against animals might also be an added concern. Today, video games are more violent than they ever have been; they have come a long way since Pong. Games like Doom and Mortal Kombat require constant killing of enemies. In many cases the imagery that accompanies the killing is gory. Blood spurts through the air and splatters on-screen. Severed limbs tremble and spew bodily fluids. Ultra-realistic settings make the viewer feel even more like he or she has been transported to another world, that the game is a semblance of reality."
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Video Games - For Better of For Worse, 2001. This paper discusses the topic of video games and how the major corporations of Sony and Sega have managed to penetrate the consumer market. It provides a history of the development of this craze and discusses how it influences adults and children alike. 2,950 words (approx. 11.8 pages), 10 sources, $ 87.95 »
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Abstract This paper discusses the topic of video games and how the major corporations of Sony and Sega have managed to penetrate the consumer market. It provides a history of the development of this craze and discusses how it influences adults and children alike.
From the paper:
We are used to thinking of video games as the newest thing, the very latest form of entertainment. But it may be more useful to think of video games as very old forms of games that have just been put into new packages, for ? for all their multi-media glitz, glamour, bells and whistles ? all video games truly are deep down is a packing of that age-old commodity, the urge to play.
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The Video Games Industry, 2007. This paper examines the video games industry and its impact on children today. 2,762 words (approx. 11.0 pages), 9 sources, MLA, $ 82.95 »
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Abstract The paper defines how video games encompass a multitude of computer made programs that result in a user-friendly game which can be run on several gadgets such as computers, iPods or mobile telephones. The paper relates that specialists foresee a dramatic increase in the role of video games, leading to many changes. The paper discusses the U.S. Government desire to control the distribution of violent games towards children. The paper also discusses the social consequences prone to affect the consumers of virtual realities which have been widely disputed ever since 1960. The paper discusses how the video game industry is unstable and investors have no certainty that their financial involvement in the process will lead to a successful outcome.
Outline:
Resource Availability
Technical Support
Government Actions
Socioeconomic Trends
Actual Statistics
Marketing the Video Games
From the Paper "The development resources refer to the personnel in charge of developing the computer programs at the basis on the games, in other words, the development resources are in fact human resources. These people are mostly certified programmers and are divided into six different categories according to their work domain as follows: game programmer, game designer, level designer, game producer, game artist and game tester."
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Violent Video Games, 2002. Examines the effect of violent video games on children under the age of 18. 898 words (approx. 3.6 pages), 4 sources, MLA, $ 31.95 »
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Abstract According to a recent survey, nine out of ten U.S. households with children have rented or owned a video or computer game and nearly a third of the Top 100 video-console games for the first quarter of 1999 had at least some sort of violent content. This paper looks at the effect these games have on the emotional, moral and social well-being of children. The paper covers issues such as the gradual changing of the 'bad-guys' from monsters and imaginary characters to real people, thus legitimizing violent behavior, as well as looking at the link between violent video games and events such as the Columbine High School shooting. Finally, the paper looks at the possibility of banning these video games and the difficulties involved.
From the Paper "Opponents of violent video games usually argue that games such as Doom or Quake help break down the natural inhibitions we have against killing and in the U.S. the military has begun using Doom-like games to improve so-called fire rates ? encouraging soldiers to pull the trigger in battle. Only about one-fifth of U.S. soldiers in combat in World War II fired their weapons, a rate that the military pushed up to 95% by the Vietnam War, in part through the use of simulations meant to make shooting at humans seem more routine and "normal" (Slatalla)."
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Video Games and Child Development, 2005. An analysis of the effects of video games on the social development and the motor performance of children. 4,094 words (approx. 16.4 pages), 18 sources, MLA, $ 110.95 »
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Abstract Technological advancements have allowed society to be actively involved in a virtual world, thus providing cognitive stimulation. This paper examines how the effects of video games can influence the six major themes in developmental psychology. These themes include nature and nurture, socio-cultural influences, the active role of the child, continuous versus discontinuous, individual differences, and the interaction among domains.
Outline
Introduction
The Effects of Video Games on the Cognitive Development of the Child
The Effects of Video Games on the Motor Performance of the Child
The Effects of Video Games on the Social Development of the Child
Recommendations
Conclusion
From the Paper "In recent events, violent acts from adolescents at school have taken precedence. An adolescent need not fire at gun to be an outstanding marksman. Video games proved the target practice that facilitates becoming one. A fascination with computer games turned Michael Carneal, a fourteen-year-old from Kentucky, into an excellent marksman. As Grossman describes it "Michael Carneal...fired eight shots...at a bunch of milling, scrambling, creaming children.... Even more astounding was the kill ratio. Each kid was hit once. Three were killed; one was paralyzed for life... He simply fired one shot at everything that popped up on this screen" (Anderson & Song, p. 4 ). Sadly, such adverse effects on varying levels are seen commonly among aggressors whose reality is tainted with the illusions of video games."
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Aggressive Behavior and Violent Video Games, 2008. A analysis of three studies addressing aggressive behaviour and violent video games. 1,821 words (approx. 7.3 pages), 3 sources, APA, $ 58.95 »
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Abstract This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. The paper explains that these studies take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. The writer points out that one paper was found to be more thoughtful, varied, less reductive and more generative of new questions than the others towards reflection on what studies of this variety can produce in terms of useful or stimulating information. The writer then looks at how all three studies indicate the sway in psychology of what previous studies have found in numbers, in studies of varying quality or small differences seeming to be unanimous in correlating violent video games and user aggression. The writer concludes that many studies addressing violent video games in relation to aggression obviously point to an unspoken question as to why such aggression of sometimes very serious forms is demonstrated by many persons in North America - a society that has attained one of the highest standards of living, ever seen.
From the Paper "A comment is made on violent media as known to produce aggressive behaviour according to various studies of different kinds. The conclusion repeats the introduction's statement on violent video games perhaps inducing automatic aggressive associations of the self. However, the reader is never quite sure what aggressive associations of the self are. One presumes that a student of a certain age has enough insight to report that, yes, he or she is aware of feeling angry or 'wired up' after interacting with a violent video game, but this need mean very little. Perhaps a student having had a difficult morning or a delayed trip to school would report that he or she also felt aggressive, or a student having had to deal with an intense, unpleasant experience of another kind. Again, is aggression anger, or anger expressed outwardly, or annoyance?"
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Violence in Video Games, 2006. A study on the effects of violent video games on youth. 3,630 words (approx. 14.5 pages), 11 sources, APA, $ 101.95 »
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Abstract This paper takes a look at both sides of the debate regarding violent video games and their effect on youth. The paper begins with the assumption that violent video games do not make youth more violent and, in fact, help youths with already violent tendencies channel their aggression in a less harmful manner. The paper thus examines the contention that playing violent video games does not have a negative affect on the behavior of the adolescent as well as the contention that youths that play violent video games do not become more violent.
Table of Content
Literature Review
Methodology
Conclusions
From the Paper "No people before or since have so reveled in displays of mortal combat as did the Romans during the last two centuries B.C. and the first three centuries thereafter, nor derived such pleasure from spectacles in which slaves and convicts were exposed to wild beasts and killed in front of cheering spectators. Video games, one of the most prolific forms of violent entertainment in the world today, seems to pale in comparison to the brutality of the Romans. However, critics claim that video games such as Mortal Kombat, Duke Nukem, and Doom are not only inundated with violence, but that playing such games may be having a harmful effect on the youth. Senator Joseph Lieberman stated in 1998, "these games... are part of a toxic culture, that is helping to desensitize them (youths) and blur the lines between right and wrong, and encouraging some of them to commit violence," Despite this growing concern, children still seem to be spending time playing video games. Several studies have examined the impact that gaming has on individual's aggressive tendencies. Some of the research indicated that there was a relationship between playing video games and aggression, while other studies found that there was no indication of increased aggression after playing a video game."
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Violent Video Games Do Effect Aggressive Behavior, 2002. Report on the direct correlation between increased violent behavior in children and the amount of violent video games viewed. 2,400 words (approx. 9.6 pages), 12 sources, $ 89.95 »
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Abstract Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
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Video Games as Myth, 2006. A position paper arguing against the statement that video games are the Digital Society's new form of mythology. 675 words (approx. 2.7 pages), 1 source, $ 26.95 »
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Abstract This paper consists of responses to three questions, all of which examine the subject of narrative in ludology--the study of games--as related to video games. The questions asked relate to video games as the mythology of the "digital age," the explicit or implicit didactic purpose of video games (if any), and whether the manner in which the narrative is told affects the way the story is "received.
From the Paper "In your view, are video games the new myth form of Digital Society? In my opinion video games are not the new myth form for the Digital Society. In discussing the hero's journey, Bob Bates states that "myths convey the values of society. Myths are how we teach each other who we are and how we should behave" (Into the Woods). Bates also indicates that myths actively guide the actions of people in the society that creates them (author emphasis added). Because video games, in general, do not drive the actions of society, they do not meet the criteria of 'mythology."
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Video Games and Children, 2004. Examines the effect that video games have on children and youth. 4,104 words (approx. 16.4 pages), 13 sources, MLA, $ 110.95 »
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Abstract This essay delves into the sociological implications of the violence of video games, especially on those who use them the most, namely, impressionable youth. It questions the attractiveness of video games, especially violent ones, and looks at this sort of entertainment in the general context of a more permissive society. The paper shows that, in studying how violent video games affect children and youth, researchers have to be aware of different factors. These include tracing behavioral patterns of the child, but also tracing patterns of behaviors from familial, psychological, and socioeconomic backgrounds.
From the Paper "Therefore, in considering the effects of video games on children, we must also consider why video games are so popular. Why do most children feel that these games are a must-have, even when aspects such as peer-aping mentality and mass market appeal advertisements are taken out of the equation? Children believe that video games are fun. They also offer children a measure of control over their surroundings?something that they cannot do in the presence of parents, guardians or teachers. Children have indicated that video games relieve boredom and stress."
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Violent Video Games, 2005. This paper examines the effect of violent video games on teens. 920 words (approx. 3.7 pages), 2 sources, $ 31.95 »
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Abstract This paper relates that teens who play violent video games subsequently can become involved in violent behavior. The author points out the military's use of violent video games to train soldiers. The paper relates the effect on the brain of violent video games.
From the Paper "Violent video games promote teen violence. These games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings at ...."
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Video Games, 2002. A discussion of the positive and negative effects of video games on children. 1,265 words (approx. 5.1 pages), 4 sources, MLA, $ 42.95 »
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Abstract This paper examines how children these days spend more time watching TV or playing video games than any other activity save sleeping and how most studies so far indicate that video games can have both positive and negative effects on children, depending on the time spent in the activity and the type of video games played. It details these affects such as giving the child a good introduction to the use of computers and stress relief as well as the promotion of violence and the increase of obesity and weight problems through inactivity. It concludes with recommendations for parental intervention and the social responsibility of the manufacturers in order to control these phenomena.
From the Paper "Scientists have studied the physiological response of playing violent video games on people by measuring such responses as the heart rate and the galvanic skin response (the electrical activity on the skin). The studies show that the responses vary according to the content of the games?the more violent games tend to produce a response similar to an adrenaline rush and the reactions were more pronounced in the adolescent males. (Clements). The research also shows that the players of violent games quickly get de-sensitized to the degree of violence. This ?de-sensitization? has more than one disturbing aspect to it. "
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