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Free research essays on topics related to: computer games

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  • Computer Games - 403 words
    By the end of the twentieth century most communications were by satellite; people use computer for almost every thing and the internet give people information around the world. Computers nowadays use in every things like in business, companies, schools, hospitals, houses and also in produce games. Computer games are very familiar in the world every body from children to adults, played with it, but there are some advantages and disadvantages. I want to begin with several of disadvantages of computer games. For example, the report is showing that computer games cause aberrations in childhood behavior, increase violent behavior and cause anti-social behavior that make children keep away from ot ...
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  • Computer Games On Young People - 679 words
    The effects computer games have on young people. Good or bad? Effects of computerised gaming have a wide range on young people today and like anything else the effects you get out is in the way they are used. If we look at how computer games are made and what they are intended for we can get a better understand for the effects that come out of them. Computer games today are created on a bases of entertainment but what are computer games? They are most commonly a simulation of a real life or exaggerated situation where a player can experience from their homes. To start off with the most talked about effect of video games: violence. Many people would say that computer games are quite harmless ...
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  • Computer Games: Addictive And Time-consuming - 1,886 words
    Entertainment plays a big role in everyday life. Games, video, computer, online games, Playstations, etc can be used as entertainment and stress relief by many. (Woolley). Games are created to give people some time of pleasure and fun, time to get away from the world and dont think about the problems they face. But entertainment has become a business. Companies dealing with entertainment business make millions of dollars by (for example) putting a single computer game on sale. Their success depends on their products, and if the product is an MMO (mass multiplayer on-line) Game then their success will be great. Because even though MMO Games are created with the same purpose of a normal game ...
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  • Computer Games - 872 words
    Thus the situation of characters within videogames shows an example of distraction, the test-space and its tactile appropriation through habituation. Initially, the player encounters the characters or objects in an optical, contemplative sense. An unfamiliar videogame is prone to prompt such thoughts: Can I jump this chasm? Am I strong enough to overcome that enemy? A player at this stage will likely look for representational cues to choose a course of action. As the player becomes habituated and learns the specificities of the game-space, their reactions become more unnatural- they no longer judge a chasms length by their own real-world experience, but by the distance they know their charac ...
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  • Something Wickid This Way Comes - 3,810 words
    ... y talk of the good and the bad times, fears, and death; it makes everything else scared. But death itself only scares. If there were no death, all the other things would get tainted. They tell each other not to go near the carnival. Will welcomes his dad to climb up to his window for fun, as his father did when he was a kid in the good old days. Will slept for exactly one hour, he remembered something; he looks out his window at Jims roof. He yelped, The lightening rod is gone. Will was afraid. No, fear was a new electric power suit Jim must try to size. Will fears the carnival will send someone to find Jim, they would represent the storm. Jim was up in his house; the boys felt something ...
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  • Superhighway Or Road To Nowhere - 1,166 words
    What impact, if any, is the use of computers and other digital technologies having on the learning process of todays student? To what extent or degree are we as teachers responsible, or should be responsible, for the proper integration of technology into our classrooms? Research and inquiry into this realm have proposed both positive and negative aspects to computer versus traditional learning. There are, without question, cultural and educational benefits and dangers of technology and computer usage for students. As educators, we have a significant role to play in ensuring equal access to technology, and in realizing its full educational and creative potential. Public debate about the impac ...
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  • Superhighway Or Road To Nowhere - 1,235 words
    ... indeed, a mythology about childhood. On the one hand, children are seen to possess a natural, spontaneous creativity, which is somehow released by the machine; while on the other, children are seen as vulnerable, innocent and in need of protection. Ultimately, both positions are symptomatic of the chronic sentimentality with which our society views children - of the very limited and limiting ways in which we construct the meaning of childhood, and thereby constrain the lives of children. At the same time, both positions are characterized by a kind of technological determinism - that is, a belief that technology will bring about social changes in and of itself`. Whether we see these chang ...
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  • Computer Crime - 1,325 words
    New times bring new crimes. It's a story as old as humanity and as new as the Internet. First comes cars, then car thieves follow. Telephones are followed by telephone fraud. Now we've got computers . . .. To make home, school, and office life easier, society relies on computers. As a result of this dependency, computer use grows everyday. Along with the growing use of computers comes widespread computer crime. With the Internet becoming increasingly popular, more and more people are becoming computer literate, and networks are becoming more readily accessible. The rise in computer crime can easily be blamed upon the increasing number of users. The Internet is widely deemed as a new communit ...
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  • Trench Coat Mafia - 715 words
    "Always remember that others may hate you but those who hate you don't win unless you hate them. And then you A lot of people are trying to figure out why the two kids in Colorado went on a shooting spree. Many people are focusing on violence, guns, computer games, movies, television, and the free flow of information on the internet. These kids wouldn't have done what they did without a motivation. Their Here are my opinions on some of the things people are focusing on in the discussion this event has brought As Americans it is totally hypocritical for us to say that violence is bad. Every tax paying American supports violence and pays for it. In fact, we support an American foreign policy w ...
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  • Ancient And Medieval Times - 452 words
    2 million years ago, life on Earth for mankind was very different. Back then, technology as we know it did not even exist. Over the years, mankinds increased scientific knowledge has allowed him to increase the amount of personal luxuries, but not The first human beings may have appeared 2 million years ago, but they did not even discover fire until 1.5 million BC. From a purely technological standpoint, todays world far surpasses that of the old. All the comforts of modern technology are at our fingertips, and living outdoors is no longer a necessity, but a leisure activity. For most of us, entertainment is not a problem. Electronic video and computer games are readily available, as is 24-h ...
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  • Simulation Games - 626 words
    Simulation Games- To take the appearance or form of; to pretend; To make a model of different types of games. Simulation games have come a long way since they first began a long time ago. Graphics and sound have gotten much better, complexity of the game engine and multiplayer capabilities have also made great leaps. People still wonder if it has actually gotten better or had just changed. Now, 3-D cards and huge program files have become the standard to run the simpler Sims. Since simulation games try to accurately represent or mimic real life situations technology will continue to make them better until we no longer separate fiction from reality. When simulation games first came out they w ...
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  • Japans Next Generation - 1,852 words
    A. Post World War II changes in traditional structure The family is the most important element in Japanese society. Traditionally Japan had large, extended families, with three or four generations living together. Today, although grandparents sometimes live with the family, most people live in small nuclear homes consisting of the parents and one or two children. This change has occurred slowly since the end of World War II. Before the war, Japan was an agricultural society, with most people lived in farming communities where rice was the major crop. Rice growing requires many people working together to plan, harvest and irrigate; therefore, in order to survive, families had to live near eac ...
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  • Eye Candy - 1,002 words
    Heroes, villains, love, betrayal, friendship, evil, romance, fantasy, adventurethese are the ingredients of the excitement found in an RPG, a Role-Playing Game. What makes RPGs so great? RPGs allow the player to escape from reality, leaving behind all the stress and problems of today. RPGs are an outlet for our imaginations and become addicting as they attract gamers like flies to a flytrap. Having a great combination of story line and graphics, RPGs keep growing in popularity and have many high points and very few low points. Taking you into an untold world of fantasy that only we people can imagine, the legacies of the stories of fantasy and myth told throughout ages now come in the form o ...
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  • Breaking The Chains Of Violence - 1,192 words
    ... th no existing norms or values. As discussed earlier, the experiences of a newborn will actually determine which neuropathways are developed in the brain. Psychiatrist Dr. Dorothy Lewis has spent more that twenty-five years studying the motives of murderers. She believes that the seeds of violence are sewn by childhood abuse (Vaughan 551). One of her most striking realizations after interviewing scores of kids behind bars has been the high rates of child abuse among children who kill. In one study, ninety-six percent of homicidal children have come from chaotic family backgrounds, usually including family violence. Ninety percent have been abused as a child by a family member (Morse 122) ...
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  • Religion - 1,740 words
    Everyone has felt somewhat out of place at one point or another in his or her life. How does one feel when he or she has no one to turn to? Mary Shelley's Frankenstein and Nathaniel Hawthorne's "Rappaccini's Daughter" are both works that give the reader a chance to observe how individuals feel and act when they are placed in an isolated position. Mary Shelly's Frankenstein is a book about a creature that is alienated from society due to his repulsive outward appearance, and Hawthorne's story gives the account of a beautiful lady who cannot have social acquaintances because of her fatal physical qualities. Frankenstein's creature's isolation is turned into rage, while Beatrice, Rappaccini's d ...
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  • The Sociopolitical Ramifications Of Computer Gaming - 3,196 words
    Since the dawning of civilization, when the first humans walked the earth, games have played an integral part in human society. Humanity has always had a passion for pastimes and has accordingly created an immense number of methods for achieving diversion. From the game of Senet, an ancient Egyptian game of royal appeal (and perhaps even the primogenitor of modern backgammon) that was discovered in the tombs of pharaohs; Hnefatafl, a Norse precursor to chess; and Calculi, a Roman game that strikingly resembled a later game commonly known as checkers; to modern electronic games that are nearly omnipresent in our current day and age, the human race has continually striven for new and improved ...
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  • The Sociopolitical Ramifications Of Computer Gaming - 3,181 words
    ... ty. Since he was a mere boy, he had played with blocks and immensely enjoyed the act of creating entire cities. And not simply for the purpose of destroying them later; he sincerely loved the act of constructing elaborate infrastructures from blocks and other household toys. So he reckoned that it would be a good idea to make a game that allowed players to do just this, but on a computer. Not even he was prepared for what came after. Released four years later, in 1989, SimCity became one of the most innovative and popular games ever. Selling over 5 million in the years since it has been released, SimCity was a game that just about everyone could enjoy. It was not overly violent, so paren ...
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  • Juvenile Crime - 695 words
    Juvenile crime rates have nearly doubled in most countries. In the news we keep hearing about youngsters got mixed up in shady affairs and committing petty crimes. Firstly they just steal an apple from the market stands, then rob a small shop, next day we learn about a 17-year-old kid who killed his classmates. People are concerned and rightly so. That's all what we do or maybe give them a harsh punishment. It seems that the problem has only focused on punishment and very little on prevention or intervention. There is no single cause of violence but we can certainly list a lot of risk factors, which increase the development of delinquent behavior. These include child abuse and family disinte ...
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  • Scientific Knowledge Beneficial For Humanity - 346 words
    Is The Relentless Pursuit Of Scientific Knowledge Beneficial For Humanity? Scientific knowledge has done both good and evil to humanity, but people of the modern world realise that there is a bad side to technology and therefore know how to avoid it. In these circumstances technology is very beneficial to humanity. Technology includes timesaving mechanisms, medicine and entertainment devices. Firstly, medical technology saves millions of lives around the world each year. It does this with vaccinations that prevent people from getting deadly diseases, and drugs if people do. It also uses machinery like the heart monitor and the life support systems. Because of medicine diseases like smallpox, ...
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  • Art And Technology - Schwartz & Moffat - 1,701 words
    Many modern artists use high technology equipment in their works. Whereas traditionally artists used a pencil or brush to make beautiful works of art, artists in the early twenty-first century are now using sound, video or computer generated images. Digital art developed from simple patterns and shapes made using computer programs to finished works of art which can look as realistic as a watercolour or oil painting. Modern art exhibitions often include more videos and installations than traditional painting or drawings. Even artists which use traditional techniques increasingly use modern technology such as the internet to display their works and communicate with other artists. Modern techno ...
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