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Effects video games have on society
Effects video games have on society
The process of making a video game
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Electronic Arts and the Global Video Game Industry
Demographic trends
Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games.
The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least occasionally in a year and 100% had played at some point in their life. The average age of game players in the US in 2003 is 29 years old and hard-core gamers purchase 10-15 new games annually. Indeed, the average age of game players is rising because gamers continue to play into their adult years, of those over age 50, 17% play video games up from 13% in 2000. The number of females who played console games dramatically rose also to about 40%. It is interesting to note that gamers over the age of 35 like to play games on PCs while those younger than 35 preferred console systems.
Socio-cultural
Many people think spending many hours in front of either PCs or video game consoles is not a good hobby for kids. There are many issues such as health, personality, motivation and especially violence and aggression . Some people believe violence in video games and in other media promotes violent behavior among participants. It can contribute to players becoming overweight by decreasing outdoor activity and reducing the capability of eye-sight. The content of violent games could account for changes in the player's mood and cause him or her to become more aggressive or emotional.
Political/Legal
The video game business is an interdependent industry. Companies have to pay a customary royalty to the console makers. The console manufacturer have the power to authorize all games, limited the number of games, marketing plan and even the quantity of production. The guidelines and restrictions put forth by the Software Rating Board (ESRB) effects the content, storylines and features of vi...
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...at encourages creativity but also will pull the plug on ideas in the early stages so that they can concentrate resources on ventures that are more likely to pay off. Because of this most of the games EA creates are sequels to previously successful franchise brands. Finally, the company is one that prides itself on moral character. EA¡¦s Chairman and CEO Lawrence Probst states that ¡§EA will not publish games with gratuitous sex and violence.¡¨ This is an important distinguishing point in an industry that is know for pushing the edge of decency with regard to
sex, violence and drugs.
SWOT Analysis
Strengths
„X Dominate Player in market
„X Great game franchises
„X International reach
„X Strong talent pipeline
„X Moral leadership Weaknesses
„X Poor Relationship with Microsoft
„X Overly focused business (on games)
Opportunities
„X Mobile market
„X Cell phone market
„X In car equipment
„X Branch out into other forms of media (TV, movies)
„X Online gaming Threats
„X Rising production costs.
„X New entrants especially in the mobile market
„X Console upgrades
„X Increasing development costs
“Unwelcome sexual advances, requests for sexual favors, and other verbal or physical conducts of a sexual nature constitute (are) sexual harassment when: (1) submission to (agree to) . . . or rejection of such conduct by an individual is used as the basis for employment decisions affecting such individuals, or (2) such conduct has the purpose or effect of unreasonably interfering with an individual's work performance or creating an intimidating, hostile (threatening), or offensive working environment” (ENotes.com...
The “quid pro quo” harassment culprit is a boss or supervisor that gives certain employees below them benefits if they enter into a sexual relationship, or grant sexual favors to the boss/supervisor (Shaw, p.444). This form of sexual harassment is hard to argue, the suppressor is clearly taking advantage of the subordinate, because the subordinate is at risk for losing their job if they don’t participate.
I went to watch The Fault in our Stars and returned back with a big disappointment. Thinking all night what went wrong. The movie was nice, the characters, the story, then why didn’t I liked it? Definitely not to blame the people who made it. To blame the people who brought hallucinating thoughts and eventually made me believe all of it. Just like Percy’s essay I also couldn’t find the dogfish in the Shakespeare sonnet. I wanted to watch the movie with a curiosity. As people told me how emotional and perfection the movie was. How two people suffering with cancer fell in love and died at the end. One of the reasons are predictable. They already told me what was in the movie that kind of killed the part of enjoying
Sexual orientation discrimination is the unfair treatment of someone solely based on their sexual orientation. Unlike sexual harassment and gender discrimination, sexual orientation discrimination is not protected under Title VII. However, there are state and local laws that prohibit it (Moran,
The goal of the personality assessments was to provide a better understanding of all of the individuals. Prior research indicated that certain personality types are best matched with certain tasks. However, it is challenging to meet both the technical and personal criteria to create the “perfect” employee. Therefore, it was determined that the knowledge of the individual’s personality style and that of their team members provided a more realistic solution toward communicating effectively and working together as a team. Further instruction is planned for the group to discuss how individuals need to communicate based on their own results and the r...
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
For many years, there has been a debate in which whether or not personality plays a role in the workplace, in areas like “teamwork, job-fit, leadership, service, sales, and overall performance and satisfaction” (Furnham, 2008). Personality is an important topic for human resources and training professionals to consider during the hiring process and employee development. Employees’ personalities might have a significant impact on an organization’s performance. Therefore, I believe using personality tests in a workplace is necessary.
The Equal Employment Opportunity Commission (EEOC), under Title VII of the Civil Rights Act of 1964, defines sexual harassment as a behavior of a sexual nature that affects an individual’s terms of employment or creates a hostile and intimidating work environment. According to the EEOC, it is “unlawful to harass a person, an applicant, or employee because of that person’s sex.” (Sexual Harassment) The term “sexual harassment” can be a bit misleading as other forms of work related harassment can take place that have nothing to do with ‘sex’ but do however, fall under the same umbrella. We will look to identify the different types of sexual harassment in the workplace, specifically, ‘Quid Pro Quo’ and what it’s like to work in a ‘Hostile Work Environment’. This paper will focus on the law, woman’s rights in the workplace, and discuss an example from the Supreme Court Case of: Meritor Savings Bank, FSB v. Vinson, 477 U.S. 57 (1986).
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
The development of knowledge about the candidates is a complex process of assessment no particular technique is able to reveal the essence of knowledge of the subject, so it is necessary to go for a multi-layered design, multi-technical approach (Harwood, 2012). Millon model has been greatly enriched over the last three decades, which in turn implies greater complexity that goes against simple explanations. Surely, such complexity is related to the object of study: personality. Future work on personality assessment throws up the need for validation of the use of different means of evaluation of candidates applying for a selection process (Aiken & Groth-Marnat, 2006). It would be very useful to measure the real scope and potential of using different procedures in the selection of personnel. Focus is needed to investigate the reliability and validity of combined procedures interviews, tests (aptitude and personality) and knowledge
The aim of this paper is to detail the teaching strategies for collaborative learning adopted for a selected group of Nanyang Technological University (NTU), 3rd year undergraduate learners. The challenges in implementing instructional scaffolding for collaborative learning and its possible remedies are also discussed.
The creators of violent video games cannot stop.According to the lawyer Jack Thompson the creators of violent games take an income more than $246000000. The violent video games brought two teenagers to the murder. It is a real problem said Jack Thompson.
Cooperative Language Learning seeks to develop classrooms that foster cooperation rather then competition, which is believed to lower the learner’s stress (195). According to Krashen’s Affective Filter Hypothesis, some people who are exposed to a large amount of comprehensible input are unable to acquire language because their affective filter, which is triggered by anxiety or negative attitudes, filters out input (Lightbrown, 106). By emphasizing cooperation rather then competition it is believed that learner’s becomes more receptive to input. Cooperation also allows learners to accomplish shared goals. By doing so individuals seek out outcomes beneficial to themselves and all other group members, maximizing their own and each others learning (Richards,195). McGroaty (1989) states that cooperative language learning offers “1. Increased frequency and variety of second language practice through different types of ...